DayDreamer

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Posts posted by DayDreamer


  1. Back in the day a 'hall' was actually a 'hall'. Rosalyn found this 'city hall' of modern times to be but a glorified office building. Truly the saddest thing in the world was that her time had passed, and that contemporary times failed to live up to those halcyon days.

    Rosalyn, among other things, did not know the meaning of the phrase 'smart casual', and so strode into the City Hall in her usual ostentatious gothic attire. Her high heeled boots clicked on the floor and her upheld head was oblivious to the stares she received as she entered. Even odder than her own appearance was her association with a slightly older man. Noah was not quite old enough to look like her father, at best he could be an elder brother, yet it was clear to anyone that Rosalyn was the dominant one in this pairing.


    A stray cat hissed at Rosalyn on the way in, and she hissed back, sending it scampering away somewhere. Rosalyn couldn't stand pet animals. Or most animals. Far better to have a human thrall who would obey you without question, rather than the unpredictability of animals. She gave Noah a sharp prod in the back with her nail and he jumped, leaving her content with their hierarchy.

    "I suppose the point in this location is the town records." Rosalyn suggested to Noah. She was really talking to herself but it almost seemed like she was soliciting his opinion. "Births and deaths. Marriages. Something to give us a starting lead on this character we're to take out."

    Naturally, as soon as they ventured further than the lobby, security obstructed Rosalyn and Noah from proceeding further. But that was no real obstacle. Rosalyn simply fluttered her eyelashes and gave the guard a hypnotic stare, and instructed him that they should be allowed to pass.

    Once inside the records room, Rosalyn was soon aware of... strangeness. She felt almost drunk. Her mind wasn't in its normal state. Yet she knew no gaseous substance could affect her in her undeath. This was something more magical.

    "We aren't the first to arrive, it seems. We shouldn't have waited until morning to set out, bah." Rosalyn grumbled. Abruptly she pushed Noah onto a chair in the corner of the room. "Stay here. Unless you want to die, of course. This could get messy."

    Without further explanation, the little vampiress headed into the center of the room, eyeing the maze-like rows of filing cabinets fiercely. "Come out then. You won't get what you want from my mind while I'm still breathing. Or pretending to breathe, rather." Shadows seemed to gather around her almost imperceptibly, and it was clear she was preparing for sudden action.

     

     

     


  2. Back in the day a 'hall' was actually a 'hall'. Rosalyn found this 'city hall' of modern times to be but a glorified office building. Truly the saddest thing in the world was that her time had passed, and that contemporary times failed to live up to those halcyon days.

    Rosalyn, among other things, did not know the meaning of the phrase 'smart casual', and so strode into the City Hall in her usual ostentatious gothic attire. Her high heeled boots clicked on the floor and her upheld head was oblivious to the stares she received as she entered. Even odder than her own appearance was her association with a slightly older man. Noah was not quite old enough to look like her father, at best he could be an elder brother, yet it was clear to anyone that Rosalyn was the dominant one in this pairing.


    A stray cat hissed at Rosalyn on the way in, and she hissed back, sending it scampering away somewhere. Rosalyn couldn't stand pet animals. Or most animals. Far better to have a human thrall who would obey you without question, rather than the unpredictability of animals. She gave Noah a sharp prod in the back with her nail and he jumped, leaving her content with their hierarchy.

    "I suppose the point in this location is the town records." Rosalyn suggested to Noah. She was really talking to herself but it almost seemed like she was soliciting his opinion. "Births and deaths. Marriages. Something to give us a starting lead on this character we're to take out."

    Naturally, as soon as they ventured further than the lobby, security obstructed Rosalyn and Noah from proceeding further. But that was no real obstacle. Rosalyn simply fluttered her eyelashes and gave the guard a hypnotic stare, and instructed him that they should be allowed to pass.

    Once inside the records room, Rosalyn was soon aware of... strangeness. She felt almost drunk. Her mind wasn't in its normal state. Yet she knew no gaseous substance could affect her in her undeath. This was something more magical.

    "We aren't the first to arrive, it seems. We shouldn't have waited until morning to set out, bah." Rosalyn grumbled. Abruptly she pushed Noah onto a chair in the corner of the room. "Stay here. Unless you want to die, of course. This could get messy."

