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I’ll spend the clue, then hold tight til William is processed through.
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# ? Apr 3, 2020 19:18 |
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# ? Apr 27, 2024 21:23 |
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I'll complete the puzzle, and hold my second action pending the results of that.
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# ? Apr 3, 2020 19:32 |
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MonsieurChoc posted:I'm gonna go fight the Monster attacking Minh, ready to spend Focus and Clues if needed. Before I run your move - in the Mythos phase you got hit for 2 Horror, but had the option to clue / focus one of them. Did you want to? (I'm checking now since it might affect your turn if you get a nasty condition.) Similarly, Minh spends a Clue to avoid any Health loss. Stelas fucked around with this message at 10:36 on Apr 4, 2020 |
# ? Apr 4, 2020 10:30 |
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TURN 5 - INVESTIGATOR PHASE Rita checks out some crates. quote:You rummage through the crates, looking for anything that could be of use. Test Observation. (Observation: ) You overturn a large crate and find something underneath that might be of use. Gain the .38 Revolver, then discard this Search token. quote:Pieced together, the paper reveals that several members of the Marsh Family have one or the other parent listed as 'from the sea'. Gain the Missing Link unique item and 1 Clue. Then discard this Search token. Action Queue - William: Spend clue / focus on Hybrid attack? - Father: 1 action. - William/Minh: 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.) 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.) .38 Revolver (Ranged Weapon, Damage 3.) Father Mateo (El Fideo) Strength 3, Agility 3, Observation 2, Lore 4, Influence 4, Will 5. 3 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.) Missing Link (Evidence.) Minh Thi Phan (Tricky) Strength 3, Agility 4, Observation 4, Lore 3, Influence 4, Will 3. 2 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
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# ? Apr 4, 2020 10:42 |
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Stelas posted:Before I run your move - in the Mythos phase you got hit for 2 Horror, but had the option to clue / focus one of them. Did you want to? (I'm checking now since it might affect your turn if you get a nasty condition.) Sure I'll spend the Clue.
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# ? Apr 4, 2020 13:58 |
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TURN 5 - INVESTIGATOR PHASE William wards off further horror with a clue, then goes to crowbar a Deep One. quote:Your enemy braces to intercept your swing, but you aim to drive your weapon straight through his block. Test Strength, Target 2. (Strength: ) If you pass, the weapon crashes straight through your opponent's arms; deal Damage equal to the weapon's damage plus your test result. Action Queue - Father: 1 action. - Minh: 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.) 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 1: Deep One Hybrid 2 (HP 2/6, 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.) .38 Revolver (Ranged Weapon, Damage 3.) Father Mateo (El Fideo) Strength 3, Agility 3, Observation 2, Lore 4, Influence 4, Will 5. 3 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.) Missing Link (Evidence.) Minh Thi Phan (Tricky) Strength 3, Agility 4, Observation 4, Lore 3, Influence 4, Will 3. 2 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. 3 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
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# ? Apr 5, 2020 00:25 |
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I'll attack the Deep One with Shriveling, then Move north to the Rental Dock. If the attack doesn't kill it, I'll attack with Shriveling again instead. Spend the reroll on the first check, as well as any clues if they will convert it to a success.
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# ? Apr 5, 2020 00:36 |
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I think this is the first time i've seen barricades ever really come into play, who knew they could be so effective
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# ? Apr 5, 2020 20:32 |
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I'll move east and then north.
