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Well poo poo. that didn't quite go according to plan.
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# ? Feb 6, 2020 02:50 |
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# ? Apr 27, 2024 17:16 |
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I guess I'll head up to the north lobby. Next round if you're still sane I could pass you a stiff drink also where's my
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# ? Feb 6, 2020 03:12 |
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Oh, right, I'll edit that in. ICR, given your situation I think I should prooobably ask in advance if you want to Rabbit's Foot / Cigarette Case / Clue or keep them in reserve for Mythos to prevent insanity. (It's gonna be a Lore check, no clear target.)
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# ? Feb 6, 2020 03:21 |
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Yeah, hold on to all of them for mythos phase.
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# ? Feb 6, 2020 03:25 |
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oh no
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# ? Feb 6, 2020 03:29 |
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ROUND 10 - INVESTIGATOR PHASE William hears the commotion and decides that's the perfect time to go get a Clue. Preston bolts into the bedroom and decides that the best way to get Sanity in a Cthulhu mythos is to try reading a gigantic tome. This always works. quote:You pull a creaking, wooden chair up to the desk and attempt to decipher the archaic scribblings on the tome's pages. Test Lore. (Lore: ) As you read, the very words seem to twist and change before your eyes. The pages speak to you of unknowable truths that leave your mind reeling. Suffer 1 Horror and gain the Arcane Manuscript common item, then discard this search token. MONSTERS None! TOKENS Study, Eugene: Eugene cowers by the writing desk. "Please! You must remove these ruffians from the estate!" (No Action.) Dining Room, Left Search: A china cabinet has been repurposed to store all manner of knicknacks. 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. (Action: You may explore this token only if you have the Brass Key.) Bedroom 2, South Search: A modest writing desk sits in the corner of this room, holding a massive tome that almost covers the desk's entire surface. Bedroom 2, North Search: A large sofa sits against the wall. You notice scuff marks on the floor by its feet. 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.) Elder Sign Pendant (Roll an additional die whenever evading a monster.) Elder Ward (Roll an additional die whenever a monster attacks you.) Grotesque Stone (Evidence.) 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. 3 Clues. 4/8 Health. 3/6 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.) Candles (Light Source. You may discard this card to convert all clue results to successes when casting a spell.) Brass Key Incriminating Evidence (Evidence.) William Yorick (Istvun) Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 7 Clues. 4/7 Health. 6/7 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.) .38 Revolver (Firearm, Damage 3, Ranged.) Preston Fairmont (Iron Chef Ramen) Strength 4, Agility 4, Observation 3, Lore 2, Influence 5, Will 3. 4 Clues. 4/8 Health. 1/6 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.) Lucky Rabbit's Foot (Once a round, you may reroll 1 die.) Arcane Manuscript (Roll an extra die when resolving a Lore test.) Old Journal (The journal of Lilith Vanderbilt. The pages are torn and frayed from hard use. You find nothing more of interest in its pages.) Photographic Evidence (Evidence.) Paranoia. (Horror. Keep this card face up. Whenever you end your turn within range of another investigator, flip 1 Horror face up.) Nyctophobia: (Horror. Keep this card face up. Whenever you end your turn in a space with Darkness, suffer 1 facedown Horror.) Second Post | Learn To Play | Rules Reference
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# ? Feb 6, 2020 03:40 |
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lol berenzen I got you a present
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# ? Feb 6, 2020 03:51 |
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I think the game has decided that you guys are taking too long. Lord.