    Without further explanation, the little vampiress headed into the center of the room, eyeing the maze-like rows of filing cabinets fiercely. "Come out then. You won't get what you want from my mind while I'm still breathing. Or pretending to breathe, rather." Shadows seemed to gather around her almost imperceptibly, and it was clear she was preparing for sudden action.

     

     

     


  3. The lights suddenly went out and the room became cold. Beyond the particular darkness that comes as one's eyes adjust after previously having being in the light, there was a more heavy darkness about the room. It was almost suffocating, almost a tangible presence against one's skin.

     

    "That letter is not for you, mortal." Rosalyn whispered from right behind Noah suddenly. The young man found himself unable to move at all now, held by some unseen force. "And now you have to pay for your curiosity I'm afraid."

     

    Rosalyn's fangs extended and touched to Noah's neck, but paused, and then lifted again without biting. The darkness, too, lifted, and the lights returned, though Noah was still unable to move. Rosalyn strolled around in front of Noah, wearing a peaceful and welcoming expression on her face again now.

     

    "Now that you know about this letter, I should end your life. But, I'm feeling merciful tonight. Instead, you'll accompany me now until the conclusion of the game. That is the condition on which I let you live." she approached Noah closely, reaching up and touching a sharp fingernail to his cheek, "Don't even try to dishonour those terms either." she added, before scratching his cheek with her nail once, drawing a small amount of blood. "You can see how easily I can kill you if you force me to."

     

    Abruptly whatever force holding Noah in place relented, and he was freed again. Rosalyn walked to the door to leave, but turned back once more. "Get some rest then, we set out tomorrow~!" she said cheerily, licking some blood off of the nail she had clawed him with, before disappearing from the room.

     

     


  4. "The Master?" Rosalyn repeated, a glare flickering in her eyes for the briefest moment, before her hospitable facade recovered. "This mansion has known no Master for a long time, I am the Mistress and sole proprietor. And so you have my permission. I did not invite you in simply to eject you again immediately, of course you shall stay until morning."

     

    Rosalyn strolled up behind her guest as he knelt by the fireplace, placing her hand on his shoulder. "You simply must get out of these wet clothes before you catch your death. We have plenty of spare linens." her hand gently moved up to his neck, and her other hand was placed on the other side of his neck, her fingernails tickling his skin. "We have many bedrooms for you to choose from, as well. You may pick any to sleep in for the night."

     

    Whatever Rosalyn was getting at was interrupted, as suddenly thudding footsteps came bounding into the room. An overweight, sweaty, bespectacled hunchback entered, he too wet with the rain.

     

    "Mistress, special mail delivery! It's-"

     

    "Very well, Rogi." Rosalyn interrupted sharply, quite clearly hinting him to speak no further in the presence of this guest. She took the letter, which was a most unusual piece of mail. A black envelope with fine, almost invisible patterns on the paper, stamped and sealed with red wax bearing a strange symbol.

     

    Rosalyn expertly cut open the end of the envelope with her nail, removing any doubt as to how sharp her nails really were, and retrieved the letter from within. The paper of the letter, too, was textured most ornately. As she read the contents, her eyes widened, and for a moment her elegant composure faltered and her face was that of a child of the age she seemed to be. Then she looked to her guest, composed herself again, and folded up the letter.

     

    "Rogi, please fetch some fresh clothes then take our guest to change, and see to it he's provided a room in the main wing, and anything else he should desire. Then come find me, we have preparations to discuss." she said, all business now.

     

    Rosalyn headed to her study, where she reread the letter again and again. It was clearly of great interest to her. Eventually, however, she tossed the letter onto her desk and left the room.

     

    As Rogi carried out his instructions, he was hasty and very short with any questions from his charge. He perceived his Mistress was agitated by something, and was most eager to get rid of this drifter and tend to that problem. So eager he was that once he provided Noah with fresh clothes, he simply described where the bedrooms where to be found, and ushered Noah into the nearest secluded room - the study - for him to get changed in. Then he immediately scampered off to see what news there was from his Mistress, leaving Noah rather to his own devices.