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# ? Apr 5, 2020 21:38 |
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TURN 5 - INVESTIGATOR PHASE Minh assaults the Hybrid with a spell. What could go wrong? quote:You race through the incantation and the arcane gestures, putting your own improvised spin on the magic words. Test Lore+1. (Lore+1: Reroll: 1 Clue is used.) The monster suffers damage equal to your test result. Then, flip the Spell you attacked with. TURN 5 - MYTHOS PHASE Event posted:In the alley above, you hear the banging and clattering of a window opening, and the flinging of a bag of garbage out into the street below. This mythos event affects the investigator in an alley or street with the lowest Influence. Activation: Innsmouth Mob posted:The Innsmouth Mob moves 2 spaces towards Alley 1. Anyone in their path is swept up by the tide of bodies and carried along. Each investigator that shared a space with the Innsmouth Mob during this movement suffers 1 facedown Damage, becomes Stunned, and moves to the Innsmouth Mob's space. The Innsmouth Mob attacks the investigator in its space with the lowest Agility. Activation: Deep One Hybrid posted:The Deep One Hybrid moves up to 2 spaces to be adjacent to as many investigators as possible, then attacks the adjacent investigator with the least Agility. The hybrid reaches out and grabs hold of Father Mateo, then attempts to kick his legs out from under him. Test Agility, Target 2. (Agility: 1 Clue is used.) If you pass, you keep your footing and break free. Each investigator must resolve a Horror Check against the monster in range with the greatest horror rating. Horror: Father vs. Deep One Hybrid posted:The figure pauses to scratch at the skin on his face, then peels away a swatch of it with a disgusting giggle, revealing slime-coated scales beneath. Test Will, Target 2. (Will: ) If you pass, you conclude this hybrid must have been a monster all along - there is no chance of a similar transformation happening to you. Horror: Mhin vs. Mob posted:The mob swivels towards you as one and, as you watch, one member plunges a broken bottle into the chest of one of their own, twisting the glass before they slump to the ground. Suffer 3 Horror (Will+1 negates). (Will+1: ) Horror: William vs. Mob posted:You expected an angry mob to be loud, to shout and threaten and curse. Instead, silence hangs ominously in the air as the mob surrounds you, the people shuffling forwards with one terrible, united purpose. Suffer 3 facedown Horror (Will negates). (Will: ) ROUND 6 - INVESTIGATOR PHASE Action Queue - Mhin: Clue the Horror check? - All: 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.) 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 Beach: Deep One Hybrid 1 (HP 6/6, Awareness 3, Horror 1, Brawn 2.) Alley 1: 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. 7/9 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.) .38 Revolver (Ranged Weapon, Damage 3.) 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.) Missing Link (Evidence.) Minh Thi Phan (Tricky) Strength 3, Agility 4, Observation 4, Lore 3, Influence 4, Will 3. 1 Clue. 6/7 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. 5/7 Health, 5/7 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.) Dazed (You cannot spend Clues to convert rolls to successes or to gain extra puzzle steps. Discard this card at the end of your turn.) Second Post | Learn To Play | Rules Reference
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# ? Apr 6, 2020 18:18 |
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Rita will Move to the Pier and shoot at the hybrid.
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# ? Apr 6, 2020 21:41 |
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Should I attempt to fight the mob or escape?
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# ? Apr 7, 2020 00:10 |
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Unless you think the game is being somehow dishonest about the 84 HP it has, I would suggest not fighting it.
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# ? Apr 7, 2020 00:44 |
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Yeah, clue the horror check. After Rita takes her turn, I'll Move one space closer to the hybrid, cast Shriveling if it's not dead, and then take my second space of movement depending on how it's doing. If it's dead, I'll move into its space. If not, I'll move into the rental shack.
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# ? Apr 7, 2020 01:32 |
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CirclMastr posted:Unless you think the game is being somehow dishonest about the 84 HP it has, I would suggest not fighting it. Oh yeah I'm gonna run like crazy. Move toward the snack shack, maybe my key will work.