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# ? Feb 6, 2020 04:01 |
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ROUND 10 - MYTHOS PHASEquote:Skittering and creeping, a flood of spiders emerge from their hiding places in the walls. Carson struggles to avoid the worst of their bites. Test Agility, Target 2. (Agility: ) If he fails, he receives many bites, and the venom makes the world warp around him. Suffer 1 facedown Damage, 2 Horror, and become Stunned. quote:The chanting in the tower reaches a fevered peak, the sound of it reverberating through the manor as if unnaturally amplified. As the chant reaches its end, the door to the tower bursts open. "The ritual is complete! I will deal with you myself!" calls William Vanderbilt as he steps out, wearing a set of the cultist's robes. A Priest of Dagon is spawned. quote:Vanderbilt moves up to two spaces to be within range of as many investigators as possible, then attacks all investigators in range. Rita and Carson are targeted! Horror Check: Vanderbilt vs. Carson posted:Vanderbilt grins, and you realize that smile is comprised of row after row of serrated, blackened teeth. Suffer 2 Horror (Will negates). (Will + Frayed Nerves: ) Horror Check: Vanderbilt vs. Rita posted:Vanderbilt's skin seems slick with sweat. Your nose is filled with a smell like rotting fish and blood, and you grow increasingly nauseous. Suffer 1 facedown Horror and become Dazed. ROUND 11 - INVESTIGATOR PHASE Action Queue - Carson: 1 action. - Everyone else: 2 actions. MONSTERS Hall End: Priest of Dagon, William Vanderbilt (HP 10/10, Awareness 4, Horror 3, Brawn 2) TOKENS Study, Eugene: Eugene cowers by the writing desk. "Please! You must remove these ruffians from the estate!" (No Action.) Dining Room, Left Search: A china cabinet has been repurposed to store all manner of knicknacks. 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. (Action: You may explore this token only if you have the Brass Key.) Bedroom 2, South Search: A modest writing desk sits in the corner of this room, holding a massive tome that almost covers the desk's entire surface. Bedroom 2, North Search: A large sofa sits against the wall. You notice scuff marks on the floor by its feet. INVESTIGATORS Rita Young (Circlmastr) Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 0 Clues. 6/9 Health. 4/5 Sanity. You may move 1 additional space per Move action. Brass Knuckles (When attacking unarmed, roll 2 extra dice.) Elder Sign Pendant (Roll an additional die whenever evading a monster.) Elder Ward (Roll an additional die whenever a monster attacks you.) Grotesque Stone (Evidence.) Focused (You may discard this card to convert all clue results to successes when resolving a test.) Dazed (You may not spend Clues to gain additional puzzle steps or convert results. Discard this card at the end of your turn.) Carson Sinclair (berenzen) Strength 3, Agility 2, Observation 5, Lore 4, Influence 4, Will 3. 3 Clues. 1/8 Health. 1/6 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.) Candles (Light Source. You may discard this card to convert all clue results to successes when casting a spell.) Stunned (You may only take 1 action on your turn. Discard this card at the end of your turn.) Brass Key Incriminating Evidence (Evidence.) Frayed Nerves: (Horror. Keep this card face up. Roll 1 fewer die when attempting Will tests.) William Yorick (Istvun) Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 7 Clues. 4/7 Health. 6/7 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.) .38 Revolver (Firearm, Damage 3, Ranged.) Preston Fairmont (Iron Chef Ramen) Strength 4, Agility 4, Observation 3, Lore 2, Influence 5, Will 3. 4 Clues. 4/8 Health. 1/6 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.) Lucky Rabbit's Foot (Once a round, you may reroll 1 die.) Arcane Manuscript (Roll an extra die when resolving a Lore test.) Old Journal (The journal of Lilith Vanderbilt. The pages are torn and frayed from hard use. You find nothing more of interest in its pages.) Photographic Evidence (Evidence.) Paranoia. (Horror. Keep this card face up. Whenever you end your turn within range of another investigator, flip 1 Horror face up.) Nyctophobia: (Horror. Keep this card face up. Whenever you end your turn in a space with Darkness, suffer 1 facedown Horror.) Second Post | Learn To Play | Rules Reference Stelas fucked around with this message at 04:13 on Feb 6, 2020 |
# ? Feb 6, 2020 04:08 |
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This is a fun time to talk about what happens if you run out of Sanity or Health! In both cases, you don't actually die the first time you run out - instead, they can be considered breakpoints where the game gets harder for the team. Losing all your Health makes you Wounded - you go back up to full HP, but you can no longer double-move. This is honestly more annoying than it sounds, especially on bigger maps. Losing all your Sanity is a lot more funny. It makes you Insane - you go back up to full Sanity, but you draw a random card that gives you a personal goal that differs to that of the mission. It may be aligned to that of the other investigators, just with extra stipulations (win but hoard all the items, win but stay above a certain number of Clues) or it may be aligned against them (lose while ensuring there's a big fire, hold a weapon and be alone with another investigator and oops oh no I slipped), or it may say 'no change at all'. Of course, it's kept secret. e: Looking through my list, my favorite one is from an expansion that isn't turned on, unfortunately. 'Aggression' is 'You win or lose the game as normal, but must start every sentence you say with 'No,'. Stelas fucked around with this message at 04:19 on Feb 6, 2020 |
# ? Feb 6, 2020 04:15 |
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I think I'm gonna need those sedatives here soon. I'll wait on my actions until everyone else has done theirs. I have a feeling that either using wither or Instill Bravery will either wound me or drive me insane.