  5. Tick. Tock. Tick. Tock.

     

    "The hour grows late." a young female voice muttered.

     

    Click. Clack. Click. Clack.

     

    Long, sharp, crimson fingernails tapped against the mahogany arm of an antique armchair. Bored, yet malicious.

     

    Outside rain beat down, battering the hallowed mansion, interrupted only by the occasional howl of wind. Inside the mansion should have been a cosy atmosphere, shelter from the rain. But the truth was it was even colder inside than out.

     

    The dainty yet threatening hand raised a wine glass to red lips, in vain, as the glass was empty. A tongue slipped out and licked the lips, thirsty, parched. But not for wine.

     

    Rosalyn Mallory's eyes were closed, her thick dark lashes contrasting against her deathly pale and yet youthful skin. Her equally dark hair was tied in twintails with elaborate bows, and her fringe hung down just above her eyeline. She wore a short yet elegant black and red dress, her arms bare but for some matching frilly cuffs at her wrists, and a ring with an immaculate ruby adorning it. Her legs were covered by black stockings with a spider web design, ending just above her knees, with garter straps reaching up the rest of the way. On her feet she wore high-heeled boots, an ornate design that managed to suit the rest of her ensemble. Around her neck was a black collar and from it dangled a pendant with another stunning ruby jewel.

     

    Yet for all the effort evident in her appearance, she had no guest. The mansion was empty save for herself, and a servant toiling elsewhere, unseen. However, that was evidently about to change, Rosalyn's blood red eyes opening as her sensitive hearing detected an anomalous noise from outside. A voice. The voice of a young man. Rosalyn licked her lips once again, sat down her wine glass, and stood up.

     

    --

     

    Outside, the gate swung open as if by itself, but surely just blown by the strong winds. And as the poor man outside drew closer, the main doors of the mansion would also creak open, as if by themselves, for there was nobody visible inside.

     

    As the traveler cautiously entered though, escaping the rain, the doors slammed shut again behind him. Inside now was warmer than it was a moment ago, candles now lit and the fireplace in the living room adjacent to the entry hall roaring with life.

     

    "You must be tired, and soaked. Do come to the living room and dry off, Mr Pratt." Rosalyn said, stepping forth from the shadows with a smile on her face, gesturing toward the living room.

     

     

     


  6. Added most people since I actually used my PS4 for the first time in ages. Realized now I missed Kyo. And yeah, also couldn't find DG. And are the IDs case sensitive? Cos I could only find AckyTacky and their language was listed as Dutch so I am unsure if that is ack. ._.

     

    Anyway the occasion for using PS4 was Bloodborne, anyone else playing it? Or going to play it since I think it's not out yet in Europe perhaps?


  7. HH, Eth, and Octy remain to pick their Encounter option.

     

    Anyway no rush. The netbook I'm bringing to Singapore can't handle any games, so I'll be unable to access Tabletop Sim on Steam to continue the game. Thus there'll be no update from me until about this time next week, when I get back home.


  8. Well since it seems to be decided, for the record my own ability was to protect someone from any abilities. I'd be told what the ability is first and could choose to negate it.

     

    That's what I meant by something more useful Eth. You may have been immune to conversion so hoped they'd waste time using it on you instead of the real detective role, but you wouldn't be informed even if that happened and would learn nothing. I could negate the ability and learn who was targeted, allowing us to both identify an innocent and gain some insight.

     

    I protected myself the first day then HH every other day after she got into the council, hoping someone would target her and thus reveal her allegiance. But I got no word of any of these things people targeted at her, presumably because I didn't activate it soon enough each day (I learned later that it was time sensitive) so everything slipped by. (not so much more useful after all xD)


  9. Mr Astronomer loses 2 Health and 1 Sanity in his battle with the hound, but deals it 1 damage.

    (edit: I realize you only took a move action, but after you move you can then Rest since you've escaped the monster for now. So I'll assume you Rest as well, recovering 1 Health and Sanity that you lost. So you only lose 1 Health total).

     

    Master spy gets his train ticket.

    Max gets an item or trinket asset from the reserve. Only these two apply so either:

     

    Asset: Bandages (Item)(1)

    • You may discard this card to prevent an Investigator on your space from losing up to 2 Health.

