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Stelas
Sep 6, 2010

Sillyman posted:

Just a little rules clarification

Fair point! Last thread didn't run into any items of that nature, I'll fix that up.

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Stelas
Sep 6, 2010

ROUND 2 - INVESTIGATOR PHASE

:cthulhu: I can already tell this map is going to get very sprawling. I'm going to try reordering the tokens section a bit to make it easier to find what you're looking for... maybe?

Father Mateo starts hoofing it, and looks to the west.

quote:

Waves lap against the shore as you look out behind the building. On the wooden dock, a number of crates and barrels are grouped together, while a water-logged boat rots low in the water off the pier. Opposite it, the snack stand appears to have been hastily closed up. On the far side of the building, you see an alley similar to the one you came through. Tokens are placed.
Minh tries the end table.

quote:

You dig through the contents of the drawers, looking for anything out of place. Test Lore. (Lore: Reroll: ) You find nothing but a bunch of boring papers.

:cthulhu: ... but the token remains, so in cases like this I'll usually ask you to reconfirm if you want another crack at it.

Action Queue
- Minh: 1 action.
- William / Rita: 2 actions.


TOKENS
Search:
Bathroom: A copy of the Innsmouth Tribune sits on the toilet's tank. At a glance, it is over ten years old. (Action: Search.)
Beach: An old rowboat sits on the beach. It will not be enough to escape in, but maybe it can get you to the fishing boat in the bay. (Action: Search.)
Hall Corner 3: An endtable sits in the corner of the hallway. (Action: Search.)
Pier, East: A rotting, waterlogged boat sits low in the water. (Action: Search.)
Pier, West: A number of crates and barrels are grouped together. (Action: Search.)
Snack Shack: You notice a locked cabinet under the counter. The padlock is old but sturdy; you will need a key to open it.
Explore:
Beach: The door leads into a small room behind the hotel. The room is without windows or lights, and in the darkness your eyes strain to make anything out. (Action: Explore, but you must have a Light Source.)
Hall Corner 3, South: You try the door, but the store is closed and the door locked. After a moment, you hear a voice from the other side say: "Password?" (Action: Force your way in.)
Interior Hall, Room #2: The door to the hotel room adjacent to yours is marked #2, and seems to be securely locked.
Interior Hall, West: The hotel's side door leads to an alley right off the street. (Action: Explore.)

MONSTERS
Interior Hall: Deep One Hybrid (HP 6/6, Awareness 3, Horror 1, Brawn 2.)

INVESTIGATORS
Rita Young (Circlmastr)
Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 2 Clues. 9/9 Health, 5/5 Sanity.
You may move 1 additional space per Move action.
2x4 (Heavy Weapon, Damage 2. Action: You may brace a door with this board. Flip this card and place it against a door in your space. When flipped, treat this card as a Barricade. If an investigator picks this card up, or otherwise moves it away from the door, flip this card back again.)
Oil Lamp (Light Source.)

Father Mateo (El Fideo)
Strength 3, Agility 3, Observation 2, Lore 4, Influence 4, Will 5. 2 Clues. 6/6 Health, 8/8 Sanity.
Action: Another investigator within range becomes Focused. Activate this ability only once per round.
Wither (Spell. Ranged, Damage 2.)
Old Journal (Evidence.)

Minh Thi Phan (Tricky)
Strength 3, Agility 4, Observation 4, Lore 3, Influence 4, Will 3. 3 Clues. 7/7 Health, 7/7 Sanity.
Once per round, you or another investigator within range may reroll 1 die when resolving a test.
Magnifying Glass (Roll an additional die when resolving an Observation test.)
Medical Textbook (Action: You or another investigator within range may discard 1 facedown Damage.)

William Yorick (MonsieurChoc)
Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 2 Clues. 7/7 Health, 7/7 Sanity.
Whenever a Monster is defeated, gain 1 Clue.
Crowbar (Heavy Weapon, Damage 2.)
Focused (You may discard this card to convert all clue results to successes while resolving a test.)

Second Post | Learn To Play | Rules Reference

Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage


Yeah, I'll try that check again and spend a clue if I roll no successes.

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.
After that, I'll Move to the beach and Search the small boat. See if it works.

CirclMastr
Jul 4, 2010

Rita will Move to east Beach and reveal that sight token.

Stelas
Sep 6, 2010

ROUND 2 - INVESTIGATOR PHASE

Tricky posted:

Yeah, I'll try that check again and spend a clue if I roll no successes.

:cthulhu: Clues work differently to most Arkham games here - rather than giving you an unconditional reroll, they convert clue rolls () directly to successes. They can also be spent to give additional steps when solving puzzles.

Minh gives it another try.

quote:

You dig through the contents of the drawers, looking for anything out of place. Test Lore. (Lore: ) You find an old piece of paper at the top of the drawer; the strange script on it feels very out of place indeed. Gain a Shriveling spell, then discard this token.

William checks the boat.

quote:

You brush sand and dirt from the bottom of the boat, checking over its condition. Test Observation. (Observation: ) When you pull up the tarp that covers the bottom of the boat, you are horrified to find a dead body! Suffer 2 Horror (Will negates). (Will: ) Gingerly, you sift through the dead man's coat pockets to find an FBI badge. This is the body of one Agent Brinley. His gun is missing from its holster, but you find a key in his pocket marked '#2'. Gain the Brass Key unique item and 1 Clue, then discard this token.

Rita looks east and I am already going to have to drop the quality on this jpg a little.

quote:

The back of the building overlooks the sea. On the eastern side of the building, a long dock stretches out into the bay. On the dock, a number of rowboats are stacked together. The boat rental stand next to them appears to have been closed for the night. At the end of the dock, an unlit lantern hangs from one of the supports. On the other side of the rental dock, an alley curves around the building and out of sight.

Action Queue
- Rita: 1 action.


