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Stelas
Sep 6, 2010

ROUND 4 - INVESTIGATOR PHASE, CONT.

Carson gets to spellcasting. Rita discards one Horror at random.

Instill Bravery posted:

You glimpse a white ship on a sea of stars. Test Lore, Target 3. (Lore: ) If you fail, the vision vanishes as quickly as it appeared; flip 1 Horror faceup.

:cthulhu: In Eldritch Horror, when you flipped a spell, you knew what the underside was from that point onwards. In Mansions of Madness, every time you cast a spell you check the back, then draw a new copy of the spell. So the consequences for casting will keep changing.

Carson seeks to Wither the Deep One.

Wither posted:

You struggle to pronounce the blasphemous phrase, arcane words twisting your tongue. Test Lore, Target 2. (Lore: ) 1 Clue used. If you pass, some primordial instinct guides your speech; the monster suffers damage equal to the spell's power plus your test result.

The spell writhes in your mind like a living thing, lashing out at random around you. Suffer 1 facedown Damage.

The Deep One suffers 3 damage.
Rita gets to punching.

quote:

As you grapple your foe, you attempt to lift it off its feet. Test Strength, Target 2. (Strength + Brass Knuckles: Rabbit's Foot: ) If you pass, your enemy struggles as you heft it into the air and hurl it with a grunt. The monster and another monster in its space take damage equal to your test result.

The Deep One suffers 2 damage.

quote:

You challenge your enemy to fisticuffs. Your foe pauses, sizing you up. Test Strength, Target 2. Roll 2 extra dice if you have suffered 3 or more damage. (Strength + Brass Knuckles: ) If you pass, you take advantage of the ensuing confusion and deliver a powerful blow to the creature's head. The monster suffers damage equal to your test result.

The Deep One suffers 3 damage.
Preston moves and checks the desk.

quote:

You dig through the dense paperwork cluttering the desk, looking for anything of interest. Test Observation. (Observation: ) Cigarette Case is used. As you shuffle through the seemingly endless paperwork covering the desk, you spot a weathered journal that looks out of place amidst the mundane clutter. The cover of the journal is marked 'Lililth Vanderbilt'. Gain the Old Journal Unique Item and discard this Search token.

Action Queue
- Yorick: 2 actions.


MONSTERS
None!

TOKENS
Dining Room, Left Search: A china cabinet has been repurposed to store all manner of knicknacks.
Dining Room, Eugene: "Please, you must hurry! The master is in danger!" (No action.)
Dining Room, Item: Knife (Bladed Weapon, Damage 1, Melee.)
Kitchen, Left Search: Someone has locked this cabinet by wrapping a chain around the handles.
Kitchen, Right Search: The refrigerator has been left cracked open, dripping water onto the floor.
Hall End, Search: A desk sits against the wall, being used as an endtable. Several large drawers appear locked by a combination.
Hall End, East Explore: You suspect this unmarked door leads to a bedroom.
Hall End, North Explore: A weathered door stands at the end of the hall. You hear bizarre noises from the other side. When you try the handle, the door is locked. (No action.)
Library, North Search: Peering behind the bookshelf the robed figure was moving, you see runic circles inscribed on the wall.
Library, South Search: A large scroll showing the solar system is sprawled across the pile of books.

INVESTIGATORS
Rita Young (Circlmastr)
Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 0 Clues. 8/9 Health. 4/5 Sanity.
You may move 1 additional space per Move action.
Brass Knuckles (When attacking unarmed, roll 2 extra dice.)
Holy Water (Action: Discard 1 Horror, then become Focused. Then discard this card.)
Lucky Rabbit's Foot (Once a round, you may reroll 1 die.)

Carson Sinclair (berenzen)
Strength 3, Agility 2, Observation 5, Lore 4, Influence 4, Will 3. 4 Clues. 7/8 Health. 6/6 Sanity.
Action: Another investigator within range may perform 1 action. Activate this ability only once per round.
Instill Bravery (Spell. Action: You or one investigator within range discard one Horror. Then flip this card.)
Wither (Attack Spell. Ranged, 2 Damage.)

William Yorick (Istvun)
Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 3 Clues. 6/7 Health. 7/7 Sanity.
Whenever a Monster is defeated, gain 1 Clue.
King James Bible (Action: You or one investigator within range may discard one facedown Horror.)

Preston Fairmont (Iron Chef Ramen)
Strength 4, Agility 4, Observation 3, Lore 2, Influence 5, Will 3. 2 Clues. 8/8 Health. 6/6 Sanity.
Once per round, when you gain an Item, you may flip 1 Horror card facedown or discard 1 facedown Horror card.
Kerosene Lantern (Light Source. You may discard this card to turn all clue results into successes when attacking unarmed.)
Medical Textbook (Action: You or one investigator within range may discard one facedown Damage.)
Lucky Cigarette Case (Once a round, you may convert a clue roll into a success.)
Old Journal (The journal of Lilith Vanderbilt. The pages are torn and frayed from hard use. Action: Read the journal.)

Second Post | Learn To Play | Rules Reference

Stelas fucked around with this message at 12:25 on Jan 25, 2020

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Stelas
Sep 6, 2010

I'd never seen that fisticuffs one before. It's pretty effective - I had to stop dead and blink for a bit myself.

CirclMastr
Jul 4, 2010

Stelas posted:

I'd never seen that fisticuffs one before. It's pretty effective - I had to stop dead and blink for a bit myself.