    Asset: Pocketwatch (Trinket)(1)

    • You cannot become Delayed unless you choose to.

     

     

    Zhuge loses 1 Sanity and gets Hallucinations:

     

    Condition: Hallucinations (Madness)

    • When you perform a Rest action, roll a single die. On a success, discard this card.
    • RECKONING: Test Will. If you fail, flip this card.

     

    As far as divining the gates, the next two gates to appear are:

     

    Buenos Aires (Blue)

    Shanghai (Red)

     

    (Omen is currently on Red and moves to Blue next)

     


     

     

    ENCOUNTER PHASE

     

     

    Choose 1 encounter. If a monster occupies your space you HAVE to fight it. IF it dies then you may do one of the other encounters as well.

    • Fight a monster
    • Draw either a General card or a location card matching the area you are in
    • Resolve a token on your current space

     

     

    And of course in addition to this, Max needs to choose his item and Zhuge needs to choose which gate goes on top.

     

     

     

    PLAYERS
    (In order of turn. Player with stars is the current Lead Investigator, turn order starts from them onward).


     
    Wstfgl, The Politician

    Tokens/Tickets

    Clue token x 2

     
    Vital Stats
    Health: 4
    Sanity: 8
     
    Skill Stats
    Lore: 2
    Influence: 4(+1)
    Observation: 3
    Strength: 2
    Will: 2
     
    Abilities

    • ACTION: Another investigator of your choice may immediately perform 1 additional action.
    • When you perform an Acquire Assets action, you may allow other investigators to gain any cards you purchase.

    Spells/Assets

    • Asset: Personal Assistant (Ally) (2)
      • Gain +1 Influence
      • You may reroll 1 die when resolving an Influence test
    • Asset: Cat Burglar (Ally) (1)
      • ACTION: Roll 1 die. On a 5 or 6, gain 1 ITEM or TRINKET asset from the reserve. On a 1, discard this card.
    • Asset: Puzzle Box (Trinket) (3)
      • When you perform a Rest action, you may open the puzzle box by testing Observation. Nothing happens if you fail.

     

     

    Noia, The Astronomer


     
    Vital Stats
    Health: 5(-1)
    Sanity: 7
     
    Skill Stats
    Lore: 3
    Influence: 1
    Observation: 3
    Strength: 2
    Will: 4
     
    Abilities

    • ACTION: Spend 2 Clues to destroy 1 Monster on a space containing a Gate.
    • Once per round, you may choose to spend 1 Sanity instead of spending 1 Clue.

    Spells/Assets

    • Spell: Feed the Mind (Ritual)
      • ACTION: Test Lore -1. If you pass, choose an investigator in your space to Improve one skill of their choice. Then Flip this card.
    • Asset: Whiskey (Item) (1)
      • You may discard this card to prevent an investigator on your space from losing up to 2 Sanity.
    • Condition: Blessed (Boon)
      • 4s now also count as successes for you, in addition to 5s and 6s.
      • If you would gain another Blessed condition, flip this card instead.
      • If you would gain a Cursed condition, discard this card instead.
      • RECKONING: Roll 1 die. On a 1 or 2, discard this card.

    TriOctium, The Redeemed Cultist



    Vital Stats
    Health: 7
    Sanity: 5(-2)
     
    Skill Stats
    Lore: 4
    Influence: 2
    Observation: 3
    Strength: 3
    Will: 1
     
    Abilities

    • ACTION:  If there is a Cultist Monster on your space, destroy all Monsters on your space or move the Cultist to any other space.
    • Reduce the horror of Monsters you encounter to 1.

    Spells/Assets

    • Asset: Arcane Tome (Item - Tome) (3)
      • Gain +2 Lore when resolving spell effects.
      • When you perform a Rest action, you may test Lore. If you pass, draw 1 new Spell card.

    HH, The Actress


     
     
    Vital Stats
    Health: 5
    Sanity: 7
     
    Skill Stats
    Lore: 2
    Influence: 4
    Observation: 2
    Strength: 2 (+2)
    Will: 3
     
    Abilities

    • ACTION: Spend any number of Improvement tokens, then improve 1 skill of your choice for each token spent (+2 token counts as 2 tokens)
    • Once per round, an investigator on your space may roll 1 extra die when resolving a test.