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# ? Feb 6, 2020 04:24 |
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Rita may not have a gun, but she apparently has the soul of The Rock inside her, so let's unleash both People's Elbows.
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# ? Feb 6, 2020 05:26 |
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ROUND 11 - INVESTIGATOR PHASE You'd think Eugene would have more dialog about this. Ah well. Rita winds up! quote:You lunge at your foe's legs in an attempted tackle. Test Strength, Target 2. (Strength + Knuckles: ) If you fail, your foe nimbly dodges and you roll as you hit the ground. quote:You challenge your foe to fisticuffs. Vanderbilt pauses, sizing you up. Test Influence, Target 2, roll 2 extra dice if you have 3 or more Damage. (Influence + Knuckles + 2: ) If you pass, you take advantage of the confusion and deliver a powerful swing to the head; Vanderbilt takes damage equal to your test result. Action Queue - Rita: Confirm Focus. - Preston/William: 2 actions. - Carson: 1 action. MONSTERS Hall End: Priest of Dagon, William Vanderbilt (HP 8/10, Awareness 4, Horror 3, Brawn 2) TOKENS Study, Eugene: Eugene cowers by the writing desk. "Please! You must remove these ruffians from the estate!" (No Action.) Dining Room, Left Search: A china cabinet has been repurposed to store all manner of knicknacks. 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. (Action: You may explore this token only if you have the Brass Key.) Bedroom 2, South Search: A modest writing desk sits in the corner of this room, holding a massive tome that almost covers the desk's entire surface. Bedroom 2, North Search: A large sofa sits against the wall. You notice scuff marks on the floor by its feet. INVESTIGATORS Rita Young (Circlmastr) Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 0 Clues. 6/9 Health. 4/5 Sanity. You may move 1 additional space per Move action. Brass Knuckles (When attacking unarmed, roll 2 extra dice.) Elder Sign Pendant (Roll an additional die whenever evading a monster.) Elder Ward (Roll an additional die whenever a monster attacks you.) Grotesque Stone (Evidence.) Focused (You may discard this card to convert all clue results to successes when resolving a test.) Dazed (You may not spend Clues to gain additional puzzle steps or convert results. Discard this card at the end of your turn.) Carson Sinclair (berenzen) Strength 3, Agility 2, Observation 5, Lore 4, Influence 4, Will 3. 3 Clues. 1/8 Health. 1/6 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.) Candles (Light Source. You may discard this card to convert all clue results to successes when casting a spell.) Stunned (You may only take 1 action on your turn. Discard this card at the end of your turn.) Brass Key Incriminating Evidence (Evidence.) Frayed Nerves: (Horror. Keep this card face up. Roll 1 fewer die when attempting Will tests.) William Yorick (Istvun) Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 7 Clues. 4/7 Health. 6/7 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.) .38 Revolver (Firearm, Damage 3, Ranged.) Preston Fairmont (Iron Chef Ramen) Strength 4, Agility 4, Observation 3, Lore 2, Influence 5, Will 3. 4 Clues. 4/8 Health. 1/6 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.) Lucky Rabbit's Foot (Once a round, you may reroll 1 die.) Arcane Manuscript (Roll an extra die when resolving a Lore test.) Old Journal (The journal of Lilith Vanderbilt. The pages are torn and frayed from hard use. You find nothing more of interest in its pages.) Photographic Evidence (Evidence.) Paranoia. (Horror. Keep this card face up. Whenever you end your turn within range of another investigator, flip 1 Horror face up.) Nyctophobia: (Horror. Keep this card face up. Whenever you end your turn in a space with Darkness, suffer 1 facedown Horror.) Second Post | Learn To Play | Rules Reference
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# ? Feb 6, 2020 12:36 |
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If yorick comes to shoot Vanderbilt, let's give him another shot. Otherwise, give rita another swing at him.