TOKENS
Search:
Bathroom: A copy of the Innsmouth Tribune sits on the toilet's tank. At a glance, it is over ten years old. (Action: Search.)
Dock 2: A large, unlit lantern hangs from a creaking support. If you have a Light Source, you may light the lantern. (Action: Light the lantern.)
Pier, East: A rotting, waterlogged boat sits low in the water. (Action: Search.)
Pier, West: A number of crates and barrels are grouped together. (Action: Search.)
Rental Dock: A number of rowboats are stacked on the dock. Maybe you can use one of these to reach the fishing boat in the bay. (Action: Search.)
Snack Shack: You notice a locked cabinet under the counter. The padlock is old but sturdy; you will need a key to open it.
Explore:
Beach: The door leads into a small room behind the hotel. The room is without windows or lights, and in the darkness your eyes strain to make anything out. (Action: Explore, but you must have a Light Source.)
Hall Corner 3, South: You try the door, but the store is closed and the door locked. After a moment, you hear a voice from the other side say: "Password?" (Action: Force your way in.)
Interior Hall, Room #2: The door to the hotel room adjacent to yours is marked #2, and seems to be securely locked. You may explore only if you have the Brass Key item. (Action: Explore.)
Interior Hall, West: The hotel's side door leads to an alley right off the street. (Action: Explore.)
Rental Dock: The front door to the boat rental was once painted a happy blue, but is peeling and cracking to reveal grey wood beneath. (Action: Explore.)

MONSTERS
Interior Hall: Deep One Hybrid (HP 6/6, Awareness 3, Horror 1, Brawn 2.)

INVESTIGATORS
Rita Young (Circlmastr)
Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 2 Clues. 9/9 Health, 5/5 Sanity.
You may move 1 additional space per Move action.
2x4 (Heavy Weapon, Damage 2. Action: You may brace a door with this board. Flip this card and place it against a door in your space. When flipped, treat this card as a Barricade. If an investigator picks this card up, or otherwise moves it away from the door, flip this card back again.)
Oil Lamp (Light Source.)

Father Mateo (El Fideo)
Strength 3, Agility 3, Observation 2, Lore 4, Influence 4, Will 5. 2 Clues. 6/6 Health, 8/8 Sanity.
Action: Another investigator within range becomes Focused. Activate this ability only once per round.
Wither (Spell. Ranged, Damage 2.)
Old Journal (Evidence.)

Minh Thi Phan (Tricky)
Strength 3, Agility 4, Observation 4, Lore 3, Influence 4, Will 3. 3 Clues. 7/7 Health, 7/7 Sanity.
Once per round, you or another investigator within range may reroll 1 die when resolving a test.
Magnifying Glass (Roll an additional die when resolving an Observation test.)
Medical Textbook (Action: You or another investigator within range may discard 1 facedown Damage.)
Shriveling (Spell. Ranged, Damage 3.)

William Yorick (MonsieurChoc)
Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 3 Clues. 7/7 Health, 7/7 Sanity.
Whenever a Monster is defeated, gain 1 Clue.
Crowbar (Heavy Weapon, Damage 2.)
Brass Key
Focused (You may discard this card to convert all clue results to successes while resolving a test.)

Second Post | Learn To Play | Rules Reference

Stelas
Sep 6, 2010

Note that sometimes tokens will update their text, as per Room #2 here. I will try to catch all of them, but the app doesn't explicitly inform me...

CirclMastr
Jul 4, 2010

I think I'd like some input from the other players on this one. Is it worth the action investment for Rita to move 1 space west so she can do that Explore token next turn, or should she go (for example) all the way west to that sight token, or to the end of dock 2, or something?

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.
If you go too far we might not be able to help if you encounter an enemy. Still, neither are bad choices.

Stelas
Sep 6, 2010

Any other suggestions?

CirclMastr
Jul 4, 2010

In the interest of keeping things moving, Rita will just Move to west Beach to explore next turn.

Stelas
Sep 6, 2010

ROUND 2 - INVESTIGATOR PHASE

Rita moves.

ROUND 2 - MYTHOS PHASE

quote:

Looking at the lapping water, Father Mateo is caught by a sudden wave of vertigo and nausea. Father Mateo becomes Dazed.

quote:

You hear the sound of approaching voices. Outside the hotel, a small mob of shambling locals is starting to gather. They shout words of some indepicherable language at the hotel, but you are sure of their meaning - they are here for you. Discard the southern vision token and spawn a Riot. This is the Innsmouth Mob. Even as you strain your ears, you can hear more voices join the throng. Fighting them head on would be suicidal.

quote:

The barricade holds strong. (Deep One Hybrid Brawn: )

quote:

No-one is within range of a monster. No horror checks.

ROUND 3 - INVESTIGATOR PHASE

Action Queue
- All investigators: 2 actions.


TOKENS
Search:
Bathroom: A copy of the Innsmouth Tribune sits on the toilet's tank. At a glance, it is over ten years old. (Action: Search.)
Dock 2: A large, unlit lantern hangs from a creaking support. If you have a Light Source, you may light the lantern. (Action: Light the lantern.)
Pier, East: A rotting, waterlogged boat sits low in the water. (Action: Search.)
Pier, West: A number of crates and barrels are grouped together. (Action: Search.)
Rental Dock: A number of rowboats are stacked on the dock. Maybe you can use one of these to reach the fishing boat in the bay. (Action: Search.)
Snack Shack: You notice a locked cabinet under the counter. The padlock is old but sturdy; you will need a key to open it.
Explore:
Beach: The door leads into a small room behind the hotel. The room is without windows or lights, and in the darkness your eyes strain to make anything out. (Action: Explore, but you must have a Light Source.)
Hall Corner 3, South: You try the door, but the store is closed and the door locked. After a moment, you hear a voice from the other side say: "Password?" (Action: Force your way in.)
Interior Hall, Room #2: The door to the hotel room adjacent to yours is marked #2, and seems to be securely locked. You may explore only if you have the Brass Key item. (Action: Explore.)
Interior Hall, West: The hotel's side door leads to an alley right off the street. (Action: Explore.)
Rental Dock: The front door to the boat rental was once painted a happy blue, but is peeling and cracking to reveal grey wood beneath. (Action: Explore.)

MONSTERS
Interior Hall: Deep One Hybrid (HP 6/6, Awareness 3, Horror 1, Brawn 2.)
Street 2: The Innsmouth Mob (HP 84/84, Awareness 7, Horror 4, Brawn 4.)

INVESTIGATORS
Rita Young (Circlmastr)
Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 2 Clues. 9/9 Health, 5/5 Sanity.
You may move 1 additional space per Move action.
2x4 (Heavy Weapon, Damage 2. Action: You may brace a door with this board. Flip this card and place it against a door in your space. When flipped, treat this card as a Barricade. If an investigator picks this card up, or otherwise moves it away from the door, flip this card back again.)
Oil Lamp (Light Source.)