    Spells/Assets

    • Asset: .18 Derringer (Trinket - Weapon)
      • You may add 1 to the result of 1 die when resolving a Strength test during Combat Encounters.

     

    Sean, The Spy

    Tokens/Tickets

    Clue token x 1

    Train Ticket x 1
     
    Vital Stats
    Health: 7
    Sanity: 5
     
    Skill Stats
    Lore: 1
    Influence: 3
    Observation: 4
    Strength: 3
    Will: 2
     
    Abilities

    • ACTION: If you have no clues, gain 1 Clue.
    • If an investigator in your space spends a Clue to reroll a die, they may reroll 2 dice instead.

    Spells/Assets

    • Asset: .45 Automatic (Item - Weapon)
      • Gain +3 Strength during Combat Encounters.
    • Artifact: Glass of Mortlan (Item - Magical)
      • Each 6 you roll when resolving a spell effect counts as 2 successes.
      • You may prevent the loss of 1 Sanity when resolving your spell effects.

     

    ***Eth, The Shaman***


    Tokens/Tickets

     
    Vital Stats
    Health: 5
    Sanity: 7(-1)
     
    Skill Stats
    Lore :3
    Influence: 2
    Observation: 2(+1)
    Strength: 2
    Will: 4
     
    Abilities

    • ACTION: Learn the locations of the next 2 Gates to appear. You may place 1 Gate on the top of the stack and the other on the bottom.
    • When you close a Gate during an Other World Encounter, you may move to any space containing a Clue or a Gate.

    Spells/Assets

    • Spell: Mists of Releh (Incantation)
      • During the Encounter Phase, you may test Lore. If you pass, you may ignore the presence of monsters on your space when choosing an encounter. Then Flip this card.
    • Asset: Private Investigator (Ally)
      • Gain +1 Observation
      • You may reroll 1 die when resolving an Observation Test.
    • Condition: Hallucinations (Madness)

      • When you perform a Rest action, roll a single die. On a success, discard this card.
      • RECKONING: Test Will. If you fail, flip this card.



    ANCIENT ONE

    eKn3vQk.png


     
    BOARD

    eXqN83L.jpg
     
    Info:
    Clue tokens - The Pyramids, The Himalayas, The Amazon
    Expedition Token - Pyramids
    Eldritch Tokens - Tokyo, Shanghai, Sydney
     
    Active Gates & Monsters:
    Gates - Tokyo (Blue), Sydney (Red), London (Blue), Rome (Red)
    Monsters - Tokyo (Shoggoth), London (Ghoul), Rome (Hound of Tindalos)
     
    Shoggoth = Horror 3, Damage 2, Health 4. (Strength test has -2 modifier)
    Reckoning Effect: Monster recovers all health.
     
    Ghoul = Horror 1, Damage 2, Health 1.

    Tests: Will test gets +1
    Effect: If you lose Health from the Strength test, gain a Paranoia condition.

     

    Hound of Tindalos = Horror 2, Damage 3, Health 3(-1).

    Tests: Strength test gets -1
    Reckoning Effect: Move this monster to the nearest space with an Investigator on it, and then immediately initiate a Combat encounter with it

     

    Assets Available to Buy:

    viQWR6z.png

     

     

    Skill Legend:

    0mSunjI.png


     
    ACTIVE MYSTERY

    NIyHZ5H.png

    (that symbol in the text means number of players. In this case, 6).

     

    (so this all means you must collect the eldritch tokens by reaching them. But you need 2 clues to collect the token, so no point heading for them until you first get 2 clues. Remember some players have started with a clue. Otherwise you need to get to the locations with Clues and resolve an encounter there to get the clue).


  10. Basically the lower it is the easier it is to read, according to the algorithm at least.

     

    The example "hard to read" sentence has an unnecessary semi-colon, so what would be two simple sentences becomes a single complex one. The "very hard to read" example has two commas and a dash, extending the sentence even further, and twice uses two different descriptive terms for the same thing. <- That last sentence of mine comes up as "hard to read", but if I split it into two sentences its fine then. That's why there's so much variation, it'll depend a lot on the nature of the text - a dialogue-heavy post will likely turn out differently than a more descriptive one or such.