I've been really appreciative of the Brass Knuckle's 2 extra dice. I don't know if taking the kitchen knife would have been more effective for combat, but being able to leave it there certainly helped for action economy.

berenzen
Jan 23, 2012

I'll spend a clue on wither

Stelas
Sep 6, 2010

Reports of the Deep One's survival are considered to be premature. (Post is updated; no further narration happens.)

CirclMastr posted:

I've been really appreciative of the Brass Knuckle's 2 extra dice. I don't know if taking the kitchen knife would have been more effective for combat, but being able to leave it there certainly helped for action economy.

I'm surprised. Every time I've had someone try to punch things before it hasn't exactly gone well. I'm not sure if it's just the app adjusting for the tutorial mission or what.

Iron Chef Ramen
Sep 15, 2007

HA HA! YOU HAVE CHOSEN POORLY!
Move to the lobby, read the journal.

Stelas
Sep 6, 2010

Iron Chef Ramen posted:

Move to the lobby, read the journal.

It's not next turn yet! But I'll save it for when it is. Did you want to go to a particular section of the lobby (south, ne, nw)?

Iron Chef Ramen
Sep 15, 2007

HA HA! YOU HAVE CHOSEN POORLY!
NE. I'm really dropping the ball on this reading comprehension thing lately.

Istvun
Apr 20, 2007


A better world is just $69.69 away.

Soiled Meat
nothing important could possibly be in these knick-knacks. I'll go to the kitchen and check out the fridge.

If it's open-ended, spend a clue to get to two. If it's a target number, spend to meet it

Stelas
Sep 6, 2010

ROUND 4 - INVESTIGATOR PHASE, CONT.

William also gains a Clue for the Deep One's death.

William is off looking for munchies.

quote:

You pull open the heavy refridgerator door. Inside you see a mess of pallid flesh, slick and fragrant with the scent of the ocean. It has the shape of a tube, but surmounted by many writhing tentacles. Its eyes are fixed and dead, staring and seeing too much. You push aside the raw squid, and find something useful. Gain the Whiskey item, then discard this Search token.

:cthulhu: I love everything about that event, but who the gently caress puts whiskey in the fridge? that's the real monsters

Action Queue


MONSTERS
None!

TOKENS
Dining Room, Left Search: A china cabinet has been repurposed to store all manner of knicknacks.
Dining Room, Eugene: "Please, you must hurry! The master is in danger!" (No action.)
Dining Room, Item: Knife (Bladed Weapon, Damage 1, Melee.)
Kitchen, Left Search: Someone has locked this cabinet by wrapping a chain around the handles.
Hall End, Search: A desk sits against the wall, being used as an endtable. Several large drawers appear locked by a combination.
Hall End, East Explore: You suspect this unmarked door leads to a bedroom.
Hall End, North Explore: A weathered door stands at the end of the hall. You hear bizarre noises from the other side. When you try the handle, the door is locked. (No action.)
Library, North Search: Peering behind the bookshelf the robed figure was moving, you see runic circles inscribed on the wall.
Library, South Search: A large scroll showing the solar system is sprawled across the pile of books.

INVESTIGATORS
Rita Young (Circlmastr)
Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 0 Clues. 8/9 Health. 4/5 Sanity.
You may move 1 additional space per Move action.
Brass Knuckles (When attacking unarmed, roll 2 extra dice.)
Holy Water (Action: Discard 1 Horror, then become Focused. Then discard this card.)
Lucky Rabbit's Foot (Once a round, you may reroll 1 die.)

Carson Sinclair (berenzen)
Strength 3, Agility 2, Observation 5, Lore 4, Influence 4, Will 3. 4 Clues. 7/8 Health. 6/6 Sanity.
Action: Another investigator within range may perform 1 action. Activate this ability only once per round.
Instill Bravery (Spell. Action: You or one investigator within range discard one Horror. Then flip this card.)
Wither (Attack Spell. Ranged, 2 Damage.)

William Yorick (Istvun)
Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 4 Clues. 6/7 Health. 7/7 Sanity.
Whenever a Monster is defeated, gain 1 Clue.
King James Bible (Action: You or one investigator within range may discard one facedown Horror.)
Whiskey (Action: Discard up to two facedown Horror, then flip this card.)

Preston Fairmont (Iron Chef Ramen)
Strength 4, Agility 4, Observation 3, Lore 2, Influence 5, Will 3. 2 Clues. 8/8 Health. 6/6 Sanity.
Once per round, when you gain an Item, you may flip 1 Horror card facedown or discard 1 facedown Horror card.
Kerosene Lantern (Light Source. You may discard this card to turn all clue results into successes when attacking unarmed.)
Medical Textbook (Action: You or one investigator within range may discard one facedown Damage.)
Lucky Cigarette Case (Once a round, you may convert a clue roll into a success.)
Old Journal (The journal of Lilith Vanderbilt. The pages are torn and frayed from hard use. Action: Read the journal.)

Second Post | Learn To Play | Rules Reference

Stelas
Sep 6, 2010

ROUND 4 - MYTHOS PHASE

Event posted:

The kitchen lights flicker, and then die. Place Darkness in every space in the Kitchen. The sudden darkness is overwhelming, and William finds himself completely blind. Test Will, Target 1. (Will: ) If you fail, you stand rooted to the spot while you wait for your eyes to adjust; become Restrained.

:cthulhu: Darkness prevents spending Clues, unless a light source is nearby.

Event posted:

A robed figure suddenly bursts through a secret door. Upon catching sight of Preston, the figure stiffens and then yells back through the passage. "There are others here!" You hear a muffled response from another part of the estate. "Get rid of them!" Spawn a Cultist.