Father Mateo (El Fideo)
Strength 3, Agility 3, Observation 2, Lore 4, Influence 4, Will 5. 2 Clues. 6/6 Health, 8/8 Sanity.
Action: Another investigator within range becomes Focused. Activate this ability only once per round.
Wither (Spell. Ranged, Damage 2.)
Old Journal (Evidence.)
Dazed (Condition. You cannot spend Clues on tests or for extra puzzle steps. At the end of your turn, discard this card.)

Minh Thi Phan (Tricky)
Strength 3, Agility 4, Observation 4, Lore 3, Influence 4, Will 3. 3 Clues. 7/7 Health, 7/7 Sanity.
Once per round, you or another investigator within range may reroll 1 die when resolving a test.
Magnifying Glass (Roll an additional die when resolving an Observation test.)
Medical Textbook (Action: You or another investigator within range may discard 1 facedown Damage.)
Shriveling (Spell. Ranged, Damage 3.)

William Yorick (MonsieurChoc)
Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 3 Clues. 7/7 Health, 7/7 Sanity.
Whenever a Monster is defeated, gain 1 Clue.
Crowbar (Heavy Weapon, Damage 2.)
Brass Key
Focused (You may discard this card to convert all clue results to successes while resolving a test.)

Second Post | Learn To Play | Rules Reference

Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage


I'll Move twice to make it as far towards the Rental Dock as I can and, if possible, reveal the vision token.

CirclMastr
Jul 4, 2010

Rita will Explore the beach with her light source.

Stelas
Sep 6, 2010

ROUND 3 - INVESTIGATOR PHASE

Minh can, in fact, get far enough to trigger the token.

quote:

You peer down a dark alley to the east of the building. At the far end, you see a drunken man slumped against a crate, while halfway down the alley a figure peers at him from the safety of an ajar door. Another door leads into a small tower that nevertheless stretches above the rest of the nearby buildings. At its far end, the alley opens out onto the street in front of the hotel.

Rita goes into the spooky room.

quote:

You hold your light high to illuminate the room. Shelves of books that have collected years of dust line the walls. Place Darkness on each space of the Library. Your eyes scan shelf after shelf of books. Many of them appear to be about the history of Innsmouth and the surrounding area. Perhaps you could uncover information on the Marsh family. The room's other door leads back outside. You may move 1 space into the explored area.

:cthulhu: Darkness blocks the spending of Clues, unless someone with a Light Source is nearby.

Action Queue
- Rita: Move in? 1 action.
- William / Father: 2 actions.


TOKENS
Search:
Bathroom: A copy of the Innsmouth Tribune sits on the toilet's tank. At a glance, it is over ten years old. (Action: Search.)
Dock 2: A large, unlit lantern hangs from a creaking support. If you have a Light Source, you may light the lantern. (Action: Light the lantern.)
Library: The pages of these books seem stiff and smell of salt, as if they had all been soaked in seawater in the past. You find a number of books concerning the lineages of important Innsmouth families. (Action: Search.)
Pier, East: A rotting, waterlogged boat sits low in the water. (Action: Search.)
Pier, West: A number of crates and barrels are grouped together. (Action: Search.)
Rental Dock: A number of rowboats are stacked on the dock. Maybe you can use one of these to reach the fishing boat in the bay. (Action: Search.)
Snack Shack: You notice a locked cabinet under the counter. The padlock is old but sturdy; you will need a key to open it.
Explore:
Alley 1: The door leads to a tower that stretches high above the rest of the nearby buildings. The door is secured with a tarnished silver lock.
Beach: The door leads into a small room behind the hotel. The room is without windows or lights, and in the darkness your eyes strain to make anything out. (Action: Explore, but you must have a Light Source.)
Hall Corner 3, South: You try the door, but the store is closed and the door locked. After a moment, you hear a voice from the other side say: "Password?" (Action: Force your way in.)
Interior Hall, Room #2: The door to the hotel room adjacent to yours is marked #2, and seems to be securely locked. You may explore only if you have the Brass Key item. (Action: Explore.)
Interior Hall, West: The hotel's side door leads to an alley right off the street. (Action: Explore.)
Library: One of the storage room's doors leads out into the side alley. (Action: Explore.)
Rental Dock: The front door to the boat rental was once painted a happy blue, but is peeling and cracking to reveal grey wood beneath. (Action: Explore.)
People:
Alley 1: A young boy peers into the alleyway from a side door. He seems to be curious what all of the commotion is about. (Action: Approach.)
Alley Corner 1: The old man is passed out drunk against a trash can. He has a silver key hanging from a ring on his belt. (Action: "Hello?" / Slap him. / Steal the key.)

MONSTERS
Interior Hall: Deep One Hybrid (HP 6/6, Awareness 3, Horror 1, Brawn 2.)
Street 2: The Innsmouth Mob (HP 84/84, Awareness 7, Horror 4, Brawn 4.)

INVESTIGATORS
Rita Young (Circlmastr)
Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 2 Clues. 9/9 Health, 5/5 Sanity.
You may move 1 additional space per Move action.
2x4 (Heavy Weapon, Damage 2. Action: You may brace a door with this board. Flip this card and place it against a door in your space. When flipped, treat this card as a Barricade. If an investigator picks this card up, or otherwise moves it away from the door, flip this card back again.)
Oil Lamp (Light Source.)

Father Mateo (El Fideo)
Strength 3, Agility 3, Observation 2, Lore 4, Influence 4, Will 5. 2 Clues. 6/6 Health, 8/8 Sanity.
Action: Another investigator within range becomes Focused. Activate this ability only once per round.
Wither (Spell. Ranged, Damage 2.)
Old Journal (Evidence. Free Action: Compile and check gathered evidence.)
Dazed (Condition. You cannot spend Clues on tests or for extra puzzle steps. At the end of your turn, discard this card.)

Minh Thi Phan (Tricky)
Strength 3, Agility 4, Observation 4, Lore 3, Influence 4, Will 3. 3 Clues. 7/7 Health, 7/7 Sanity.
Once per round, you or another investigator within range may reroll 1 die when resolving a test.
Magnifying Glass (Roll an additional die when resolving an Observation test.)
Medical Textbook (Action: You or another investigator within range may discard 1 facedown Damage.)
Shriveling (Spell. Ranged, Damage 3.)

