Moderator: Zaxxon
El Guapo wrote:Well, I'm advancing in the Plateau of Leng, then. I'll also shift my Fight from 4/3 --> 5/2, so my stats are now:
Current Stats:
Speed/Sneak: 3/3
Fight/Will: 5/2
Lore/Luck:2/1
redrun wrote:
Mandy:
Adjust stats:
S/S from 3/3 to 4/2
F/W stays at 2/3
L/L from 3/1 to 4/0
Move to French Hill Street, hand cig case to Darrell Simmons. (Here sir, I don't smoke.)
Move to The Witch House, pick up clue, have an encounter. A good one please.
Pyperkub wrote:DSim:
Speed/Sneak: 3(+1)/2
Fight/Will: 5/1
Lore/Luck: 1/3
Keep Stats as is.
Accept cig case, as I'm jonesing after my fight with... well whatever it was.
Move to Miskatonic University>Merchant District
Donate $2 to Gloria(?) for handoff to Jenny - "Get me something special to kill these cursed things! There's some-THING in Rivertown - I heard it and am going after it!"
Move from Merchant District to Rivertown to make the Formless Spawn a Spawn-less Form using my Holy Water.
Newcastle wrote:tell me what you need me to do guys.
Shopping? Fight monsters? Act as a depot to pass off stuff?
Not too sure what's the most beneficial to the group. I know we have a ton of monsters out right now.
redrun wrote::)bb2112 wrote:Ok, how about this?
5. I use the key to jump to another world. Can I immediately use the spell to come back on the same turn and close a gate? And if so, which gate should I target?
6. That leaves Q with 4 spells to deal with the rumor.
How does this sound?
I just realized the hole in our plan. There are two gates open. RMC comes back to close one this turn, El'G comes back to close one next turn. Probably not a good time to be jumping to the other world.
A quick look around - RMC has an elder sign (his gate should close), El'G has six clues, Joe Diamond has seven clues, you have six clues... we've got enough folks to close gates lined up. We only need to get one more of you through a gate.
We need to reduce the monster level. I've not thought this completly through but:
You pass stuff to Q, and go get what you need to from NC, so as to be set to jump into other world next turn. You might also want to use your stone and leave it behind for Joe to grab. He's our faster figher (and one of the best), but could use something to help keep sane.
Joe Diamond runs through Q, grabs all the spells, drops off the dynamite with Q, heads to French Hills, dispells rumor.
Q runs over and kills the Gug outside the woods with the dynamite.
RMC comes back to the woods and closes the gate and is stuck with a bunch of monsters (but is safe this turn).
Next turn Q runs into the woods (he'll go before RMC) and either fights all his monsters, or plays his flute to get rid of them.
P'kub gets the cig case from me, and informs the formless spawn to unspawn.
Mandy... Mandy pertends to have something to do beyond supplying a reroll to someone else.
Qantaga wrote:Newcastle wrote:tell me what you need me to do guys.
It seems like this is the general idea:
redrun wrote::) A quick look around - RMC has an elder sign (his gate should close), El'G has six clues, Joe Diamond has seven clues, you have six clues... we've got enough folks to close gates lined up. We only need to get one more of you through a gate.
We need to reduce the monster level. I've not thought this completly through but:
You pass stuff to Q, and go get what you need to from NC, so as to be set to jump into other world next turn. You might also want to use your stone and leave it behind for Joe to grab. He's our faster figher (and one of the best), but could use something to help keep sane.
Joe Diamond runs through Q, grabs all the spells, drops off the dynamite with Q, heads to French Hills, dispells rumor.
Q runs over and kills the Gug outside the woods with the dynamite.
RMC comes back to the woods and closes the gate and is stuck with a bunch of monsters (but is safe this turn).
Next turn Q runs into the woods (he'll go before RMC) and either fights all his monsters, or plays his flute to get rid of them.
P'kub gets the cig case from me, and informs the formless spawn to unspawn.
Mandy... Mandy pertends to have something to do beyond supplying a reroll to someone else.
I am glad to go along with this plan.
