Turn 10 Encounters
Michael McGlen (Wargus)
French Hill/Arkham Asylum
You make your way from the Asylum to French Hill. Seems like the trouble in town has found a bit of a focus in that area. The street seems quiet enough...save for that big weird looking black puddle. You frown suspiciously at it. It seems to ripple, even though there is no wind. You take a step closer and watch in horror as the liquid goo erupts upward, twisting and forming into a glistening writhing pseudopod that towers over you.
Formless Spawn: (physical immunity) horror -1 san -2 fight -2 stam -2 toughness 2
horror check: 3. fail. clue spent: 5. success
fight: 6,4,4,3,2,2,1. 1 success out of two needed
The spawn strikes! 2 damage, mitigated to 1 by special ability.
round 2: 6,6,5,5,3,3,1. 4 successes.
Gain formless spawn as trophy
The thing collapses back into a pile of black goo at your feet and you take a moment to catch your breath. The acid burn along your arm where it lashed out at you alternates between throbbing and stinging. You take a final deep breath and turn to continue up the street. Oh, hell. What is THAT?
Star Spawn: Horror -3 san -2 fight -3 stam -3 toughness 3
Horror check: 0 dice available. Clue spent: 4. Fail. Clue spent: 4. Fail
You are overcome by mind wrenching horror.
-3 clues, -1 stam, - 2 san. back to the asylum. lose half of items.
Darrell Simmons (Remus West)
French Hill/Silver Twilight Lodge/The Abyss
Sp/Sn: 3/2.
You tear through the streets of Arkham on your motorcycle, your mouth forming the strange words even as they are whipped away by the wind. You see them begin to emerge, black shapes, darting through the air, their strange buzzing growing in volume. They began to spatter against you, tearing at your skin as you skid through another turn on the cobbled French Hill streets, the swarming black clouds now blotting out the sky.
(Plague of Locusts: 6,5,3,2. Success! -1 san, - 1 stam) The Black Man destroyed. The Witch destroyed.
You pass a looming shape on French Hill, but it is either too bssy with the crumpled form at its feet or with surviving the swarming locusts to bother taking notice of you.
(Star Spawn Evade roll: 6,1 success)
You can see the swirl of the gate up ahead and put on a final burst of speed, engine roaring as the tires spin across the lawn of the Silver Twilight Lodge and carry you through the gate.
Welcome to The Abyss!
You brush a few befuddled grasshoppers off of your coat that came through the gate with you and take a look around at the flat black sky and featureless plain. Featureless apart from what seems to be a face in the ground next to you. Is that? It can't be! That girl from college...screaming the same old arguments. Another face there; your father, his tone stern. Over there, the professor that failed you and there...another and another. The faces of all of those you have failed in your life, erupting from the earth around you, berating, chastising.
Lore (-1)[2]: 4,4,1. 0 successes.
Clue spent (2 dice due to skill):3,1. 0/2 Successes. Clue spent: 6,1. 1/2 successes. Clue spent: 6,4 2/2 successes.
-3 clues. You have gained the
Psychic card.
Jenny Barnes (Isgrimnur)
Science Building
You wander the darkened rooms of the lab, wondering what keeps drawing you back to this place. At least the pimply guy with his weird machine seems to have packed up and gone home. You open the door to a lab and before you realize what is happening a strange, winged, crab-like creature bursts out of the room at you.
speed -2 check: 2. fail No investigator cards may be used during this fight
Mi-Go: Horror -1 san -2 fight +0 Stam -1 toughness 1
horror check: 3,2. fail. -2 san
fight: 6,6,2. success
You fling your arms up and rip and tear at it until it collapses in on itself, dissolving into a noxious mist. All that remains of it is a glittering silver key.
Silver Key: (Any phase) Use to automatically pass an evade check. Once silver key has been used 3 times it is discarded.
Joe Diamond (Chaosraven)
Arkham Asylum
The Docs seem distracted by the new patient that was just brought in. Looks like that gangster type. Thought you saw him leaving not long ago. Guess the sanity didn't last. Rough night out there. You take the opportunity to poke around a few desk drawers. Surely not all of the docs are strict prohibitionists. No flask to be found but you do find a bottle of something. "Dream Enhancer" the label says. Yeah, sure, sounds like booze. You take a whiff. Smells like booze too. Cheap swill from a bathtub in the woods but hey, who's choosy?