Cultist Attack posted:

The cultist moves 2 spaces towards the nearest investigator. Then it attacks the investigator in its space with the most Items.

The cultist swings a staff, trying to dislodge Preston's belongings. Test Agility, Target 1. (Agility: ) If you pass, you twist your body just in time. Suffer 1 facedown Damage.

Cultist Horror Check: Preston posted:

The cultist chants under his breath, a slow undercurrent of noise that digs into your brain. Suffer 1 facedown Horror (Will negates). (Will: )

ROUND 5 - INVESTIGATOR PHASE

:cthulhu: Preston has an enemy on him, so doing anything other than fighting will require an evade check. His CO is cancelled.

Action Queue
- All: 2 actions (unless you are William, I suspect)


MONSTERS
Study: Cultist (HP 5/5, Awareness 3, Horror 1, Brawn 2)

TOKENS
Dining Room, Left Search: A china cabinet has been repurposed to store all manner of knicknacks.
Dining Room, Eugene: "Please, you must hurry! The master is in danger!" (No action.)
Dining Room, Item: Knife (Bladed Weapon, Damage 1, Melee.)
Kitchen, Left Search: Someone has locked this cabinet by wrapping a chain around the handles.
Hall End, Search: A desk sits against the wall, being used as an endtable. Several large drawers appear locked by a combination.
Hall End, East Explore: You suspect this unmarked door leads to a bedroom.
Hall End, North Explore: A weathered door stands at the end of the hall. You hear bizarre noises from the other side. When you try the handle, the door is locked. (No action.)
Library, North Search: Peering behind the bookshelf the robed figure was moving, you see runic circles inscribed on the wall.
Library, South Search: A large scroll showing the solar system is sprawled across the pile of books.

INVESTIGATORS
Rita Young (Circlmastr)
Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 0 Clues. 8/9 Health. 4/5 Sanity.
You may move 1 additional space per Move action.
Brass Knuckles (When attacking unarmed, roll 2 extra dice.)
Holy Water (Action: Discard 1 Horror, then become Focused. Then discard this card.)
Lucky Rabbit's Foot (Once a round, you may reroll 1 die.)

Carson Sinclair (berenzen)
Strength 3, Agility 2, Observation 5, Lore 4, Influence 4, Will 3. 4 Clues. 7/8 Health. 6/6 Sanity.
Action: Another investigator within range may perform 1 action. Activate this ability only once per round.
Instill Bravery (Spell. Action: You or one investigator within range discard one Horror. Then flip this card.)
Wither (Attack Spell. Ranged, 2 Damage.)

William Yorick (Istvun)
Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 4 Clues. 6/7 Health. 7/7 Sanity.
Whenever a Monster is defeated, gain 1 Clue.
King James Bible (Action: You or one investigator within range may discard one facedown Horror.)
Whiskey (Action: Discard up to two facedown Horror, then flip this card.)
Restrained (You cannot move voluntarily. At the end of your turn, discard this card.)

Preston Fairmont (Iron Chef Ramen)
Strength 4, Agility 4, Observation 3, Lore 2, Influence 5, Will 3. 2 Clues. 7/8 Health. 6/6 Sanity.
Once per round, when you gain an Item, you may flip 1 Horror card facedown or discard 1 facedown Horror card.
Kerosene Lantern (Light Source. You may discard this card to turn all clue results into successes when attacking unarmed.)
Medical Textbook (Action: You or one investigator within range may discard one facedown Damage.)
Lucky Cigarette Case (Once a round, you may convert a clue roll into a success.)
Old Journal (The journal of Lilith Vanderbilt. The pages are torn and frayed from hard use. Action: Read the journal.)

Second Post | Learn To Play | Rules Reference

berenzen
Jan 23, 2012

Let's go into Library (N) and search. Spend clues to get to the target number of successes if needed.

Stelas
Sep 6, 2010

You can't get there in one movement - it's two spaces per move action, so one move will take you to the south space of the library.

CirclMastr
Jul 4, 2010

Rita will run over to the Cultist and bop it in the head (or hood, if I miss).

berenzen
Jan 23, 2012

Move to library S and search then

Stelas
Sep 6, 2010

ROUND 5 - INVESTIGATOR PHASE, CONT.

Rita races to rescue Preston by punching a man in the head.

quote:

The man's attacks are quick and relentless. You focus on evading the strikes and looking for a counterattack. Test Observation, Target 2. (Observation + Knuckles: ) If you pass, you strike while your foe is off-balance; he stumbles and collapses under the weight of your blows. The cultist takes 2 damage..

Carson takes a look at the large scroll.

quote:

This scroll is marked with the orbit of the eight planets. A straight line is drawn out across them from the sun, marked with today's date and the words 'planetary alignment'. Gain 1 Clue, then discard this Search token.

Action Queue
- William/Preston: 2 actions.


MONSTERS
Study: Cultist (HP 3/5, Awareness 3, Horror 1, Brawn 2)

TOKENS
Dining Room, Left Search: A china cabinet has been repurposed to store all manner of knicknacks.
Dining Room, Eugene: "Please, you must hurry! The master is in danger!" (No action.)
Dining Room, Item: Knife (Bladed Weapon, Damage 1, Melee.)
Kitchen, Left Search: Someone has locked this cabinet by wrapping a chain around the handles.
Hall End, Search: A desk sits against the wall, being used as an endtable. Several large drawers appear locked by a combination.
Hall End, East Explore: You suspect this unmarked door leads to a bedroom.
Hall End, North Explore: A weathered door stands at the end of the hall. You hear bizarre noises from the other side. When you try the handle, the door is locked. (No action.)
Library, North Search: Peering behind the bookshelf the robed figure was moving, you see runic circles inscribed on the wall.
Library, South Search: A large scroll showing the solar system is sprawled across the pile of books.