berenzen fucked around with this message at 16:30 on Feb 6, 2020 |
# ? Feb 6, 2020 16:28 |
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Yes, use Focused for the 4 damage.
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# ? Feb 6, 2020 18:48 |
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Move north, search that tile. Staying away from Vanderbilt
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# ? Feb 6, 2020 19:59 |
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berenzen posted:If yorick comes to shoot Vanderbilt, let's give him another shot. Otherwise, give rita another swing at him. Technically speaking, a turn in which you're Stunned is the best time to use sedatives! ... you know, if you don't mind keeping him alive a bit longer. What could go wrong?
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# ? Feb 6, 2020 23:51 |
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I'd rather Vanderbilt be dead and risk something happening to me on the next mythos phase rather than using the sedatives and then getting pumped full of damage again anyway.
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# ? Feb 7, 2020 00:26 |
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I can head into the room and shoot vanderbilt. Then if he's dead I can pass you the whiskey so at least you won't go insane. e: oh, you were dazed and stunned. missed that.
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# ? Feb 7, 2020 00:32 |
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So just to be clear, is the plan to double-tap Vanderbilt?
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# ? Feb 7, 2020 05:15 |
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Stelas posted:So just to be clear, is the plan to double-tap Vanderbilt? if he survives the first shot
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# ? Feb 7, 2020 13:41 |
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ROUND 11 - INVESTIGATOR PHASE, CONT. Rita focuses, turning a miss into 4 damage! Preston is having nothing to do with this loony. quote:You drag the sofa across the wooden floor and hear an audible click. You look under the seat to see a small alcove in the floor, holding a jumble of electrical wiring. You seem to have triggered something, and now you can hear a steady ticking from within. You attempt to rewire the device to stop the timer. Tap to attempt the puzzle using Observation. quote:I've made the assumption that William's going to go to Carson's spot for later trading. Yell if that's wrong! quote:The world around you seems to slow as you aim down the barrel of your weapon, lining up a fateful shot. Test Agility, Target 2. (Agility: ) 2 Clues are used. If you pass, you bring all your focus to bear and fire with unerring accuracy; the monster suffers damage equal to the weapon's damage plus the results of your test. Vanderbilt, oddly, does not get any defeat text. Whatever could there be left to do? Action Queue - Preston: Spend 2 Clues? MONSTERS None! TOKENS Study, Eugene: Eugene cowers by the writing desk. "Please! You must remove these ruffians from the estate!" (No Action.) Dining Room, Left Search: A china cabinet has been repurposed to store all manner of knicknacks. 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. (Action: You may explore this token only if you have the Brass Key.) Bedroom 2, North Search: A large sofa sits against the wall. You notice scuff marks on the floor by its feet. INVESTIGATORS Rita Young (Circlmastr) Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 0 Clues. 6/9 Health. 4/5 Sanity. You may move 1 additional space per Move action. Brass Knuckles (When attacking unarmed, roll 2 extra dice.) Elder Sign Pendant (Roll an additional die whenever evading a monster.) Elder Ward (Roll an additional die whenever a monster attacks you.) Grotesque Stone (Evidence.) Carson Sinclair (berenzen) Strength 3, Agility 2, Observation 5, Lore 4, Influence 4, Will 3. 