TURN 7 ENCOUNTERS
Dexter Drake (rshetts2)
Riverside
sp/sn: 5/1, f/2: 2/2, lo/lu: 4/1
You see the shambling, rotting thing has made its way out of the cave and down into the Riverside Streets. You, however, are exactly the right sort of person to take care of that before it becomes a problem. You step up behind it, the twisted words already forming on your lips, the power already coursing through you...
Zombie: Horror -1 san -1 fight -1 stam -2 toughness 1
horror check: Roll:3 Exhaust bravery skill. Roll: 2 -1 san
Spell cast roll: 6,5,2 -1 san
fight roll: 6,4,3,2,2,1
The thing twists and shrivels in font of you, collapsing to the street, finally, in what appears to be a tangled pile of jerky.
gain zombie as trophy
Monterey Jack (Zurai)
Plateau of Leng
sneak 2
You cautiously make your way across the wind blasted plateau, weaving amongst the gray grasses through the weird rock formations beneath the bruised purple sky. You hear a strange buzzing sound from up ahead and freeze in your tracks. If that's a wasp, it's a big one. You ease your gun from its holster. A...thing...comes flitting around from behind one of the stones.
![Image](http://img.photobucket.com/albums/v351/Gryndyl/Arkham%20Horror/Mi-Go.jpg?t=1290299446)
Mi-Go: horror-1 san -2 fight +0 stam 1 toughness 1
horror check: Roll: 5,5 success!
fight roll: 6,6,5,5,5,5,5,3,3,3,2=Utter mi-go destruction.
The thing bursts apart in a spray of goo. No way are you going to scrape that up. Seems it was carrying something though.
No trophy, gain ancient tablet
Ancient Tablet: Movement Phase: Spend 3 movement points and discard ancient tablet to roll 2 dice. For every success rolled, draw 1 spell. For every failure rolled, gain 2 clue tokens.
Harvey Walters (Newcastle)
Unvisited Isle
Scratch a rune here, add a line to a rune there and...voila! Gate closed and sealed!
Roll: 6,6,5,4,4
-5 clues. gain gate trophy
Michael McGlen (Wargus)
Merchant District
A man in a purple robe and a hood pretty much only spells bad news in your book. At least he looks like bullets will be sufficient.
High Priest: (magical immunity) horror +1 san 1 fight -2 stam -2 toughness 2
horror roll: 5,3,3
fight roll: 5,5,4,4,3,3,2,2,1
gain high priest as trophy
Darrell Simmons (Remus West)
The Unnameable
f/w: 3/3
What you need, really, is some reading time so you can stop toting this library around. You settle into the old dusty room in the creaking house for some page turning time.
Cabala of Saboth: Roll: 4,1 Fail
Hmmm. Your ancient Hebrew is a little rusty today. Let's try a different one...
Cultes Des Goules: Roll: 6,4
Ah, archaic French? That's more like it.
Gain 1 clue, -2 san
Spell:
Plague of Locusts: (cast mod -2 san -1) Movement: This spell affects ALL investigators and monsters in the neighborhood it is cast in (street and locations). Investigators lose 1 stamina. Monster toughness is reduced by 1. Monsters reduced to 0 are removed.
You set the book aside and stretch. (Luck(-1): Roll: 6) A glint catches your eye, something behind a board in the wall...
Elder Sign: When sealing a gate, lose 1 sanity and 1 stamina and discard Elder Sign. You do not need to roll against the gate or spend clue tokens, the gate is sealed and a doom token is removed from the Great Old One's track
Jenny Barnes (Isgrimnur)
Curiositie Shoppe
The awful void around you fades, swirls with color and reforms as a strange little shop. The proprieter seems completely unsurprised by your appearing from thin air, simply giving you a stoic nod.
You browse the selection for a bit when your eye catches something that you know you just have to have...
Elder Sign: When sealing a gate, lose 1 sanity and 1 stamina and discard Elder Sign. You do not need to roll against the gate or spend clue tokens, the gate is sealed and a doom token is removed from the Great Old One's track
-$5
Joe Diamond (Chaosraven)
City of the Great Race/The Witch House
sp/sn: 3/4
You follow the great sloping ramp upwards. At the top there is a huge doorway shaped like a very tall flat topped triangle. Peering into the room beyond you see a glittering key on a stone pedestal. It looks like exactly the sort of thing you need to get out of this place. The problem is that just beyond it is a huge conical shaped creature of some sort. Four weird appendages adorn it, two ending in claws, one in some kind of trumpet shape and the last in a glowing yellow orb. You make a wild hoping guess that the orb is some sort of sensory device. You wait until the thing's body blocks the orb from your view and creep across the floor, grabbing the key.
sneak (-1)[2] 6,5,4 2 successes of 2 needed.
Beneath the key is a keyhole. You insert the key and it turns with a satisfying click. You find yourself back in Arkham. The key has changed into something else...
Elder Sign: When sealing a gate, lose 1 sanity and 1 stamina and discard Elder Sign. You do not need to roll against the gate or spend clue tokens, the gate is sealed and a doom token is removed from the Great Old One's track
Amanda Sharpe (Qantaga)
Science Building
sp/sn: 3/2 f/w: 3/2, lo/lu: 2/3
A muscular young man is lounging at one of the lab tables, looking bored out of his skull. He leers at you. "Wanna arm wrestle honey?"
You give him your best 'you have got to be kidding' look.
"Aw, c'mon," he says. "Look, I'll even pay ya. Anything for a bit of practice and to take my mind off of this stupid lab project."
You roll your eyes and step up to the counter. He proceeds to gleefully slam your arm down on the table with enough force that you think you just might have broken a knuckle. "Thanks for that!" he says, pulls out his wallet and slides some money across to you.
-2 stam +$5
Current Game Board
(click to embigify)
Gate Count: 2
Monster Count: 9
Terror Track: 4
Doom Track: 6 of 11
Gate Trophy Total: 2
GM Commentary: You guys have an absurd number of Elder Signs. Now if only you could manage to use some
![Very Happy :D](./images/smilies/icon/biggrin.gif)