INVESTIGATORS
Rita Young (Circlmastr)
Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 0 Clues. 8/9 Health. 4/5 Sanity.
You may move 1 additional space per Move action.
Brass Knuckles (When attacking unarmed, roll 2 extra dice.)
Holy Water (Action: Discard 1 Horror, then become Focused. Then discard this card.)
Lucky Rabbit's Foot (Once a round, you may reroll 1 die.)

Carson Sinclair (berenzen)
Strength 3, Agility 2, Observation 5, Lore 4, Influence 4, Will 3. 5 Clues. 7/8 Health. 6/6 Sanity.
Action: Another investigator within range may perform 1 action. Activate this ability only once per round.
Instill Bravery (Spell. Action: You or one investigator within range discard one Horror. Then flip this card.)
Wither (Attack Spell. Ranged, 2 Damage.)

William Yorick (Istvun)
Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 4 Clues. 6/7 Health. 7/7 Sanity.
Whenever a Monster is defeated, gain 1 Clue.
King James Bible (Action: You or one investigator within range may discard one facedown Horror.)
Whiskey (Action: Discard up to two facedown Horror, then flip this card.)
Restrained (You cannot move voluntarily. At the end of your turn, discard this card.)

Preston Fairmont (Iron Chef Ramen)
Strength 4, Agility 4, Observation 3, Lore 2, Influence 5, Will 3. 2 Clues. 7/8 Health. 6/6 Sanity.
Once per round, when you gain an Item, you may flip 1 Horror card facedown or discard 1 facedown Horror card.
Kerosene Lantern (Light Source. You may discard this card to turn all clue results into successes when attacking unarmed.)
Medical Textbook (Action: You or one investigator within range may discard one facedown Damage.)
Lucky Cigarette Case (Once a round, you may convert a clue roll into a success.)
Old Journal (The journal of Lilith Vanderbilt. The pages are torn and frayed from hard use. Action: Read the journal.)

Second Post | Learn To Play | Rules Reference

Istvun
Apr 20, 2007


A better world is just $69.69 away.

Soiled Meat
yeah there's nothing I can do

Iron Chef Ramen
Sep 15, 2007

HA HA! YOU HAVE CHOSEN POORLY!
Use both actions to bare knuckle box the cultist. Use clues, use the kerosene lamp if it'll get the kill. If by some miracle the first action drops him, read the journal with the second.

Stelas
Sep 6, 2010

ROUND 5 - INVESTIGATOR PHASE, CONT.

William has a nap.

Preston has a bit of an uncouth brawl.

quote:

You study your opponent for weaknesses. Test Observation, Target 2. (Observation: ) If you pass, you spot a tremor in the cultist's left knee, focusing your attack there. The Cultist suffers 2 damage.

quote:

As you grapple your foe, you attempt to lift it off its feet. Test Strength, Target 2. (Strength: ) If you pass, your enemy struggles as you lift it into the air and hurl it with a grunt. The Cultist suffers damage equal to your test result.

The Cultist dies, and William's nap bears fruit.
:cthulhu: That's kind of a shame, I thought all the attacks were tailored by monster. Thinking about it, it's probably more based on the monster's size than anything.


MONSTERS
None!

TOKENS
Dining Room, Left Search: A china cabinet has been repurposed to store all manner of knicknacks.
Dining Room, Eugene: "Please, you must hurry! The master is in danger!" (No action.)
Dining Room, Item: Knife (Bladed Weapon, Damage 1, Melee.)
Kitchen, Left Search: Someone has locked this cabinet by wrapping a chain around the handles.
Hall End, Search: A desk sits against the wall, being used as an endtable. Several large drawers appear locked by a combination.
Hall End, East Explore: You suspect this unmarked door leads to a bedroom.
Hall End, North Explore: A weathered door stands at the end of the hall. You hear bizarre noises from the other side. When you try the handle, the door is locked. (No action.)
Library, North Search: Peering behind the bookshelf the robed figure was moving, you see runic circles inscribed on the wall.
Library, South Search: A large scroll showing the solar system is sprawled across the pile of books.

INVESTIGATORS
Rita Young (Circlmastr)
Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 0 Clues. 8/9 Health. 4/5 Sanity.
You may move 1 additional space per Move action.
Brass Knuckles (When attacking unarmed, roll 2 extra dice.)
Holy Water (Action: Discard 1 Horror, then become Focused. Then discard this card.)
Lucky Rabbit's Foot (Once a round, you may reroll 1 die.)

Carson Sinclair (berenzen)
Strength 3, Agility 2, Observation 5, Lore 4, Influence 4, Will 3. 5 Clues. 7/8 Health. 6/6 Sanity.
Action: Another investigator within range may perform 1 action. Activate this ability only once per round.
Instill Bravery (Spell. Action: You or one investigator within range discard one Horror. Then flip this card.)
Wither (Attack Spell. Ranged, 2 Damage.)

William Yorick (Istvun)
Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 5 Clues. 6/7 Health. 7/7 Sanity.
Whenever a Monster is defeated, gain 1 Clue.
King James Bible (Action: You or one investigator within range may discard one facedown Horror.)
Whiskey (Action: Discard up to two facedown Horror, then flip this card.)