3 Clues. 1/8 Health. 1/6 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.) Candles (Light Source. You may discard this card to convert all clue results to successes when casting a spell.) Brass Key Incriminating Evidence (Evidence.) Frayed Nerves: (Horror. Keep this card face up. Roll 1 fewer die when attempting Will tests.) William Yorick (Istvun) Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 6 Clues. 4/7 Health. 6/7 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.) .38 Revolver (Firearm, Damage 3, Ranged.) Preston Fairmont (Iron Chef Ramen) Strength 4, Agility 4, Observation 3, Lore 2, Influence 5, Will 3. 4 Clues. 4/8 Health. 1/6 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.) Lucky Rabbit's Foot (Once a round, you may reroll 1 die.) Arcane Manuscript (Roll an extra die when resolving a Lore test.) Old Journal (The journal of Lilith Vanderbilt. The pages are torn and frayed from hard use. You find nothing more of interest in its pages.) Photographic Evidence (Evidence.) Paranoia. (Horror. Keep this card face up. Whenever you end your turn within range of another investigator, flip 1 Horror face up.) Nyctophobia: (Horror. Keep this card face up. Whenever you end your turn in a space with Darkness, suffer 1 facedown Horror.) Second Post | Learn To Play | Rules Reference
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# ? Feb 7, 2020 15:03 |
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Oh poo poo a bomb Yeah, spend the clues
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# ? Feb 7, 2020 15:35 |
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ROUND 11 - INVESTIGATOR PHASE, CONT. Preston is having nothing to do with this loony, redux. quote:You drag the sofa across the wooden floor and hear an audible click. You look under the seat to see a small alcove in the floor, holding a jumble of electrical wiring. You seem to have triggered something, and now you can hear a steady ticking from within. You attempt to rewire the device to stop the timer. Tap to attempt the puzzle using Observation. MONSTERS None! TOKENS Study, Eugene: Eugene cowers by the writing desk. "Please! You must remove these ruffians from the estate!" (No Action.) Dining Room, Left Search: A china cabinet has been repurposed to store all manner of knicknacks. Hall End, North Explore: A weathered door stands at the end of the hall, cracked ajar. You hear bizarre noises from the other side. INVESTIGATORS Rita Young (Circlmastr) Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 0 Clues. 6/9 Health. 4/5 Sanity. You may move 1 additional space per Move action. Brass Knuckles (When attacking unarmed, roll 2 extra dice.) Elder Sign Pendant (Roll an additional die whenever evading a monster.) Elder Ward (Roll an additional die whenever a monster attacks you.) Grotesque Stone (Evidence.) Carson Sinclair (berenzen) Strength 3, Agility 2, Observation 5, Lore 4, Influence 4, Will 3. 3 Clues. 1/8 Health. 1/6 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.) Candles (Light Source. You may discard this card to convert all clue results to successes when casting a spell.) Brass Key Incriminating Evidence (Evidence.) Frayed Nerves: (Horror. Keep this card face up. Roll 1 fewer die when attempting Will tests.) William Yorick (Istvun) Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 6 Clues. 4/7 Health. 6/7 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.) .38 Revolver (Firearm, Damage 3, Ranged.) Preston Fairmont (Iron Chef Ramen) Strength 4, Agility 4, Observation 3, Lore 2, Influence 5, Will 3. 3 Clues. 4/8 Health. 1/6 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.) Lucky Rabbit's Foot (Once a round, you may reroll 1 die.) Arcane Manuscript (Roll an extra die when resolving a Lore test.) Old Journal (The journal of Lilith Vanderbilt. The pages are torn and frayed from hard use. You find nothing more of interest in its pages.) Photographic Evidence (Evidence.) Paranoia. (Horror. Keep this card face up. Whenever you end your turn within range of another investigator, flip 1 Horror face up.) Nyctophobia: (Horror. Keep this card face up. Whenever you end your turn in a space with Darkness, suffer 1 facedown Horror.) Second Post | Learn To Play | Rules Reference