     

    The main way to end up with higher scores seems to be just being more wordy or meandering.

     

    It's debatable how useful this is for creative writing. The main point is lower score means your communication is more clear and effective. Doesn't say anything about content or creativity, it's solely an indication of how your info/ideas are being conveyed.


  11. Do mine! I'm on my phone and can't :(

     

    Did one of Ice's and it was Grade 5, new low~

     

    Wow Asura

    I can't believe you still have that

    I should try feeding a Wikipedia page on particle physics or something into it.

     

    Tried that and the first paragraph hit 23, so new high~

     

    I checked quite a few of mine, lowest was 6, but I think I averaged around 11-13, just an estimate. Was interesting though, of course now I'm rereading old rps. ^^; I can't fathom what you must have wrote to be at 21. XD

     

    The first post here was what hit 21: http://www.surreality-rp.com/topic/1100-eldritch-horror/


  12. So I stumbled upon this site that has a program that will analyze a block of text and assess various aspects of its readability. You then get a Grade Level score that indicates the lowest education level needed to understand your writing. It'll also highlight different things and suggest how you can improve the readability.


    So go ahead and copy/paste some of your RP posts or such into it and see what sort of reading level your writing is at. Lower is better.


     


    http://www.hemingwayapp.com/


     


    Here's what it has to say about itself, in the desktop version Help file:


    Hemingway judges the “grade level“ of your text using the Automated Readability Index. It's a reliable algorithm that has been in use since the days of electronic typewriters to show how complicated your writing is.


    Now when we say “grade level,“ we don't mean the level of education your work is intended for. In fact, many of Ernest Hemingway's own stories score as low as 4th or 5th grade levels, despite their adult audience. What our measurement actually gauges is the minimum level of education needed to understand your prose.


    For example, if your writing scores at a 15th grade level, it does not mean that it is necessarily better than writing at an 8th grade level. In fact, writing that scores that high is often confusing and tedious for any reader, regardless of their education. After all, unless you're writing a textbook (and even then) you probably don't want it to sound like a textbook.


    To help you notice sentences that are difficult to read, Hemingway highlights them in yellow. For the most difficult sentences, it uses a red highlight. Don't fret if your text lights up like a Christmas tree, though. With just a few changes, you can get your writing ready for even the toughest critics.


    One of the easiest ways to avoid high marks is to break up sentences that contain more than one thought into separate sentences. It keeps things nice and tidy and is sure to please your readers. Another trick is to avoid long words when simpler synonyms exist. It's another problem Hemingway highlights to help you avoid.


     


     


    I already checked out a few other people's posts and ya'll are pretty good. I checked into this cos I suspected my own are needlessly tedious and indeed my average result is too high. Highest I've seen so far was my introduction post to the Eldritch Horror game which hit Grade 21. Lowest I've seen so far was one of HH's RP posts that hit Grade 6.



  13. The thing is if an evil knight were to choose to claim to have the ability that you claimed to, there is no way to disprove it, and if believed it means the person is not a suspect. So you're still potentially an evil knight who lied and it'd be foolish to ignore that possibility.

     

    But even if you're good, there are more useful things to be done than what you were trying to do.


  14. With the Gnoph-keh lurking around, his stay in the Himalayas must be brief. He shall divine the movement of the Gates and prepare for his escape by train. [Activate Ability and Prepare for Travel (Train)][use Mists of Releh during Encounter phase] 

     

    You're not able to prepare for travel, as the Himalayas are not a city. They also have no rail connection. The monster token may be covering it a bit but they are directly connected to Shanghai by an uncharted path. Which means you can just move there normally this turn anyway.


  15. Also I noticed now I spelt San Francisco wrong every single time in the above post but I can't be bothered to fix them all so it is now canon that the strange happenings have changed the spelling in all records to make me correct.

    1 person likes this


  16.  