(lore -1 check. no success possible. Clue spent. Roll: 4,1 fail)
Ok, one swig o' that and now you're going to be choosy after all. Tastes a bit like Grandma used to smell.
Amanda Sharpe (Qantaga)
Downtown
Sp/Sn: 3/2 F/W: 2/3 Lu/Lo: 3/2
+1 stam from healing
The flood waters left all sorts of slime encrusted debris laying in the streets. Who knew how much crap a river could cough up? Whom, that piece of mud coated jumk over there has an interesting glitter to it...Looks like something from the Museum Exhibit
Spirit Vessel: All of your monster trophies count as being one toughness point higher for the purpose of spending them.
Dexter Drake (rshetts2)
Hibb's Roadhouse
A man carrying a briefcase approaches you as you sit at the bar. He is furtive looking and seems to have a touch of jaundice. There is something not quite right about his eyes. He leans close to you and hisses in your ear with breath that smells of fish and jasmine.
"Have you seen the Yellow Sign?"
(lore-3 check: 6. success!)
You snort as if he had asked you if you knew how to pull a rabbit from a hat and calmly trace the Yellow Sign in a puddle of spilled beer on the bar.
The man nods once, hands you the briefcase and scurries out of the bar.
You open it to discover a gun and a wad of money.
+$10
.45 Automatic: (physical weapon, 1 hand) +4 to combat
Monterey Jack (Zurai)
Independence Square
Lo/Lu: 4/2 Sp/Sn: 3(+1)/1
You murmer the words of the spell and feel your mind sharpen at the expense of your health.
Cast feeding the mind
spell: 5,4,4 success.
-1 stam. +2 san
Some time spent relaxing in the Square will do you some good. You fish the ancient tablet out of your rucksack and begin examing the glyphs carved in it. Hmmm. A spell of some sort.
Ancient tablet: roll: 6,1 1 success, 1 fail
+2 clues
Premonition: (cast mod -1, san 1) Any Phase: Cast and exhaust to move 1 skill slider up to 2 steps.
You glance up from the tablet to see a well dressed man approach a group of children. He's over-smiling and over-animated and your eyes narrow in suspicion. He looks middle-eastern, obviously not related to any of the children in the group. After a minute he takes a small boy by the hand and leads him away from the others, still talking continuously. The boy looks a bit unsure of the situation. Time to step in and see what's what.
"Excuse me!" you call out. The man's facade instantly drops. He turns with a snarl, a knife appearing in his hand as he leaps at you.
Cultist: (Endless due to Great Old One) Horror - san - fight +1 stam -1 toughness 1
Fight roll: 6,6,6,64,4,3,2,1
Your fist and Tom's fist connect with the man's face at about the same time and you lay him out headlong on the paving stones. The boy scurries away back to his friends and the lot of them go sprinting from the Square. You kneel down and give a quick rifle through the man's pockets, finding a rather interesting mirror. A whistle blows nearby.
Tom taps you on the shoulder. "Coppers are coming, mate. Our word against his. We'd best make haste"
You are
Barred from Downtown
Summoning Glass: (encounter phase, in Arkham only) In addition to your normal encounter, you may discard this card to resolve the special ability of any Arkham location that has no gate. You may trade in trophies, buy items, gain san/stam etc. as if you were there.
Harvey Walters (Newcastle)
Merchant District
After patching one of your students up a bit you take a stroll into the Merchant District to examine the flood damage. Interesting! Looks like one of the Museum Exhibit items somehow made its way into the river and then here into the streets! What a strange progression of events!
Scales of Thoth: Upkeep: Choose a dimension symbol. This turn you gain +3 on all checks against monsters with that symbol and a -1 on all checks against monsters with other symbols.
(The dimension symbols are the green symbols on each monster image. The Star Spawn, for example, has a cross and the Polyp has a hexagon)
Current Game Board
(click to embigify)
Gate Count: 1 of 5
Monster Count: 2 of 11
Terror Track: 5 of 10
Doom Track: 8 of 11
Gate Trophy Total: 4 of 8