William Yorick (MonsieurChoc)
Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 3 Clues. 7/7 Health, 7/7 Sanity.
Whenever a Monster is defeated, gain 1 Clue.
Crowbar (Heavy Weapon, Damage 2.)
Brass Key
Focused (You may discard this card to convert all clue results to successes while resolving a test.)

Second Post | Learn To Play | Rules Reference

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.
When Rita finishes her actions, I'm going to Move and Explore the Rental Shack. There might be something that helps us find a boat in there.

CirclMastr
Jul 4, 2010

Rita will move in so that hopefully someone else can do the search token in the library.

El Fideo
Jun 10, 2016

I trusted a rhino and deserve all that came to me


And that someone will be Father Mateo!

CirclMastr
Jul 4, 2010

On second thought Rita won't go in, she'll use her second action to just give Father Mateo the light source.

Stelas
Sep 6, 2010

Father Mateo can also use that to give stuff back to Rita, if desired.

Stelas
Sep 6, 2010

ROUND 3 - INVESTIGATOR PHASE

:cthulhu: That said, Father Mateo doesn't exactly have anything to give back outside of a Spell, which isn't exactly Rita's jam - so I'll just run things as is.

Rita hands off the lamp.

William goes to check out the Rental Shack.

quote:

Someone has left the light on inside the boat rental. You spot the rental logbook open on the table in the middle of the room. You may move one space into the explored area.

:cthulhu: I'll assume William's moving in to move us along.

The Father goes to check out the library.

quote:

In the pages of a book on the Marsh family, you find a torn up piece of paper. You attempt to piece it back together. Tap to solve the puzzle using Observation.



:cthulhu: Oh boy! As I mention in the OP, the puzzles are kind of a weak part of this game. This is a swap puzzle - Father Mateo gets 2 moves, because that's what his Observation is, and so can switch any two tiles twice. Rebuild the image, succeed at the puzzle. To get more moves you either have to spend more actions, or else spend Clues - but the Father can't do that right now, because he's Dazed. Still, there's nothing to stop you from working out the optimal solution because there's no time limit other than how much you want to annoy the other players, so I'll do that automatically...

... is what I'd like to say, but y'know, I can't find a way to get this shorter than 8 moves. So I'll leave it open to you players for the time being!

TURN 3 - MYTHOS PHASE

quote:

The clues you have gathered disprove everything you know about this world. This event affects the investigator with the most Clues.

:cthulhu: William or Minh - players may discuss and choose as a group.

quote:

The Innsmouth Mob begins to move, but from your vantage point you cannot tell to where, the voices echoing over the rooftops. Remove the Mob from the board.

quote:

From within the hotel comes the sound of splintering wood; your barricade has failed. (Deep One Hybrid Brawn: ). The Deep One Hybrid moves two spaces towards the nearest investigator.

quote:

No-one is in range of a monster - no horror checks.

TURN 4 - INVESTIGATOR PHASE

Action Queue
- William: Confirm moving in?
- Father Mateo: 2 puzzle moves.
- William / Minh: Resolve Mythos event.
- All investigators: 2 actions.


TOKENS
Search:
Bathroom: A copy of the Innsmouth Tribune sits on the toilet's tank. At a glance, it is over ten years old. (Action: Search.)
Dock 2: A large, unlit lantern hangs from a creaking support. If you have a Light Source, you may light the lantern. (Action: Light the lantern.)
Library: The pages of these books seem stiff and smell of salt, as if they had all been soaked in seawater in the past. You find a number of books concerning the lineages of important Innsmouth families. (Action: Search.)
Pier, East: A rotting, waterlogged boat sits low in the water. (Action: Search.)
Pier, West: A number of crates and barrels are grouped together. (Action: Search.)
Rental Dock: A number of rowboats are stacked on the dock. Maybe you can use one of these to reach the fishing boat in the bay. (Action: Search.)
Rental Shack: The logbook is full of neat, handwritten notes about who rented which boat when. (Action: Explore.)
Snack Shack: You notice a locked cabinet under the counter. The padlock is old but sturdy; you will need a key to open it.
Explore:
Alley 1: The door leads to a tower that stretches high above the rest of the nearby buildings. The door is secured with a tarnished silver lock.
Beach: The door leads into a small room behind the hotel. The room is without windows or lights, and in the darkness your eyes strain to make anything out. (Action: Explore, but you must have a Light Source.)
Hall Corner 3, South: You try the door, but the store is closed and the door locked. After a moment, you hear a voice from the other side say: "Password?" (Action: Force your way in.)
Interior Hall, Room #2: The door to the hotel room adjacent to yours is marked #2, and seems to be securely locked. You may explore only if you have the Brass Key item. (Action: Explore.)
Interior Hall, West: The hotel's side door leads to an alley right off the street. (Action: Explore.)
Library: One of the storage room's doors leads out into the side alley. (Action: Explore.)
People:
Alley 1: A young boy peers into the alleyway from a side door. He seems to be curious what all of the commotion is about. (Action: Approach.)
Alley Corner 1: The old man is passed out drunk against a trash can. He has a silver key hanging from a ring on his belt. (Action: "Hello?" / Slap him. / Steal the key.)

MONSTERS
Interior Hall: Deep One Hybrid (HP 6/6, Awareness 3, Horror 1, Brawn 2.)
Street 2: The Innsmouth Mob (HP 84/84, Awareness 7, Horror 4, Brawn 4.)

INVESTIGATORS
Rita Young (Circlmastr)
Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 2 Clues. 9/9 Health, 5/5 Sanity.
You may move 1 additional space per Move action.
2x4 (Heavy Weapon, Damage 2. Action: You may brace a door with this board. Flip this card and place it against a door in your space. When flipped, treat this card as a Barricade. If an investigator picks this card up, or otherwise moves it away from the door, flip this card back again.)

Father Mateo (El Fideo)
Strength 3, Agility 3, Observation 2, Lore 4, Influence 4, Will 5. 2 Clues. 6/6 Health, 8/8 Sanity.
Action: Another investigator within range becomes Focused. Activate this ability only once per round.
Wither (Spell. Ranged, Damage 2.)
Oil Lamp (Light Source.)
Old Journal (Evidence. Free Action: Compile and check gathered evidence.)
Dazed (Condition. You cannot spend Clues on tests or for extra puzzle steps. At the end of your turn, discard this card.)