Preston Fairmont (Iron Chef Ramen)
Strength 4, Agility 4, Observation 3, Lore 2, Influence 5, Will 3. 2 Clues. 7/8 Health. 6/6 Sanity.
Once per round, when you gain an Item, you may flip 1 Horror card facedown or discard 1 facedown Horror card.
Kerosene Lantern (Light Source. You may discard this card to turn all clue results into successes when attacking unarmed.)
Medical Textbook (Action: You or one investigator within range may discard one facedown Damage.)
Lucky Cigarette Case (Once a round, you may convert a clue roll into a success.)
Old Journal (The journal of Lilith Vanderbilt. The pages are torn and frayed from hard use. Action: Read the journal.)

Second Post | Learn To Play | Rules Reference

Stelas
Sep 6, 2010

ROUND 5 - MYTHOS PHASE

quote:

A loose, fluttering page covered in barely-legible text catches Preston's eye. Unable to resist, he reads. Preston suffers 2 facedown Horror (Lore negates). (Lore: ) Then, flip 1 Horror face up.

Preston draws 2 Horror.
Preston flips: Paranoia. (Horror. Keep this card face up. Whenever you end your turn within range of another investigator, flip 1 Horror face up.)

:cthulhu: As a reminder, 'range' is 'up to three spaces away, but not through doors'.

ROUND 6 - INVESTIGATION PHASE


MONSTERS
None!

TOKENS
Dining Room, Left Search: A china cabinet has been repurposed to store all manner of knicknacks.
Dining Room, Eugene: "Please, you must hurry! The master is in danger!" (No action.)
Dining Room, Item: Knife (Bladed Weapon, Damage 1, Melee.)
Kitchen, Left Search: Someone has locked this cabinet by wrapping a chain around the handles.
Hall End, Search: A desk sits against the wall, being used as an endtable. Several large drawers appear locked by a combination.
Hall End, East Explore: You suspect this unmarked door leads to a bedroom.
Hall End, North Explore: A weathered door stands at the end of the hall. You hear bizarre noises from the other side. When you try the handle, the door is locked. (No action.)
Library, North Search: Peering behind the bookshelf the robed figure was moving, you see runic circles inscribed on the wall.
Library, South Search: A large scroll showing the solar system is sprawled across the pile of books.

INVESTIGATORS
Rita Young (Circlmastr)
Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 0 Clues. 8/9 Health. 4/5 Sanity.
You may move 1 additional space per Move action.
Brass Knuckles (When attacking unarmed, roll 2 extra dice.)
Holy Water (Action: Discard 1 Horror, then become Focused. Then discard this card.)
Lucky Rabbit's Foot (Once a round, you may reroll 1 die.)

Carson Sinclair (berenzen)
Strength 3, Agility 2, Observation 5, Lore 4, Influence 4, Will 3. 5 Clues. 7/8 Health. 6/6 Sanity.
Action: Another investigator within range may perform 1 action. Activate this ability only once per round.
Instill Bravery (Spell. Action: You or one investigator within range discard one Horror. Then flip this card.)
Wither (Attack Spell. Ranged, 2 Damage.)

William Yorick (Istvun)
Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 5 Clues. 6/7 Health. 7/7 Sanity.
Whenever a Monster is defeated, gain 1 Clue.
King James Bible (Action: You or one investigator within range may discard one facedown Horror.)
Whiskey (Action: Discard up to two facedown Horror, then flip this card.)

Preston Fairmont (Iron Chef Ramen)
Strength 4, Agility 4, Observation 3, Lore 2, Influence 5, Will 3. 2 Clues. 7/8 Health. 4/6 Sanity.
Once per round, when you gain an Item, you may flip 1 Horror card facedown or discard 1 facedown Horror card.
Kerosene Lantern (Light Source. You may discard this card to turn all clue results into successes when attacking unarmed.)
Medical Textbook (Action: You or one investigator within range may discard one facedown Damage.)
Lucky Cigarette Case (Once a round, you may convert a clue roll into a success.)
Old Journal (The journal of Lilith Vanderbilt. The pages are torn and frayed from hard use. Action: Read the journal.)
Paranoia. (Horror. Keep this card face up. Whenever you end your turn within range of another investigator, flip 1 Horror face up.)

Second Post | Learn To Play | Rules Reference

Istvun
Apr 20, 2007


A better world is just $69.69 away.

Soiled Meat
I'll go unchain the cabinet definitely nothing will go wrong

not one thing

berenzen
Jan 23, 2012

Let's go to the northern library tile and search

CirclMastr
Jul 4, 2010

Rita will go to the Hall Corridor South and drink(?) the Holy Water.

Stelas
Sep 6, 2010

ROUND 6 - INVESTIGATION PHASE, CONT.

William checks the kitchen cabinet.

quote:

The chain is sturdy, but the cabinet doors are made of thin wood. You think you could break one of the doors off. Test Strength. (Strength: ) The flimsy wood cracks, but you cut your palm on the jagged wood as you pull the cabinet door off its hinges. Suffer 1 facedown Damage and gain the Sedatives Common Item. Then discard this search token.

Rita focuses.

Carson checks the bookshelf the cultist had been moving.

quote:

You push aside the shelf to reveal the ritual circles the butler spoke of. You attempt to trace them as he told you. Tap to attempt the puzzle, using Lore.