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# ? Apr 7, 2020 02:12 |
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Wow, sorry, totally ended up in a bit of a lockdown fugue for a couple days. ROUND 6 - INVESTIGATOR PHASE Minh avoids further Horror loss with a Clue. Rita attempts to plug a fish guy. quote:You drop quickly to one knee, take aim, and fire. Test Agility, Target 2. (Agility: ) If you pass, your shot punches clear through the figure and impacts behind it. The monster quote:You begin the incantation as if by instinct, your lips forming the words of their own accord. Even as you give voice to the eldritch sounds, you struggle to understand their meaning. Test Lore, Target 2. (Lore: Reroll: ) If you fail, you realize too late that the words serve their own purpose; you are merely a vessel to give them life. William attempts to evade the Riot. quote:The mob grabs at you as you try to escape. Test Agility, Target 2. (Agility: Focused is used!) If you pass, you slip free of their grasp. Action Queue - Rita: Final movement point? - William: Confirm movement - 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.) 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 Beach: Deep One Hybrid 1 (HP 3/6, Awareness 3, Horror 1, Brawn 2.) Alley 1: 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. 7/9 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.) .38 Revolver (Ranged Weapon, Damage 3.) 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.) Missing Link (Evidence.) Minh Thi Phan (Tricky) Strength 3, Agility 4, Observation 4, Lore 3, Influence 4, Will 3. 0 Clues. 6/7 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. 5/7 Health, 5/7 Sanity. Whenever a Monster is defeated, gain 1 Clue. Crowbar (Heavy Weapon, Damage 2.) Brass Key Incriminating Evidence (Evidence.) Dazed (You cannot spend Clues to convert rolls to successes or to gain extra puzzle steps. Discard this card at the end of your turn.) Second Post | Learn To Play | Rules Reference
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# ? Apr 9, 2020 14:17 |
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MonsieurChoc posted:Oh yeah I'm gonna run like crazy. Move toward the snack shack, maybe my key will work. I haven't run this just yet because of two things: - The key is for Room #2 of the hotel where you started - so you could duck back inside the hotel if you wanted to go use it. - Since he's still alive, you're going to have to do another evade check to get past the Deep One Hybrid. Which is going to happen whichever way you go, but at least it won't be as lovely as the riot's one.
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# ? Apr 9, 2020 14:19 |
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Rita will duck south with her last movement point, in the hope of avoiding a horror check.
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# ? Apr 9, 2020 16:21 |
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Stelas posted:I haven't run this just yet because of two things: Might as well try for Room 2, since we don't know how to get to the boat yet.
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# ? Apr 9, 2020 17:01 |
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I would like to Whither that Hybrid fella twice.
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# ? Apr 9, 2020 23:23 |
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ROUND 6 - INVESTIGATOR PHASE William also attempts to evade the Deep One Hybrid. quote:The hybrid's savage grin does not reach its dead-fish eyes. You stumble away from it, choking as you step back, and then suddenly you are coughing seawater from your lungs. Suffer 1 facedown Damage. Father Mateo engages in some blasphemy. quote:You mouth the words of the incantation, and motes of light begin to appear on your body. Soon every pore starts to radiate a blinding purple light, and you struggle to maintain control of the power fighting to escape. Test Will, Target 2. (Will: ) If you pass, the light dims, bending to your will - and with a flick of your wrist, eldritch energy blasts towards your foe. The monster suffers damage equal to the Spell's damage plus your test result. Action Queue - Father: 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.) 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.) Items: Beach: Cult Sigil (Evidence.) MONSTERS Beach: Deep One Hybrid 1 (HP 3/6, Awareness 3, Horror 1, Brawn 2.) Alley 1: 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. 7/9 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.) .38 Revolver (Ranged Weapon, Damage 3.) Father Mateo (El Fideo) Strength 3, Agility 3, Observation 2, Lore 4, Influence 4, Will 5. 2 Clues. 5/6 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.) Missing Link (Evidence.) Minh Thi Phan (Tricky) Strength 3, Agility 4, Observation 4, Lore 3, Influence 4, Will 3. 0 Clues. 6/7 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. 4/7 Health, 5/7 Sanity. Whenever a Monster is defeated, gain 1 Clue. Crowbar (Heavy Weapon, Damage 2.) Brass Key Incriminating Evidence (Evidence.) Second Post | Learn To Play | Rules Reference Stelas fucked around with this message at 02:57 on Apr 12, 2020 |
# ? Apr 12, 2020 02:48 |
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I'm just gonna keep moving towards the other room.
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# ? Apr 12, 2020 04:30 |
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I want that sigil! ...so I move towards it.