Minh Thi Phan (Tricky)
Strength 3, Agility 4, Observation 4, Lore 3, Influence 4, Will 3. 3 Clues. 7/7 Health, 7/7 Sanity.
Once per round, you or another investigator within range may reroll 1 die when resolving a test.
Magnifying Glass (Roll an additional die when resolving an Observation test.)
Medical Textbook (Action: You or another investigator within range may discard 1 facedown Damage.)
Shriveling (Spell. Ranged, Damage 3.)

William Yorick (MonsieurChoc)
Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 3 Clues. 7/7 Health, 7/7 Sanity.
Whenever a Monster is defeated, gain 1 Clue.
Crowbar (Heavy Weapon, Damage 2.)
Brass Key
Focused (You may discard this card to convert all clue results to successes while resolving a test.)

Second Post | Learn To Play | Rules Reference

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.
Yeah, I Moved in. I'm gonna Search for my first action and wait for the result. I may have to go fight a Deep One after all.

Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage


I’ll resolve the mythos event, I think.

Stelas
Sep 6, 2010

TURN 4 - INVESTIGATOR PHASE

Minh takes the Mythos event on the chin.

quote:

You review your notes, attempting to reconcile your new information with the world you remember. Test Lore, Target 2. (Lore: Reroll: ) If you pass, you come to the conclusion that your past ignorance was dangerous - but understandable. No additional effect.

:cthulhu: That was 'last turn' - you still have your reroll this turn.

William checks the logbook.

quote:

You search through the logbook, looking for any information on the Marsh family. Test Observation. (Observation: ) As you page back through the book, you find entries every single week showing a member of the Marsh family taking a boat out to Devil's Reef. Each entry has an annotation detailing strange and exotic treasures being brought back on the return journey. Gain the Incriminating Evidence and 1 Clue, then discard this Search token.

Action Queue
- Father Mateo: 2 puzzle moves.
- William: 1 action.
- Other investigators: 2 actions.


TOKENS
Search:
Bathroom: A copy of the Innsmouth Tribune sits on the toilet's tank. At a glance, it is over ten years old. (Action: Search.)
Dock 2: A large, unlit lantern hangs from a creaking support. If you have a Light Source, you may light the lantern. (Action: Light the lantern.)
Library: The pages of these books seem stiff and smell of salt, as if they had all been soaked in seawater in the past. You find a number of books concerning the lineages of important Innsmouth families. (Action: Search.)
Pier, East: A rotting, waterlogged boat sits low in the water. (Action: Search.)
Pier, West: A number of crates and barrels are grouped together. (Action: Search.)
Rental Dock: A number of rowboats are stacked on the dock. Maybe you can use one of these to reach the fishing boat in the bay. (Action: Search.)
Snack Shack: You notice a locked cabinet under the counter. The padlock is old but sturdy; you will need a key to open it.
Explore:
Alley 1: The door leads to a tower that stretches high above the rest of the nearby buildings. The door is secured with a tarnished silver lock.
Beach: The door leads into a small room behind the hotel. The room is without windows or lights, and in the darkness your eyes strain to make anything out. (Action: Explore, but you must have a Light Source.)
Hall Corner 3, South: You try the door, but the store is closed and the door locked. After a moment, you hear a voice from the other side say: "Password?" (Action: Force your way in.)
Interior Hall, Room #2: The door to the hotel room adjacent to yours is marked #2, and seems to be securely locked. You may explore only if you have the Brass Key item. (Action: Explore.)
Interior Hall, West: The hotel's side door leads to an alley right off the street. (Action: Explore.)
Library: One of the storage room's doors leads out into the side alley. (Action: Explore.)
People:
Alley 1: A young boy peers into the alleyway from a side door. He seems to be curious what all of the commotion is about. (Action: Approach.)
Alley Corner 1: The old man is passed out drunk against a trash can. He has a silver key hanging from a ring on his belt. (Action: "Hello?" / Slap him. / Steal the key.)

MONSTERS
Interior Hall: Deep One Hybrid (HP 6/6, Awareness 3, Horror 1, Brawn 2.)
Street 2: The Innsmouth Mob (HP 84/84, Awareness 7, Horror 4, Brawn 4.)

INVESTIGATORS
Rita Young (Circlmastr)
Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 2 Clues. 9/9 Health, 5/5 Sanity.
You may move 1 additional space per Move action.
2x4 (Heavy Weapon, Damage 2. Action: You may brace a door with this board. Flip this card and place it against a door in your space. When flipped, treat this card as a Barricade. If an investigator picks this card up, or otherwise moves it away from the door, flip this card back again.)

Father Mateo (El Fideo)
Strength 3, Agility 3, Observation 2, Lore 4, Influence 4, Will 5. 2 Clues. 6/6 Health, 8/8 Sanity.
Action: Another investigator within range becomes Focused. Activate this ability only once per round.
Wither (Spell. Ranged, Damage 2.)
Oil Lamp (Light Source.)
Old Journal (Evidence. Free Action: Compile and check gathered evidence.)
Dazed (Condition. You cannot spend Clues on tests or for extra puzzle steps. At the end of your turn, discard this card.)

Minh Thi Phan (Tricky)
Strength 3, Agility 4, Observation 4, Lore 3, Influence 4, Will 3. 3 Clues. 7/7 Health, 7/7 Sanity.
Once per round, you or another investigator within range may reroll 1 die when resolving a test.
Magnifying Glass (Roll an additional die when resolving an Observation test.)
Medical Textbook (Action: You or another investigator within range may discard 1 facedown Damage.)
Shriveling (Spell. Ranged, Damage 3.)

William Yorick (MonsieurChoc)
Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 4 Clues. 7/7 Health, 7/7 Sanity.
Whenever a Monster is defeated, gain 1 Clue.
Crowbar (Heavy Weapon, Damage 2.)
Brass Key
Incriminating Evidence (Evidence.)
Focused (You may discard this card to convert all clue results to successes while resolving a test.)

Second Post | Learn To Play | Rules Reference

El Fideo
Jun 10, 2016

I trusted a rhino and deserve all that came to me


I guess start this puzzle thing by taking each of the leftmost pieces, and swapping them with their almost-leftmost neighbor? Unless anyone else has a better idea?

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.
I'll just move outside the shack for the end of my turn.

No clue how to do the puzzle.

CirclMastr
Jul 4, 2010

Rita will Move to Pier West, reveal the sight token, and Search the crates.

Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage


Minh will move to Alley 1, searching the boats on the way.