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# ? Feb 7, 2020 15:49 |
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ROUND 11 - MYTHOS PHASEquote:The lights flicker and then go out. Place Darkness in every space in the Bedroom and Hall End. This event targets all investigators in those spaces. ROUND 12 - INVESTIGATOR PHASE Action Queue - All players: 2 actions. MONSTERS None! TOKENS Study, Eugene: Eugene cowers by the writing desk. "Please! You must remove these ruffians from the estate!" (No Action.) Dining Room, Left Search: A china cabinet has been repurposed to store all manner of knicknacks. Hall End, North Explore: A weathered door stands at the end of the hall, cracked ajar. You hear bizarre noises from the other side. INVESTIGATORS Rita Young (Circlmastr) Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 0 Clues. 6/9 Health. 4/5 Sanity. You may move 1 additional space per Move action. Brass Knuckles (When attacking unarmed, roll 2 extra dice.) Elder Sign Pendant (Roll an additional die whenever evading a monster.) Elder Ward (Roll an additional die whenever a monster attacks you.) Grotesque Stone (Evidence.) Carson Sinclair (berenzen) Strength 3, Agility 2, Observation 5, Lore 4, Influence 4, Will 3. 3 Clues. 1/8 Health. 1/6 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.) Candles (Light Source. You may discard this card to convert all clue results to successes when casting a spell.) Brass Key Incriminating Evidence (Evidence.) Frayed Nerves: (Horror. Keep this card face up. Roll 1 fewer die when attempting Will tests.) William Yorick (Istvun) Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 6 Clues. 4/7 Health. 6/7 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.) .38 Revolver (Firearm, Damage 3, Ranged.) Preston Fairmont (Iron Chef Ramen) Strength 4, Agility 4, Observation 3, Lore 2, Influence 5, Will 3. 3 Clues. 4/8 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.) Lucky Rabbit's Foot (Once a round, you may reroll 1 die.) Arcane Manuscript (Roll an extra die when resolving a Lore test.) Old Journal (The journal of Lilith Vanderbilt. The pages are torn and frayed from hard use. You find nothing more of interest in its pages.) Photographic Evidence (Evidence.) Insane (Look at the back of this card, but do not reveal it to the other investigators. If you run out of Sanity, you are eliminated.) Second Post | Learn To Play | Rules Reference
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# ? Feb 7, 2020 16:05 |
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Pull up a chair, smoke a cigarette, read the Medical Textbook twice.
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# ? Feb 7, 2020 17:25 |
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I'll pass Carson the sedatives and whiskey and then venture forth into the darkness (though I would like the candle if carson's willing)
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# ? Feb 7, 2020 20:18 |
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Yorick can take the candles, then I'm gonna skip my turn to get high.
berenzen fucked around with this message at 21:36 on Feb 7, 2020 |
# ? Feb 7, 2020 21:32 |
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Not bothering with a full update as the board state hasn't changed (William cannot get to the door to open it after trading with Carson) so it's just Rita left to go.
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# ? Feb 9, 2020 10:55 |
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Rita will move and open the door, hoping it doesn't have more than one monster behind it.