If redrun and/or others can confirm that this is the final plan (or any tweaks to it), I'll adjust my stats and be ready to roll.
Newcastle wrote:cool thanks...just you had gone into early machinations at the start of hte day and i never really caught up and dont want to screw with your planning.
One thing I have to do is pass spells to Qantaga right?
Pyperkub wrote:DSim:
Speed/Sneak: 3(+1)/2
Fight/Will: 5/1
Lore/Luck: 1/3
Keep Stats as is.
Accept cig case, as I'm jonesing after my fight with... well whatever it was.
Move to Miskatonic University>Merchant District
Donate $2 to Gloria (Q) for handoff to Jenny (Newcastle) - "Get me something special to kill these cursed things! There's some-THING in Rivertown - I heard it and am going after it!"
Move from Merchant District to Rivertown to make the Formless Spawn a Spawn-less Form using my Holy Water.
Pyperkub wrote:Newcastle wrote:cool thanks...just you had gone into early machinations at the start of hte day and i never really caught up and dont want to screw with your planning.
One thing I have to do is pass spells to Qantaga right?
And pickup cash that I'm dropping off for you with q/Gloria. I need a persistent magic weapon at some point too if you can get another. You'll also need to cap a monster if you can if it looks like the Old One will awaken.
Newcastle wrote:Common Items:
Dynamite - 2 hands - $4
Physical Weapon
+8 to Combat checks (discard after use)
Ancient Tome $4
Tome
Movement: Exhaust and spend 2 movement points to make a Lore(-1) check. If you pass, draw 1 spell and discard Ancient Tome. If you fail, nothing happens.
Unique Items:
Key of Tawil At'Umr - $6
You cannot be delayed
Movement: If you are in Arkham, discard Key of Tawil At'Umr to move to the Other World of your choice. If you are in an Other World, discard Key of Tawil At'Umr to return to Arkham.
Cultes Des Goules - $3
Tome
Movement: Exhaust and spend 2 movement points to make a Lore(-2) check. If you pass, draw 1 Spell and gain 1 Clue toekn, but lose 2 Sanity and discard Cultes Des Goules. If you fail, nothing happens.
Enchanted Blade - $6
1 hand
Magical Weapon
+4 to Combat checks
Spells:
Intervene - 2 hands
Casting Modifier: -1
Sanity Cost 2
Any Phase: Cast and exhaust before an investigator makes a Combat check to give that investigator +3 to the check
Find Gate
Casting Modifier: -1
Sanity Cost: 1
Movement: Cast and exhaust to immediately return to Arkham from an Other World.
bb2112 wrote:2. I have 2 spells, I pass them both to Q. I also give Q the healing stone.
...
6. That leaves Q with 4 spells to deal with the rumor.[/color]
bb2112 wrote:Hey, I just noticed something. Q, want to give me your $2 so I can pass it off to NC for shopping along with my $5? Don't really see a reason for you to keep it, do you?
Pyperkub wrote:Q/Gloria & New/Jenny Any chance Q wants to give me the revolver and pick up the sword? That would get me a persistent weapon, at the cost of the Indiana Jones role playing...
bb2112 wrote:6. That leaves Q with 4 spells to deal with the rumor.
Qantaga wrote:bb2112 wrote:6. That leaves Q with 4 spells to deal with the rumor.
Just for clarification, I thought Joe Diamond (rshetts2) was going to pass through and grab the 4 spells from me to deal with the rumor, while I head to Uptown to blast the Gug?
Pyperkub wrote:Take $2 from pyperkub/Darrell. Give revolver to pyperkub/Darrell. Give cash to Jenny/Newcastle, get sword from Jenny/Newcastle.
Newcastle wrote:So in other words we should expect an update after the next major holiday which you'll have free time.....so that means Feb 15th?
bb2112 wrote:Hey, you guys skipped right over Groundhogs day!


Pyperkub wrote:It's Groundhog Day tomorrow...
Remus West wrote:Pyperkub wrote:It's Groundhog Day tomorrow...
Yeah, and bb2112's mom canceled on me but I still have volleyball. I'll shoot for this weekend as I don't have to work this weekend. And have no dates.
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