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# ? Apr 12, 2020 11:48 |
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ROUND 6 - INVESTIGATOR PHASE Father Mateo finishes off the round by moving ready to grab the sigil. ROUND 6 - MYTHOS PHASE quote:The books in the library seem to rustle slightly, but there is no breeze to cause it. quote:One of the locals in the midst of the riot glances up at the tall bell tower, and a snarl crosses his face. He tries the door, but finds it locked - unable to get inside, he smashes his lantern against the door in a rage, covering it in burning oil. Place Fire as indicated. quote:The Innsmouth Mob moves two spaces towards the Rental Dock. The mob of angry locals drags with them anyone who gets in their way. Horror Check: Father vs. Mob posted:The riot begins to make disgusting japes and euphemisms, brandishing their weapons in odd and uncomfortable poses as they describe at length their plans for you. Suffer 1 facedown Horror, then flip 1 Horror face up. ROUND 7 - INVESTIGATOR PHASE Action Queue - All investigators: 2 actions. (I'll assume William is double-moving to Interior Hall East.) 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.) 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.) Items: Beach: Cult Sigil (Evidence.) MONSTERS Rental Dock: 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. 7/9 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.) .38 Revolver (Ranged Weapon, Damage 3.) Father Mateo (El Fideo) Strength 3, Agility 3, Observation 2, Lore 4, Influence 4, Will 5. 2 Clues. 5/6 Health, 7/8 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.) Missing Link (Evidence.) Hallucinations (Horror. Keep this card face up. Roll one less die when resolving Observation tests.) Minh Thi Phan (Tricky) Strength 3, Agility 4, Observation 4, Lore 3, Influence 4, Will 3. 0 Clues. 6/7 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. 4/7 Health, 5/7 Sanity. Whenever a Monster is defeated, gain 1 Clue. Crowbar (Heavy Weapon, Damage 2.) Brass Key Incriminating Evidence (Evidence.) Second Post | Learn To Play | Rules Reference
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# ? Apr 13, 2020 13:07 |
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The Shame Boy posted:I think this is the first time i've seen barricades ever really come into play, who knew they could be so effective I got curious and checked this - most humanoid enemies are Brawn 2, which gives them about a 15% chance of busting through a barricade. They're really good, if you've got a map that offers you a way around them.
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# ? Apr 13, 2020 13:09 |
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I'll be honest, I'm not sure what I should be doing at this point and am open to suggestions.
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# ? Apr 13, 2020 14:34 |
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CirclMastr posted:I'll be honest, I'm not sure what I should be doing at this point and am open to suggestions. You've got a bunch of locked stuff, but a fair number of areas that are available to investigate. There's the door near where you are now, or you could use your improved move score to race around towards the unrevealed part of the map and the NPCs in the bottom-right. In general, my advice would be that you're pretty geared up at this point - everyone has weapons, and the only thing you're really missing is a way to recover Sanity - so aim for tokens you think are going to be important. (This is a hard scenario - there's a lot of area to cover, so it's pretty fair to feel that way.)
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# ? Apr 13, 2020 15:13 |
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I guess Rita will go 3 south and 3 east, then, revealing the sight token.
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# ? Apr 13, 2020 16:23 |
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I think I can move to the Interior Hall and open the locked door next turn.
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# ? Apr 13, 2020 18:22 |
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I'll try to move to the west pier, but that might change if I biff the evade check.
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# ? Apr 13, 2020 19:06 |
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I will pick up the thing and also move west
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# ? Apr 13, 2020 20:33 |
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Fire doesn't, in fact, deal damage to investigators as they start their turn in it - only monsters as they start their activation. Investigators take 1 facedown damage from fire only from entering its space or performing an action other than starting movement (unless either of those two things spends a success from an Extinguish Fire action to remove the fire). (Fire, RR p. 9)
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# ? Apr 14, 2020 05:05 |
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Sillyman posted:Fire doesn't, in fact, deal damage to investigators as they start their turn in it - only monsters as they start their activation. Investigators take 1 facedown damage from fire only from entering its space or performing an action other than starting movement (unless either of those two things spends a success from an Extinguish Fire action to remove the fire). (Fire, RR p. 9) This is true! I'll go update the first post.
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# ? Apr 14, 2020 12:18 |
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There was going to be an update here, but I noticed halfway through writing it that one of the doors has changed. The back door to Henderson's now includes the option to check the Cult Sigil for a password, if you have it in your possession - should I assume Father Mateo wants to duck inside instead? (I would really like the app to highlight nodes that have changed...)