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# ? Feb 9, 2020 18:27 |
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ROUND 12 - INVESTIGATOR PHASE Preston is completely sane, reading a medical textbook by the light of a kerosene lantern as cultists chant around him. In the case of the sedatives, this allows you to discard faceup Horror or Damage. I'll assume those go first. William trades with Carson, then heads towards the tower. Carson self-medicates. Rita opens the fateful door. quote:As you open the door to the tall tower, the stairs and walls creak as if exhaling a breath of dusty air. Boxes and other objects are piled against the walls, and a massive circle of runes has been carved into the floor beneath the bell. Okay, so Rita only moved 2 spaces there out of her 3. Now that I've found a rule I missed ages ago, Rita may first move in, then use the last point of movement from her move to head up to the token if she so wishes. There is very little reason not to beeline for it, so for the sake of hurrying us along I'll just go do that. ROUND 12 - MYTHOS PHASE quote:Every flame in the mansion leaps and spits suddenly as if possessed of a demonic life of its own. This event affects everyone with a Light Source. (William, Preston) quote:An unearthly sound shudders the estate, leaving your ears ringing. A violent wind begins tearing through the halls. Floors and walls begin to splinter apart, debris flying around you. Each investigator suffers 3 Damage (Agility negates). ROUND 13 - INVESTIGATOR PHASE Action Queue - William: Choose 2 Items to drop. - Carson: 1 action. - Everyone Else: 2 actions. At this point, I am going to assume that Clues are just 'use absolutely whenever'. MONSTERS None! TOKENS Study, Eugene: Eugene cowers by the writing desk. "Please! You must remove these ruffians from the estate!" (No Action.) Dining Room, Left Search: A china cabinet has been repurposed to store all manner of knicknacks. Hall End, North Explore: A weathered door stands at the end of the hall, cracked ajar. You hear bizarre noises from the other side. Bell Tower, Item: Brass Knuckles (When attacking unarmed, roll 2 extra dice.) Bell Tower, Item: Grotesque Stone (Evidence.) Bell Tower, Interact: A rift in the very fabric of reality peers into an alien landscape. Cyclopean architecture marked with eldritch script looms on the other side. (Action: Enter the portal.) INVESTIGATORS Rita Young (Circlmastr) Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 0 Clues. 4/9 Health. 4/5 Sanity. You may move 1 additional space per Move action. Elder Sign Pendant (Roll an additional die whenever evading a monster.) Elder Ward (Roll an additional die whenever a monster attacks you.) Carson Sinclair (berenzen) Strength 3, Agility 2, Observation 5, Lore 4, Influence 4, Will 3. 3 Clues. 2/8 Health. 4/6 Sanity. Action: Another investigator within range may perform 1 action. Activate this ability only once per round. Whiskey (Action: Discard up to two facedown Horror, then flip this card.) Instill Bravery (Spell. Action: You or one investigator within range discard one Horror. Then flip this card.) Wither (Attack Spell. Ranged, 2 Damage.) Stunned (You may only perform one action this round. Discard this card at the end of your turn.) Focused (You may discard this card to convert all clue results to successes when performing a test.) Brass Key Incriminating Evidence (Evidence.) William Yorick (Istvun) Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 6 Clues. 2/7 Health. 6/7 Sanity. Whenever a Monster is defeated, gain 1 Clue. King James Bible (Action: You or one investigator within range may discard one facedown Horror.) Knife (Bladed Weapon, Damage 1, Melee.) .38 Revolver (Firearm, Damage 3, Ranged.) Candles (Light Source. You may discard this card to convert all clue results to successes when casting a spell.) Broken Arm (Damage. Keep this card face up. If you ever have more than 2 Items, drop all but 2 of your Items.) Preston Fairmont (Iron Chef Ramen) Strength 4, Agility 4, Observation 3, Lore 2, Influence 5, Will 3. 3 Clues. 4/8 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.) Lucky Rabbit's Foot (Once a round, you may reroll 1 die.) Arcane Manuscript (Roll an extra die when resolving a Lore test.) Old Journal (The journal of Lilith Vanderbilt. The pages are torn and frayed from hard use. You find nothing more of interest in its pages.) Photographic Evidence (Evidence.) Insane (Look at the back of this card, but do not reveal it to the other investigators. If you run out of Sanity, you are eliminated.) Second Post | Learn To Play | Rules Reference
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# ? Feb 10, 2020 12:54 |
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I guess I'l drop the bible and the candle. If carson wants to give me an action I'll wait for that. Otherwise I'll run up to the glowy thing
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# ? Feb 10, 2020 14:47 |
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...nah I won't pick anything up. Use the glowy thing first action.
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# ? Feb 10, 2020 17:33 |
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Give william an action
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# ? Feb 10, 2020 18:06 |
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Move down, left, and read my very interesting medical manuscript
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# ? Feb 10, 2020 22:21 |
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Actually I guess I should still ask for Clues because you might have to balance staying alive vs. doing a thing. Theoretically if the token is a puzzle you could just go 'give me 7 extra steps'.