    Zhuge Liangfeng closes his gate and moves to the Himilayas. Max Jaegerbomber gains 2 Clues. Sir Bearington loses 2 Sanity. Mr Astronomer gains a clue and discards the Eldritch token from the Omen track (this means less Doom advancement). HH added her clues to the Mystery. Yevgeny spent a clue and got an artifact:

     

     

    • Artifact: Ruby of R'lyeh (Item - Magical)
      • Once per round, during the Action Phase, you may spend 1 Sanity to perform 1 additional action

     


     

    MYTHOS PHASE

     

     

    All the monsters and magic and strange happenings the investigators experience is starting to alienate the normal world from them. You look around at regular people going about their mundane lives, and wonder how you can even consider yourself truly human anymore, existing in such a different way to them.

     

    • Omen advances by 1! (Lands on red, advancing Doom by 1 for the Rome gate)
    • RECKONING happens!
    • 2 Gates spawn! (Istanbul(green) and San Fransisco(green))
    • Additional Effect: Each investigator can discard any number of Spells they possess. Then, all investigators lose 1 Sanity for each spell they still possess, and gain a Madness condition (all 3 different possible madness conditions have no initial effect, can be cured by taking a Rest action and rolling a success with 1 die, but will trigger unknown effects when Reckoning happens next).

     

    RECKONING Triggers:

    • Tokyo's Shoggoth regenerates to full Health (not that it was hurt)
    • Rome's Hound of Tindalos moves to the Pyramids and attacks Mr Astronomer!

     

    Monsters Spawned from new Gates:

    (Istanbul) Colour of Outer Space = Horror 2, Damage 0, Health 2.
    Effect: Immediately move this monster to Tunguska when it spawns. After resolving the Will test, roll 1 die. On a success, this monster is destroyed instantly.

     

    (San Fransisco) Gnoph-Keh = Horror 1, Damage 2, Health 3.

    Tests: Strength test gets -2

    Effect: Immediately move this monster to Himilayas when it spawns.
    Reckoning Effect: Each investigator on this space loses 1 Health.

     

     

    Doom sits at 11!

     

     


     

     

    So we have some things to address before the next phase.

     

    Eth and Octy must either discard their spell or lose 1 Sanity and gain a madness condition (Hallucinations, Paranoia, or Amnesia. You can choose which condition - Paranoia will tend to cause you to harm your allies if they're nearby, Hallucinations will tend to damage your Sanity, and Amnesia will tend to give you another negative condition to replace it.

     

    Noia is forced to fight the Hound immediately. So refer to the combat section of the Encounter phase for that.

     

     

     

    So you three must resolve those things first, and then you can proceed with your turn. The other players can just proceed with their turns immediately.

     

     

     


     

     

    ACTION PHASE

     

    Choose 2 Actions. Actions you can perform anytime are in green. Actions you can only perform in cities are in orange. And actions you cannot perform if monsters are present are in red.

    • Travel
    • Trade
    • Component Actions
    • Prepare for Travel
    • Acquire Assets
    • Rest

     

     

     

     

    PLAYERS
    (In order of turn. Player with stars is the current Lead Investigator, turn order starts from them onward).


     
    Wstfgl, The Politician

    Tokens/Tickets

    Clue token x 2

    Vital Stats
    Health: 4
    Sanity: 8
     
    Skill Stats
    Lore: 2
    Influence: 4(+1)
    Observation: 3
    Strength: 2
    Will: 2
     
    Abilities

    • ACTION: Another investigator of your choice may immediately perform 1 additional action.
    • When you perform an Acquire Assets action, you may allow other investigators to gain any cards you purchase.

    Spells/Assets

    • Asset: Personal Assistant (Ally) (2)
      • Gain +1 Influence
      • You may reroll 1 die when resolving an Influence test
    • Asset: Cat Burglar (Ally) (1)
      • ACTION: Roll 1 die. On a 5 or 6, gain 1 ITEM or TRINKET asset from the reserve. On a 1, discard this card.
    • Asset: Puzzle Box (Trinket) (3)
      • When you perform a Rest action, you may open the puzzle box by testing Observation. Nothing happens if you fail.