Stelas
Sep 6, 2010

El Fideo posted:

I guess start this puzzle thing by taking each of the leftmost pieces, and swapping them with their almost-leftmost neighbor? Unless anyone else has a better idea?

For the record I've got this down to 7 moves, so I'll probably just auto it based on that - so you're at 2/7 steps, and the Father gains 2 per action committed, based on his investigation. That action in the post was last turn's action, so you still have your 2 this turn to do.

MonsieurChoc posted:

I'll just move outside the shack for the end of my turn.

Move is two steps - were you going left or right (if desired)?

Stelas fucked around with this message at 08:31 on Apr 1, 2020

Stelas
Sep 6, 2010

TURN 4 - INVESTIGATOR PHASE

Minh checks out some boats.

quote:

You attempt to push one of the boats into the water, but discover it is chained to the dock. You glance over the rest of the boats, quickly realizing that they are tethered as well. You will need to find a way to bring the fishing boat on the water to you - but before you leave, you check the boats over for anything of use. Test Observation. (Observation + Magnifying Glass: ) You notice something in one of the boats that might 'assist' your investigation, should things turn south. Gain the Axe item, and discard this Search token.

Rita heads west.

quote:

You peer down the dark alley to the west of the building. Halfway down the alley, you notice a stack of several crates, while a door in the western wall leads into the building in the adjacent block.

Action Queue
- William: 1 action.
- Rita: 1 more space of movement, if desired.
- Father: 2 actions.


TOKENS
Search:
Alley Corner 2: Several crates are stacked in the corner of the alley. (Action: Search.)
Bathroom: A copy of the Innsmouth Tribune sits on the toilet's tank. At a glance, it is over ten years old. (Action: Search.)
Dock 2: A large, unlit lantern hangs from a creaking support. If you have a Light Source, you may light the lantern. (Action: Light the lantern.)
Library: The pages of these books seem stiff and smell of salt, as if they had all been soaked in seawater in the past. You find a number of books concerning the lineages of important Innsmouth families. (Action: Complete puzzle w/Observation. Progress: 2/7.)
Pier, East: A rotting, waterlogged boat sits low in the water. (Action: Search.)
Pier, West: A number of crates and barrels are grouped together. (Action: Search.)
Snack Shack: You notice a locked cabinet under the counter. The padlock is old but sturdy; you will need a key to open it.
Explore:
Alley 1: The door leads to a tower that stretches high above the rest of the nearby buildings. The door is secured with a tarnished silver lock.
Alley 2: The weather-warped door leads into a dark and apparently disused building. (Action: Explore.)
Beach: The door leads into a small room behind the hotel. The room is without windows or lights, and in the darkness your eyes strain to make anything out. (Action: Explore, but you must have a Light Source.)
Hall Corner 3, South: You try the door, but the store is closed and the door locked. After a moment, you hear a voice from the other side say: "Password?" (Action: Force your way in.)
Interior Hall, Room #2: The door to the hotel room adjacent to yours is marked #2, and seems to be securely locked. You may explore only if you have the Brass Key item. (Action: Explore.)
Interior Hall, West: The hotel's side door leads to an alley right off the street. (Action: Explore.)
Library: One of the storage room's doors leads out into the side alley. (Action: Explore.)
People:
Alley 1: A young boy peers into the alleyway from a side door. He seems to be curious what all of the commotion is about. (Action: Approach.)
Alley Corner 1: The old man is passed out drunk against a trash can. He has a silver key hanging from a ring on his belt. (Action: "Hello?" / Slap him. / Steal the key.)

MONSTERS
Interior Hall: Deep One Hybrid (HP 6/6, Awareness 3, Horror 1, Brawn 2.)
Street 2: The Innsmouth Mob (HP 84/84, Awareness 7, Horror 4, Brawn 4.)

INVESTIGATORS
Rita Young (Circlmastr)
Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 2 Clues. 9/9 Health, 5/5 Sanity.
You may move 1 additional space per Move action.
2x4 (Heavy Weapon, Damage 2. Action: You may brace a door with this board. Flip this card and place it against a door in your space. When flipped, treat this card as a Barricade. If an investigator picks this card up, or otherwise moves it away from the door, flip this card back again.)

Father Mateo (El Fideo)
Strength 3, Agility 3, Observation 2, Lore 4, Influence 4, Will 5. 2 Clues. 6/6 Health, 8/8 Sanity.
Action: Another investigator within range becomes Focused. Activate this ability only once per round.
Wither (Spell. Ranged, Damage 2.)
Oil Lamp (Light Source.)
Old Journal (Evidence. Free Action: Compile and check gathered evidence.)
Dazed (Condition. You cannot spend Clues on tests or for extra puzzle steps. At the end of your turn, discard this card.)

Minh Thi Phan (Tricky)
Strength 3, Agility 4, Observation 4, Lore 3, Influence 4, Will 3. 3 Clues. 7/7 Health, 7/7 Sanity.
Once per round, you or another investigator within range may reroll 1 die when resolving a test.
Axe (Heavy Weapon, Damage 2. You may suffer 2 facedown Horror to convert all clue results to successes when attacking with this weapon.)
Magnifying Glass (Roll an additional die when resolving an Observation test.)
Medical Textbook (Action: You or another investigator within range may discard 1 facedown Damage.)
Shriveling (Spell. Ranged, Damage 3.)

William Yorick (MonsieurChoc)
Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 4 Clues. 7/7 Health, 7/7 Sanity.
Whenever a Monster is defeated, gain 1 Clue.
Crowbar (Heavy Weapon, Damage 2.)
Brass Key
Incriminating Evidence (Evidence.)
Focused (You may discard this card to convert all clue results to successes while resolving a test.)

Second Post | Learn To Play | Rules Reference

El Fideo
Jun 10, 2016

I trusted a rhino and deserve all that came to me


Auto works for me, I'll go all in on the puzzle.

CirclMastr
Jul 4, 2010

Did Rita's Search turn up anything?

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.
I'll move towards the Kid in Alley 1 and approach him.

Stelas
Sep 6, 2010

CirclMastr posted:

Did Rita's Search turn up anything?

Whoops, totally blanked on that. Next update.

MonsieurChoc posted:

I'll move towards the Kid in Alley 1 and approach him.

You can only get 2 spaces but I'll shunt you in that direction.

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.

Stelas posted:

Whoops, totally blanked on that. Next update.


You can only get 2 spaces but I'll shunt you in that direction.

Thanks.