:cthulhu: Yeah, uh, about that:



:cthulhu: Select two tiles and they'll swap, and you have to make the image whole to continue. Progress is cumulative - each action gives you a number of moves equal to the stat you're told to check against, so in this case Carson has 4 moves, and could spend clues to get +1 move per clue. Having talked to the butler I think makes this easier, and only 3 moves are needed - swap bottom-left with bottom-middle, middle-left with middle, top-middle with top-right. I couldn't get a screen of the completed puzzle because it went too fast, but you get the idea. I guess I could make players do this, but it's so simplistic it doesn't really seem worth worrying about.

You trace a continuous line through the winding markings as the butler instructed you. The runes illuminate with a strange green light, and a wall panel pops open to reveal a secret door to a hidden study behind the wall. Gain 1 Clue and discard this token and wall.

A bookshelf filled with frightening objects is mounted on the opposite wall. An oak desk sits on the other side of the room. Search tokens are placed.

You may move 1 space into the revealed room.

Action Queue
- Carson: Move in?
- Preston: 2 actions.


MONSTERS
None!

TOKENS
Dining Room, Left Search: A china cabinet has been repurposed to store all manner of knicknacks.
Dining Room, Eugene: "Please, you must hurry! The master is in danger!" (No action.)
Dining Room, Item: Knife (Bladed Weapon, Damage 1, Melee.)
Hall End, Search: A desk sits against the wall, being used as an endtable. Several large drawers appear locked by a combination.
Hall End, East Explore: You suspect this unmarked door leads to a bedroom.
Hall End, North Explore: A weathered door stands at the end of the hall. You hear bizarre noises from the other side. When you try the handle, the door is locked. (No action.)
Office, West Explore: The shelf is lined with curiosities from the mundane to the terrifying. As you scan over the various items, your eyes fall on an urn marked 'Lilith Vanderbilt, 1856-1925'. You pick up the urn, and find it filled with ashes. (Action: Smash the urn.)
Office, East Explore: The oak desk has been kept in good condition. A number of papers and books are neatly stored on the desk's surface.

INVESTIGATORS
Rita Young (Circlmastr)
Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 0 Clues. 8/9 Health. 5/5 Sanity.
You may move 1 additional space per Move action.
Brass Knuckles (When attacking unarmed, roll 2 extra dice.)
Lucky Rabbit's Foot (Once a round, you may reroll 1 die.)
Focused (You may discard this card to convert all clue results to successes when resolving a test.)

Carson Sinclair (berenzen)
Strength 3, Agility 2, Observation 5, Lore 4, Influence 4, Will 3. 6 Clues. 7/8 Health. 6/6 Sanity.
Action: Another investigator within range may perform 1 action. Activate this ability only once per round.
Instill Bravery (Spell. Action: You or one investigator within range discard one Horror. Then flip this card.)
Wither (Attack Spell. Ranged, 2 Damage.)

William Yorick (Istvun)
Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 5 Clues. 5/7 Health. 7/7 Sanity.
Whenever a Monster is defeated, gain 1 Clue.
King James Bible (Action: You or one investigator within range may discard one facedown Horror.)
Whiskey (Action: Discard up to two facedown Horror, then flip this card.)
Sedatives (At the start of your turn, you may discard 3 Damage and 3 Horror. If you do, discard this card and end your turn.)

Preston Fairmont (Iron Chef Ramen)
Strength 4, Agility 4, Observation 3, Lore 2, Influence 5, Will 3. 2 Clues. 7/8 Health. 4/6 Sanity.
Once per round, when you gain an Item, you may flip 1 Horror card facedown or discard 1 facedown Horror card.
Kerosene Lantern (Light Source. You may discard this card to turn all clue results into successes when attacking unarmed.)
Medical Textbook (Action: You or one investigator within range may discard one facedown Damage.)
Lucky Cigarette Case (Once a round, you may convert a clue roll into a success.)
Old Journal (The journal of Lilith Vanderbilt. The pages are torn and frayed from hard use. Action: Read the journal.)
Paranoia. (Horror. Keep this card face up. Whenever you end your turn within range of another investigator, flip 1 Horror face up.)

Second Post | Learn To Play | Rules Reference

berenzen
Jan 23, 2012

Hell yeah hidden room. I'll move in.

Iron Chef Ramen
Sep 15, 2007

HA HA! YOU HAVE CHOSEN POORLY!
Move to the nw area of the lobby, read the journal.

Stelas
Sep 6, 2010

Oh, right, while I'm stuck at work this is a good time to check if the layout / map is working for people. Laid out in text, the intro scenario is more bare than I expected - later missions have more complex events / talky sections - but I think it's working okay.

CirclMastr
Jul 4, 2010

Stelas posted:

Oh, right, while I'm stuck at work this is a good time to check if the layout / map is working for people. Laid out in text, the intro scenario is more bare than I expected - later missions have more complex events / talky sections - but I think it's working okay.

My only issue has been getting Carson and William mixed up a lot. It might be worth including a character image with the Investigators section at the end?

Stelas
Sep 6, 2010

CirclMastr posted:

My only issue has been getting Carson and William mixed up a lot. It might be worth including a character image with the Investigators section at the end?

Fair point, yeah. I'll see about adding that in.

Stelas
Sep 6, 2010

ROUND 6 - INVESTIGATION PHASE, CONT.

Preston checks out the diary he found.

quote:

You turn to an entry from several years ago. "William has gotten increasingly secretive since he started that Astronomy Association. He's been working on some secret project in the tower, and even installed a lock and alarm to keep people out. What he doesn't know is that I've spotted the wiring he installed in his bedroom. If I can just use it to short out the circuit..." Gain 1 Clue.