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# ? Feb 10, 2020 23:01 |
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Save my clues for anything that would reduce me below 3 health.
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# ? Feb 10, 2020 23:17 |
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I'm jumping straight into the glowy portal
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# ? Feb 10, 2020 23:34 |
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ROUND 13 - INVESTIGATOR PHASE Carson tells William to hurry up. Preston is still reading his textbook in the dark. Rita tries the portal. quote:You step through the rift into the other reality and attempt to decipher the script on the buildings. Tap to attempt the puzzle using Lore. quote:The writing still eludes you. You try again. Tap to attempt the puzzle using Lore. Action Queue - Rita: 1 action. MONSTERS None! TOKENS Study, Eugene: Eugene cowers by the writing desk. "Please! You must remove these ruffians from the estate!" (No Action.) Dining Room, Left Search: A china cabinet has been repurposed to store all manner of knicknacks. Hall End, North Explore: A weathered door stands at the end of the hall, cracked ajar. You hear bizarre noises from the other side. Hall End, Item: King James Bible (Action: You or one investigator within range may discard one facedown Horror.) Hall End, Item: Candles (Light Source. You may discard this card to convert all clue results to successes when casting a spell.) Bell Tower, Item: Brass Knuckles (When attacking unarmed, roll 2 extra dice.) Bell Tower, Item: Grotesque Stone (Evidence.) Bell Tower, Interact: A circle of runes is carved into the wooden floor and adorned with various ritual objects. It was recently used to create a rift, but you think it could be used to reverse it by applying information you have gathered about the ritual, or by using your own occult knowledge. (Action: Perform the ritual.) INVESTIGATORS Rita Young (Circlmastr) Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 0 Clues. 4/9 Health. 4/5 Sanity. You may move 1 additional space per Move action. Elder Sign Pendant (Roll an additional die whenever evading a monster.) Elder Ward (Roll an additional die whenever a monster attacks you.) Carson Sinclair (berenzen) Strength 3, Agility 2, Observation 5, Lore 4, Influence 4, Will 3. 3 Clues. 2/8 Health. 4/6 Sanity. Action: Another investigator within range may perform 1 action. Activate this ability only once per round. Whiskey (Action: Discard up to two facedown Horror, then flip this card.) Instill Bravery (Spell. Action: You or one investigator within range discard one Horror. Then flip this card.) Wither (Attack Spell. Ranged, 2 Damage.) Stunned (You may only perform one action this round. Discard this card at the end of your turn.) Focused (You may discard this card to convert all clue results to successes when performing a test.) Brass Key Incriminating Evidence (Evidence.) William Yorick (Istvun) Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 6 Clues. 2/7 Health. 6/7 Sanity. Whenever a Monster is defeated, gain 1 Clue. Knife (Bladed Weapon, Damage 1, Melee.) .38 Revolver (Firearm, Damage 3, Ranged.) Broken Arm (Damage. Keep this card face up. If you ever have more than 2 Items, drop all but 2 of your Items.) Preston Fairmont (Iron Chef Ramen) Strength 4, Agility 4, Observation 3, Lore 2, Influence 5, Will 3. 3 Clues. 5/8 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.) Lucky Rabbit's Foot (Once a round, you may reroll 1 die.) Arcane Manuscript (Roll an extra die when resolving a Lore test.) Old Journal (The journal of Lilith Vanderbilt. The pages are torn and frayed from hard use. You find nothing more of interest in its pages.) Photographic Evidence (Evidence.) Insane (Look at the back of this card, but do not reveal it to the other investigators. If you run out of Sanity, you are eliminated.) Second Post | Learn To Play | Rules Reference
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# ? Feb 11, 2020 12:54 |
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# ? Apr 27, 2024 17:16 |
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Ugh, this may well be a check on what evidence we have, but Rita goes for it.
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# ? Feb 11, 2020 17:45 |