TURN 6 ENCOUNTERS
Upkeep:
Stessier: Blessing; 1 Failed. Blessing Lost
Retainer: 6 success! + $2
semaj: Retainer 1st turn. no roll necessary. + $2
Chaosraven:
You decide that, though they seem benign at the moment, the woods might not be such a great place to spend any quality time. A stroll through Arkham is just what you need to clear your head. The streets of Uptown and Southside seem quiet enough and you continue on to the quaint charm of French Hill. You're not, it would seem, the only person that has come here to take in the view. The other fellow, however, is jet black and dressed like that King Tut chap that's been in all of the newspapers. Tommy gun first, introductions later...
Dark Pharaoh: san-1 dam 1, combat-3 3 dam, 2 toughness. Use Lore instead of Fight
san roll 4-1 (6,5,4) success!
lore 4 +tommy gun 6 -dark pharaoh 3= 7 dice
6,5,5,2,2,2,2=3 successes out of 2 needed
You defeated the Dark Pharaoh!
Dark Pharaoh is endless and not gained as a trophy
Stessier:
You emerge from the vortex of colors back into the dubious safety of Arkham. Somehow knowing that it is the right thing to do you take in hand the good luck charm that Dr. Fern gave you. You turn and fling into the gate. There is a searing flash of light accompanied by a thunderclap so powerful it drops you to your knees. The gate is gone and your last conscious thought is that this place, at least, is now safe.
Apart from whatever is already lurking here...
You have used the
Elder Sign The gate is closed and this location is now permanently sealed. The Doom Track decreases by 1 to 4 of 11.
The closure of the Celeano gate has eliminated the Fire Vampire from the Skies.
-1 Stamina, -1 Sanity for use of the Elder Sign. You have gained a gate trophy.
Your stamina loss has reduced you to 0 Stamina. You have lost half of your clues (0) and must select half of your items to lose; 7 items/2 rounded down= 3 items of your choice.
You will awaken during turn 7 Upkeep at the Hospital with 1 Stamina. You may remain there for the turn and spend $2 to be at full Stamina.
Semaj:
You step into the huge creepy house, figuring there's bound to be something of interest in there. That's when everything went dark.
(Plateau of Leng. diamond, -1)
You are awakened by the sound of chanting and as you regain your senses you realize that it is your own voice. You open your eyes to find yourself on a desolate frozen plateau. Above you is a thing, apparently called into being by whatever you were chanting (luck -2 roll=3, fail). It shrieks and flaps its wings. You think of the empty shell of a beetle and the soft loam of rotting earth. It cocks its carapaced head at you, black teeth clicking against each other.
The very existence of the thing gives you a bit of a headache but a two-fisted quickdraw and a hail of bullets seem to solve the problem readily enough.
byakhee: -1 san, 1 dam. -0 combat, 2 dam. 1 toughness.
san roll: 4,1 fail. -1 san
fight 2 + .38 3 +.45 4 -0 byakhee=9. 6,6,5,4,4,4,3,3,2= 3 successes out of 1 needed. gain byakhee trophy 1 point
Isgrimnur:
You emerge from that awful place back into the strange little boarding house. It seems that you have stepped out of an unsettling conglomeration of angles in one corner of an upstairs room. Well, you can perhaps set that right. A line here, a smudge there, and things look Euclidean once again. No chance of anyone wandering through that corner the wrong way again.
lore-2 roll 5,4,1. success!
gain gate trophy. -5 clues, gate sealed
all hex monsters removed. (dark young)
Scoop20906:
At the mouth of a cave lurks a sinister figure. It turns towards you and starts hissing out words of what seems like some kind of spell.
Warlock: -1 san, 1 dam. -3 combat, 1 dam, 2 toughness. Gain 2 clues instead of trophy
san roll 3-1=2 5,5 sucess!
It's surprising how often bullets can solve these little problems. The figure vanishes after you take a few shots at it but you think you know a little more about what's going on in this place.
.38 +3 and enchanted blade +4 +4 fight -3 warlock=8 5,5,5,4,2,2,1. 3 successes, 2 needed. You have gained 2 clues.
Remus West:
Now seems a good time to relax and try and puzzle out a bit of that tablet you've been dragging around. Aha! It's in ancient Sumerian. You just happen to speak that fluently! This appears to be in a regional dialect, however, so the details are a bit fuzzy.
roll: 4,2; fail =4 clues, 0 spells.
(+4 clues)
...And that's when the thing comes swooping down out of the sky at you. Is it a lobster? A wasp? And Darwin be damned, it seems to be made up of fungus!
Mi-Go: -1 san, 2 dam. -0 combat, 1 dam. 1 toughness. Gain unique item instead of trophy
San roll: 5,5 success!
Combat: fight 0 + sword of glory 6 -0 for mi-go. 6,5,3,2,2,1. 2 successes out of 1 needed
You swipe wildly through the air with your sword and the thing bursts apart into a cloud of noxious smelling spores as your blade passes through it. Hmmm. What's this? Seems it was carrying something...
You have gained a
Warding Statue
Lars:
Ah, a peaceful respite in a small white room...
-$2. Sanity restored.
DocD:
A horrific stench draws your attention to the body of some bizarre marine creature rotting on the deck of one of the boats.
As you move towards it an uneasy feeling grows in the pit of your stomach, as though you are meddling with something best left alone.
(will -1 check: 4,3. fail. Used research papers: 3. Fail. Used clue: 6. Success!)
There seems to be a book tangled amidst the abomination's tentacles.
(-1 san, gain
Nameless Cults)
Game Board after Turn 6 Encounters:
Gate Count: 1
Monster Count: 5
Terror Track: 1
Doom Track: 4 of 11
Gate Trophy Total: 4