The journal continues onwards for several months. You can continue reading as an action.

ROUND 6 - MYTHOS PHASE

quote:

Rita tries to speak - but instead, all of her teeth rot and fall away, one by one. Then she blinks, having screamed herself awake. Rita suffers 1 Horror.

Rita draws Absolute Terror: Suffer 1 additional facedown Horror, then flip this card facedown.
Rita draws another Horror.

quote:

A robed figure bursts through the back door of the kitchen, immediately yelling. "There's someone here!" A Cultist is spawned. His nerves still rattled from the earlier encounter, Eugene flees into the lobby.

quote:

The cultist moves 2 spaces towards the nearest investigator, then attacks the investigator in its space with the lowest Strength. William is targeted!

The cultist comes in low and lifts you into the air. Test Agility, Target 2. (Agility: ) If you fail, you are hurled across the room: Suffer 1 Damage and become Dazed, and move 1 space towards the Lobby.

William draws Minor Injury: No additional effect. Flip this card facedown.

Horror Check: Cultist vs. William posted:

The cultist calls out to the stars, begging for your demise. Test Observation, Target 2. (Observation: ) If you pass, you recognize the ravings of an addled fool: discard 1 Horror.

:cthulhu: Note that some tokens have updated!

ROUND 7 - INVESTIGATOR PHASE

Action Queue
- All: 2 actions.


MONSTERS
Kitchen: Cultist (HP 5/5, Awareness 3, Horror 1, Brawn 2)

TOKENS
Lobby, Eugene: "S-sirs! Sirs!" Eugene cowers in the entryway. "I think I know who they are!" (Action: "Who are they?")
Dining Room, Left Search: A china cabinet has been repurposed to store all manner of knicknacks.
Dining Room, Item: Knife (Bladed Weapon, Damage 1, Melee.)
Hall End, Search: A desk sits against the wall, being used as an endtable. Several large drawers appear locked by a combination.
Hall End, East Explore: You suspect this unmarked door leads to a bedroom.
Hall End, North Explore: A weathered door stands at the end of the hall. You hear bizarre noises from the other side. When you try the handle, the door is locked. (No action.)
Office, West Search: The shelf is lined with curiosities from the mundane to the terrifying. As you scan over the various items, your eyes fall on an urn marked 'Lilith Vanderbilt, 1856-1925'. You pick up the urn, and find it filled with ashes. (Action: Smash the urn.)
Office, East Search: The oak desk has been kept in good condition. A number of papers and books are neatly stored on the desk's surface.

INVESTIGATORS
Rita Young (Circlmastr)
Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 0 Clues. 8/9 Health. 3/5 Sanity.
You may move 1 additional space per Move action.
Brass Knuckles (When attacking unarmed, roll 2 extra dice.)
Lucky Rabbit's Foot (Once a round, you may reroll 1 die.)
Focused (You may discard this card to convert all clue results to successes when resolving a test.)

Carson Sinclair (berenzen)
Strength 3, Agility 2, Observation 5, Lore 4, Influence 4, Will 3. 6 Clues. 7/8 Health. 6/6 Sanity.
Action: Another investigator within range may perform 1 action. Activate this ability only once per round.
Instill Bravery (Spell. Action: You or one investigator within range discard one Horror. Then flip this card.)
Wither (Attack Spell. Ranged, 2 Damage.)

William Yorick (Istvun)
Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 5 Clues. 4/7 Health. 7/7 Sanity.
Whenever a Monster is defeated, gain 1 Clue.
King James Bible (Action: You or one investigator within range may discard one facedown Horror.)
Whiskey (Action: Discard up to two facedown Horror, then flip this card.)
Sedatives (At the start of your turn, you may discard 3 Damage and 3 Horror. If you do, discard this card and end your turn.)
Dazed (You cannot spend clues on puzzle steps or rolls. At the end of your turn, discard this card.)

Preston Fairmont (Iron Chef Ramen)
Strength 4, Agility 4, Observation 3, Lore 2, Influence 5, Will 3. 3 Clues. 7/8 Health. 4/6 Sanity.
Once per round, when you gain an Item, you may flip 1 Horror card facedown or discard 1 facedown Horror card.
Kerosene Lantern (Light Source. You may discard this card to turn all clue results into successes when attacking unarmed.)
Medical Textbook (Action: You or one investigator within range may discard one facedown Damage.)
Lucky Cigarette Case (Once a round, you may convert a clue roll into a success.)
Old Journal (The journal of Lilith Vanderbilt. The pages are torn and frayed from hard use. Action: Read the journal.)
Paranoia. (Horror. Keep this card face up. Whenever you end your turn within range of another investigator, flip 1 Horror face up.)

Second Post | Learn To Play | Rules Reference

Stelas fucked around with this message at 11:06 on Jan 31, 2020

Istvun
Apr 20, 2007


A better world is just $69.69 away.

Soiled Meat
I think I'm best off just grabbing the knife this turn

CirclMastr
Jul 4, 2010

At the risk of going completely insane, Rita is going into the office and smashing an urn.

berenzen
Jan 23, 2012

If Rita is not insane: Instill Bravery on Rita twice.

If Rita is insane: Try get to get the hell outta dodge. Move Twice to go to Northwestern Hall Corner.

berenzen fucked around with this message at 01:50 on Feb 1, 2020

Stelas
Sep 6, 2010

berenzen posted:

If Rita is insane: Search the Desk, then head to the southern Library.