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# ? Apr 14, 2020 12:38 |
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Stelas posted:(I would really like the app to highlight nodes that have changed...) Yeah, that would be nice. In the meantime, it's worth keeping in mind that the #1 thing that causes tokens to change their options (especially silently - in later scenarios other things can, but those usually announce themselves) is new Unique Items entering play, which happens infrequently enough that it might be worth it to just take a quick sweep over everything any time one does (especially tokens that have no options). Sillyman fucked around with this message at 22:09 on Apr 14, 2020 |
# ? Apr 14, 2020 22:07 |
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Stelas posted:The back door to Henderson's now includes the option to check the Cult Sigil for a password, if you have it in your possession - should I assume Father Mateo wants to duck inside instead? Dooooooo iiiiiiiiiiit
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# ? Apr 14, 2020 22:18 |
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Sillyman posted:Yeah, that would be nice. In the meantime, it's worth keeping in mind that the #1 thing that causes tokens to change their options (especially silently - in later scenarios other things can, but those usually announce themselves) is new Unique Items entering play, which happens infrequently enough that it might be worth it to just take a quick sweep over everything any time one does (especially tokens that have no options). I've been doing that most of the time, but the fact that the Cult Sigil is keyed as Evidence made me think it was just part of the Old Journal's objectives, so in this case I missed it. This is definitely something that crops up even more when you've got the board on the table, because it's really easy to just focus on the board itself.
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# ? Apr 15, 2020 11:30 |
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Stelas posted:I've been doing that most of the time, but the fact that the Cult Sigil is keyed as Evidence made me think it was just part of the Old Journal's objectives, so in this case I missed it. Fair. I agree that having the Evidence trait (and not the Key trait) is a little confusing in this instance.
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# ? Apr 15, 2020 13:43 |
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ROUND 7 - INVESTIGATOR PHASE The investigators bolt off in different directions! Minh's path takes her past the Mob. quote:The mob pelts you with rotten fruit, paving stones, and what you desperately hope is mud. Suffer 2 Damage, Agility-1 negates. (Agility-1: ) Rita heads southeast: quote:Next to the hotel sits a small store with a sign that reads "Henderson's Oddities". The store is dark inside, but you think you might see movement by the window. ROUND 7 - MYTHOS PHASE quote:The fire spreads out of control. Place a Fire token in a space adjacent to an existing Fire token. quote:Something about the soil feels strange and unnatural. This event affects the investigator outside with the greatest Observation. The soil that Minh stands on is only a thin screen that suddenly gives way into a pit of debris. Suffer 3 Damage, Strength+1 negates. (Strength+1: Reroll: ) quote:The Mob moves 2 spaces towards the Beach. quote:The Deep One Hybrid moves up to 2 spaces to be in range of as many investigators as possible, then it attacks each investigator in range. Horror Check: Minh vs. Mob posted:The people in the riot begin a casual conversation, discussing the terrible things they intend to do to the objects of their anger. Their jovial, upbeat tone regarding these atrocities is deeply unsettling. Suffer 2 Horror, Will negates. (Will: ) ROUND 8 - INVESTIGATOR PHASE Action Queue - Rita: Confirm movement from last turn is okay. - All: Decide where the Fire goes. - All: 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.) 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. / Check the Cult Sigil for a password.) 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.) Storefront: 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. / Check the Cult Sigil for a password.) 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 Beach: The Innsmouth Mob (HP 84/84, Awareness 7, Horror 4, Brawn 4.) Beach: 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. 7/9 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.) .38 Revolver (Ranged Weapon, Damage 3.) Father Mateo (El Fideo) Strength 3, Agility 3, Observation 2, Lore 4, Influence 4, Will 5. 2 Clues. 5/6 Health, 7/8 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.) Missing Link (Evidence.) Cult Sigil (Evidence.) Hallucinations (Horror. Keep this card face up. Roll one less die when resolving Observation tests.) Minh Thi Phan (Tricky) Strength 3, Agility 4, Observation 4, Lore 3, Influence 4, Will 3. 0 Clues. 4/7 Health, 3/7 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.) Dazed (You may not spend Clues on tests or to gain additional puzzle steps. Discard this card at the end of your turn.) William Yorick (MonsieurChoc) Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 4 Clues. 4/7 Health, 5/7 Sanity. Whenever a Monster is defeated, gain 1 Clue. Crowbar (Heavy Weapon, Damage 2.) Brass Key Incriminating Evidence (Evidence.) Second Post | Learn To Play | Rules Reference
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# ? Apr 15, 2020 15:42 |
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# ? Apr 27, 2024 21:23 |
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I say the fire should go south. Also World of Horror owns.
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# ? Apr 15, 2020 17:03 |