Stelas
Sep 6, 2010

TURN 4 - INVESTIGATOR PHASE

The Father pokes the scraps of paper twice for 4 more progress total.

William gets moving.

Rita belatedly searches.

quote:

You dig through the abandoned materials for anything of use. Test Observation. (Observation: ) You find frayed rope and molding fishing net, but nothing you would wish to take with you.

Action Queue
- Rita: 1 more space of movement, if desired.


TOKENS
Search:
Alley Corner 2: Several crates are stacked in the corner of the alley. (Action: Search.)
Bathroom: A copy of the Innsmouth Tribune sits on the toilet's tank. At a glance, it is over ten years old. (Action: Search.)
Dock 2: A large, unlit lantern hangs from a creaking support. If you have a Light Source, you may light the lantern. (Action: Light the lantern.)
Library: The pages of these books seem stiff and smell of salt, as if they had all been soaked in seawater in the past. You find a number of books concerning the lineages of important Innsmouth families. (Action: Complete puzzle w/Observation. Progress: 6/7.)
Pier, East: A rotting, waterlogged boat sits low in the water. (Action: Search.)
Pier, West: A number of crates and barrels are grouped together. (Action: Search.)
Snack Shack: You notice a locked cabinet under the counter. The padlock is old but sturdy; you will need a key to open it.
Explore:
Alley 1: The door leads to a tower that stretches high above the rest of the nearby buildings. The door is secured with a tarnished silver lock.
Alley 2: The weather-warped door leads into a dark and apparently disused building. (Action: Explore.)
Beach: The door leads into a small room behind the hotel. The room is without windows or lights, and in the darkness your eyes strain to make anything out. (Action: Explore, but you must have a Light Source.)
Hall Corner 3, South: You try the door, but the store is closed and the door locked. After a moment, you hear a voice from the other side say: "Password?" (Action: Force your way in.)
Interior Hall, Room #2: The door to the hotel room adjacent to yours is marked #2, and seems to be securely locked. You may explore only if you have the Brass Key item. (Action: Explore.)
Interior Hall, West: The hotel's side door leads to an alley right off the street. (Action: Explore.)
Library: One of the storage room's doors leads out into the side alley. (Action: Explore.)
People:
Alley 1: A young boy peers into the alleyway from a side door. He seems to be curious what all of the commotion is about. (Action: Approach.)
Alley Corner 1: The old man is passed out drunk against a trash can. He has a silver key hanging from a ring on his belt. (Action: "Hello?" / Slap him. / Steal the key.)

MONSTERS
Interior Hall: Deep One Hybrid (HP 6/6, Awareness 3, Horror 1, Brawn 2.)
Street 2: The Innsmouth Mob (HP 84/84, Awareness 7, Horror 4, Brawn 4.)

INVESTIGATORS
Rita Young (Circlmastr)
Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 2 Clues. 9/9 Health, 5/5 Sanity.
You may move 1 additional space per Move action.
2x4 (Heavy Weapon, Damage 2. Action: You may brace a door with this board. Flip this card and place it against a door in your space. When flipped, treat this card as a Barricade. If an investigator picks this card up, or otherwise moves it away from the door, flip this card back again.)

Father Mateo (El Fideo)
Strength 3, Agility 3, Observation 2, Lore 4, Influence 4, Will 5. 2 Clues. 6/6 Health, 8/8 Sanity.
Action: Another investigator within range becomes Focused. Activate this ability only once per round.
Wither (Spell. Ranged, Damage 2.)
Oil Lamp (Light Source.)
Old Journal (Evidence. Free Action: Compile and check gathered evidence.)
Dazed (Condition. You cannot spend Clues on tests or for extra puzzle steps. At the end of your turn, discard this card.)

Minh Thi Phan (Tricky)
Strength 3, Agility 4, Observation 4, Lore 3, Influence 4, Will 3. 3 Clues. 7/7 Health, 7/7 Sanity.
Once per round, you or another investigator within range may reroll 1 die when resolving a test.
Axe (Heavy Weapon, Damage 2. You may suffer 2 facedown Horror to convert all clue results to successes when attacking with this weapon.)
Magnifying Glass (Roll an additional die when resolving an Observation test.)
Medical Textbook (Action: You or another investigator within range may discard 1 facedown Damage.)
Shriveling (Spell. Ranged, Damage 3.)

William Yorick (MonsieurChoc)
Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 4 Clues. 7/7 Health, 7/7 Sanity.
Whenever a Monster is defeated, gain 1 Clue.
Crowbar (Heavy Weapon, Damage 2.)
Brass Key
Incriminating Evidence (Evidence.)
Focused (You may discard this card to convert all clue results to successes while resolving a test.)

Second Post | Learn To Play | Rules Reference

CirclMastr
Jul 4, 2010

Rita will move 1 space south/down.

Stelas
Sep 6, 2010

TURN 4 - MYTHOS PHASE

:cthulhu: Oh boy, we suddenly have a lot of tutorials in one post.

Event posted:

Rita blinks, and the world grows dark then snaps suddenly back into focus. For a timeless moment, she wanders through a seemingly perfect world, far-removed from the horrors of the one she's in... and then reality comes crushing back. Rita suffers 2 facedown Horror.

:cthulhu: The most 2020 of cards. Okay, so damage! Damage is incurred by collecting Horror or Damage cards. Face down, they're inert. Face up, they will do something - maybe they'll just turn facedown immediately, or maybe they'll make you flip other cards. Face up damage is significantly harder to get rid of than face down. If you take Horror or Damage equal to your Sanity or Health, you beocme Insane or Wounded respectively. Wounded characters cannot double-move. Insane characters get different ending criteria to the rest of the party which may be adversarial in nature - either to succeed while meeting a certain goal, or to fail in a specific way.

Riot posted:

The horde of shambling locals emerges into view. Place the Innsmouth Mob. Shouting and croaking, you hear some members of the mob break away from the main group. Spawn a Deep One Hybrid in the Mob's space.

Deep One Hybrid 1 posted:

The deep one crashes through the secret passage after you. The Deep One Hybrid moves 2 spaces towards the nearest investigator.

Deep One Hybrid 2 posted:

The man rushes ahead of the riot, aiming for Mhin! The Deep One Hybrid moves 2 spaces towards the nearest investigator, and attacks the investigator in its space with the highest Strength.