The urn is in your space - it's the token that will be tagged by Rita. The desk is to the east.

berenzen
Jan 23, 2012

Revised CO.

Iron Chef Ramen
Sep 15, 2007

HA HA! YOU HAVE CHOSEN POORLY!
Move to Eugene, chat with Eugene. Smoke cigarettes.

Stelas
Sep 6, 2010

ROUND 7 - INVESTIGATOR PHASE

William picks himself up and grabs the kitchen knife from the table.

Rita has just the best plans.

quote:

You smash the urn in a cloud of ash and broken porcelain. The room seems to chill as you spot a glint of metal through amidst the ashes. As you pick it up, you hear the sound of a woman weeping. Gain the Elder Sign Pendant item, then discard this token.
Carson is there to help in the recovery.

Instill Bravery posted:

As you finish the spell, your body is wracked with painful coughing. Test Lore, Target 2. (Lore: ) If you fail, your coughs echo through the spell. Suffer 1 facedown Damage.

Rita discards 1 Horror.

Instill Bravery posted:

You feel as if your mind is twisting and stretching. Test Lore, Target 2. (Lore: ) 1 Clue is used. If you pass, you regain your senses.

Rita discards 1 Horror.

:cthulhu: As Carson is flush with Clues, I'll pause to see if he wants to spend 3. Passing will only avoid the damage - no bonuses.

Preston has a chat with Eugene.

Who are they? posted:

Eugene wipes his brow with a handkerchief, his back against the front door. "That man-- that man has been one of Mr. Vanderbilt's guests in the past. They are members of the Astronomy Association." Gain 2 Clues.

:cthulhu: ... okay!

Action Queue
- Carson: Spend Clues?


MONSTERS
Kitchen: Cultist (HP 5/5, Awareness 3, Horror 1, Brawn 2)

TOKENS
Lobby, Eugene: "Whatever are they doing here? Why are they after Mr. Vanderbilt?" (No action.)
Dining Room, Left Search: A china cabinet has been repurposed to store all manner of knicknacks.
Hall End, Search: A desk sits against the wall, being used as an endtable. Several large drawers appear locked by a combination.
Hall End, East Explore: You suspect this unmarked door leads to a bedroom.
Hall End, North Explore: A weathered door stands at the end of the hall. You hear bizarre noises from the other side. When you try the handle, the door is locked. (No action.)
Office, East Search: The oak desk has been kept in good condition. A number of papers and books are neatly stored on the desk's surface.

INVESTIGATORS
Rita Young (Circlmastr)
Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 0 Clues. 8/9 Health. 5/5 Sanity.
You may move 1 additional space per Move action.
Brass Knuckles (When attacking unarmed, roll 2 extra dice.)
Lucky Rabbit's Foot (Once a round, you may reroll 1 die.)
Elder Sign Pendant (Roll an additional die whenever evading a monster.)
Focused (You may discard this card to convert all clue results to successes when resolving a test.)

Carson Sinclair (berenzen)
Strength 3, Agility 2, Observation 5, Lore 4, Influence 4, Will 3. 5 Clues. 6/8 Health. 6/6 Sanity.
Action: Another investigator within range may perform 1 action. Activate this ability only once per round.
Instill Bravery (Spell. Action: You or one investigator within range discard one Horror. Then flip this card.)
Wither (Attack Spell. Ranged, 2 Damage.)

William Yorick (Istvun)
Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 5 Clues. 4/7 Health. 7/7 Sanity.
Whenever a Monster is defeated, gain 1 Clue.
King James Bible (Action: You or one investigator within range may discard one facedown Horror.)
Whiskey (Action: Discard up to two facedown Horror, then flip this card.)
Sedatives (At the start of your turn, you may discard 3 Damage and 3 Horror. If you do, discard this card and end your turn.)
Knife (Bladed Weapon, Damage 1, Melee.)

Preston Fairmont (Iron Chef Ramen)
Strength 4, Agility 4, Observation 3, Lore 2, Influence 5, Will 3. 5 Clues. 7/8 Health. 4/6 Sanity.
Once per round, when you gain an Item, you may flip 1 Horror card facedown or discard 1 facedown Horror card.
Kerosene Lantern (Light Source. You may discard this card to turn all clue results into successes when attacking unarmed.)
Medical Textbook (Action: You or one investigator within range may discard one facedown Damage.)
Lucky Cigarette Case (Once a round, you may convert a clue roll into a success.)
Old Journal (The journal of Lilith Vanderbilt. The pages are torn and frayed from hard use. Action: Read the journal.)
Paranoia. (Horror. Keep this card face up. Whenever you end your turn within range of another investigator, flip 1 Horror face up.)

Second Post | Learn To Play | Rules Reference

Stelas fucked around with this message at 13:10 on Feb 1, 2020

berenzen
Jan 23, 2012

I got lots of clues. Spend 1 clue to avoid 1 damage. I'll take the damage with the other.

I'll set this as a standard CO. Until I have 2 or fewer clues, spend clues at a 1:1 rate to avoid damage(If it would cost me 2 more more clues to avoid a single point damage, take the damage instead).

berenzen fucked around with this message at 04:55 on Feb 1, 2020

Iron Chef Ramen
Sep 15, 2007

HA HA! YOU HAVE CHOSEN POORLY!
oh poo poo

not the astronomy association

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Stelas
Sep 6, 2010

Iron Chef Ramen posted:

oh poo poo

not the astronomy association

In other missions this would have a bit more of a use - you usually have to collect Evidence along the way. Here it's just a nod to the guy's weirdo friends.

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