A dull rattling trails behind the man and heralds a new weapon: a length of slimy chain. The hybrid attacks with long sweeps, the metal ringing off the cobblestones with each swing. Suffer 2 Damage (Agility negates.) (Agility: Reroll: )

:cthulhu: A clue would bring successes to 2 and avoid damage entirely here.

All investigators must resolve a horror check against the monster within range with the highest horror rating.

Horror Check: William vs. Riot posted:

The rioters stop, and seem to reenact a recent cruelty - some kind of ritualistic assault. One of them plays the part of the crying victim while the others brutalize him, yelling that the same fate awaits you - and after a moment their performance grows overzealous, and gurgling cries of pain fill the air. Suffer 2 Horror (Will-1 negates.) (Will-1: )

:cthulhu: So 1 Horror is guaranteed, but one can be avoided by spending a Clue to convert that roll to a success - or by discarding Focused...

William draws Minor Shock: Immediately flip this card over. No additional effect.

Horror Check: Minh vs. Riot posted:

The crowd roars your name, and then a litany of the unspeakable profanity they intend to visit upon your person. Test Will, Target 2. (Will: ) If you fail, you cannot stop the hammering of their words in your mind. Suffer 2 Horror.

:cthulhu: ... whereas here there's nothing you can do - no clue results to flip into successes. Because it doesn't say face down, she has to draw the cards face up and resolve them.

Minh draws Minor Shock: Immediately flip this card over. No additional effect.
Minh draws Horrific Arcana: Imediately suffer 1 additional facedown Horror for each Spell you have, then flip this card over.
Minh draws 1 face down Horror due to Shriveling.

:cthulhu: So Minh suffers 3 Horror in total. She knows what 2 of her Horror cards are, but not the third. If something tells her to flip a Horror card face-up it might be a nasty surprise!... or not.

TURN 5 - INVESTIGATOR PHASE

:cthulhu: Finally, if a monster is in your space, doing anything except fighting the monster - including moving away - will need you to pass an evade check against whatever has the biggest Awareness in your space. It might be unwise to stick around with the Mob nearby!

Action Queue
- Minh: Spend clue on Hybrid attack?
- William: Spend clue / focus on Hybrid attack?
- All investigators: 2 actions.


TOKENS
Search:
Alley Corner 2: Several crates are stacked in the corner of the alley. (Action: Search.)
Bathroom: A copy of the Innsmouth Tribune sits on the toilet's tank. At a glance, it is over ten years old. (Action: Search.)
Dock 2: A large, unlit lantern hangs from a creaking support. If you have a Light Source, you may light the lantern. (Action: Light the lantern.)
Library: The pages of these books seem stiff and smell of salt, as if they had all been soaked in seawater in the past. You find a number of books concerning the lineages of important Innsmouth families. (Action: Complete puzzle w/Observation. Progress: 6/7.)
Pier, East: A rotting, waterlogged boat sits low in the water. (Action: Search.)
Pier, West: A number of crates and barrels are grouped together. (Action: Search.)
Snack Shack: You notice a locked cabinet under the counter. The padlock is old but sturdy; you will need a key to open it.
Explore:
Alley 1: The door leads to a tower that stretches high above the rest of the nearby buildings. The door is secured with a tarnished silver lock.
Alley 2: The weather-warped door leads into a dark and apparently disused building. (Action: Explore.)
Hall Corner 3, South: You try the door, but the store is closed and the door locked. After a moment, you hear a voice from the other side say: "Password?" (Action: Force your way in.)
Interior Hall, Room #2: The door to the hotel room adjacent to yours is marked #2, and seems to be securely locked. You may explore only if you have the Brass Key item. (Action: Explore.)
People:
Alley 1: A young boy peers into the alleyway from a side door. He seems to be curious what all of the commotion is about. (Action: Approach.)
Alley Corner 1: The old man is passed out drunk against a trash can. He has a silver key hanging from a ring on his belt. (Action: "Hello?" / Slap him. / Steal the key.)

MONSTERS
Interior Hall: Deep One Hybrid 1 (HP 6/6, Awareness 3, Horror 1, Brawn 2.)
Alley Corner 1: The Innsmouth Mob (HP 84/84, Awareness 7, Horror 4, Brawn 4.)
Alley Corner 1: Deep One Hybrid 2 (HP 6/6, Awareness 3, Horror 1, Brawn 2.)

INVESTIGATORS
Rita Young (Circlmastr)
Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 2 Clues. 9/9 Health, 3/5 Sanity.
You may move 1 additional space per Move action.
2x4 (Heavy Weapon, Damage 2. Action: You may brace a door with this board. Flip this card and place it against a door in your space. When flipped, treat this card as a Barricade. If an investigator picks this card up, or otherwise moves it away from the door, flip this card back again.)

Father Mateo (El Fideo)
Strength 3, Agility 3, Observation 2, Lore 4, Influence 4, Will 5. 2 Clues. 6/6 Health, 8/8 Sanity.
Action: Another investigator within range becomes Focused. Activate this ability only once per round.
Wither (Spell. Ranged, Damage 2.)
Oil Lamp (Light Source.)
Old Journal (Evidence. Free Action: Compile and check gathered evidence.)

Minh Thi Phan (Tricky)
Strength 3, Agility 4, Observation 4, Lore 3, Influence 4, Will 3. 3 Clues. 7/7 Health, 4/7 Sanity.
Once per round, you or another investigator within range may reroll 1 die when resolving a test.
Axe (Heavy Weapon, Damage 2. You may suffer 2 facedown Horror to convert all clue results to successes when attacking with this weapon.)
Magnifying Glass (Roll an additional die when resolving an Observation test.)
Medical Textbook (Action: You or another investigator within range may discard 1 facedown Damage.)
Shriveling (Spell. Ranged, Damage 3.)

William Yorick (MonsieurChoc)
Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 4 Clues. 7/7 Health, 6/7 Sanity.
Whenever a Monster is defeated, gain 1 Clue.
Crowbar (Heavy Weapon, Damage 2.)
Brass Key
Incriminating Evidence (Evidence.)
Focused (You may discard this card to convert all clue results to successes while resolving a test.)

Second Post | Learn To Play | Rules Reference

Stelas fucked around with this message at 10:09 on Apr 3, 2020

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.
I'm gonna go fight the Monster attacking Minh, ready to spend Focus and Clues if needed.

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CirclMastr
Jul 4, 2010

Rita will Move and Search the Alley Corner 2 search token (using her last space of movement to move back north afterward).

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