     

     

    Noia, The Astronomer

    Tokens/Tickets

    Clue token x 1

    Vital Stats
    Health: 5
    Sanity: 7
     
    Skill Stats
    Lore: 3
    Influence: 1
    Observation: 3
    Strength: 2
    Will: 4
     
    Abilities

    • ACTION: Spend 2 Clues to destroy 1 Monster on a space containing a Gate.
    • Once per round, you may choose to spend 1 Sanity instead of spending 1 Clue.

    Spells/Assets

    • Spell: Feed the Mind (Ritual)
      • ACTION: Test Lore -1. If you pass, choose an investigator in your space to Improve one skill of their choice. Then Flip this card.
    • Asset: Whiskey (Item) (1)
      • You may discard this card to prevent an investigator on your space from losing up to 2 Sanity.
    • Condition: Blessed (Boon)
      • 4s now also count as successes for you, in addition to 5s and 6s.
      • If you would gain another Blessed condition, flip this card instead.
      • If you would gain a Cursed condition, discard this card instead.
      • RECKONING: Roll 1 die. On a 1 or 2, discard this card.

    TriOctium, The Redeemed Cultist

    Tokens/Tickets

    Vital Stats
    Health: 7
    Sanity: 5(-2)
     
    Skill Stats
    Lore: 4
    Influence: 2
    Observation: 3
    Strength: 3
    Will: 1
     
    Abilities

    • ACTION:  If there is a Cultist Monster on your space, destroy all Monsters on your space or move the Cultist to any other space.
    • Reduce the horror of Monsters you encounter to 1.

    Spells/Assets

    • Spell: Wither (Incantation)
      • When resolving a Combat Encounter, you may test Lore. If you pass, gain +3 Strength during that encounter. Then Flip this card.
    • Asset: Arcane Tome (Item - Tome) (3)
      • Gain +2 Lore when resolving spell effects.
      • When you perform a Rest action, you may test Lore. If you pass, draw 1 new Spell card.

    HH, The Actress


     

    Tokens/Tickets

     

     
    Vital Stats
    Health: 5
    Sanity: 7
     
    Skill Stats
    Lore: 2
    Influence: 4
    Observation: 2
    Strength: 2 (+2)
    Will: 3
     
    Abilities

    • ACTION: Spend any number of Improvement tokens, then improve 1 skill of your choice for each token spent (+2 token counts as 2 tokens)
    • Once per round, an investigator on your space may roll 1 extra die when resolving a test.

    Spells/Assets

    • Asset: .18 Derringer (Trinket - Weapon)
      • You may add 1 to the result of 1 die when resolving a Strength test during Combat Encounters.

     

    Sean, The Spy

    Tokens/Tickets

    Clue token x 1
     
    Vital Stats
    Health: 7
    Sanity: 5
     
    Skill Stats
    Lore: 1
    Influence: 3
    Observation: 4
    Strength: 3
    Will: 2
     
    Abilities

    • ACTION: If you have no clues, gain 1 Clue.
    • If an investigator in your space spends a Clue to reroll a die, they may reroll 2 dice instead.

    Spells/Assets

    • Asset: .45 Automatic (Item - Weapon)
      • Gain +3 Strength during Combat Encounters.
    • Artifact: Glass of Mortlan (Item - Magical)
      • Each 6 you roll when resolving a spell effect counts as 2 successes.
      • You may prevent the loss of 1 Sanity when resolving your spell effects.
    • Artifact: Ruby of R'lyeh (Item - Magical)
      • Once per round, during the Action Phase, you may spend 1 Sanity to perform 1 additional action

     

    ***Eth, The Shaman***


    Tokens/Tickets
     
    Vital Stats
    Health: 5
    Sanity: 7
     
    Skill Stats
    Lore :3
    Influence: 2
    Observation: 2(+1)
    Strength: 2
    Will: 4
     
    Abilities

    • ACTION: Learn the locations of the next 2 Gates to appear. You may place 1 Gate on the top of the stack and the other on the bottom.
    • When you close a Gate during an Other World Encounter, you may move to any space containing a Clue or a Gate.

    Spells/Assets

    • Spell: Mists of Releh (Incantation)
      • During the Encounter Phase, you may test Lore. If you pass, you may ignore the presence of monsters on your space when choosing an encounter. Then Flip this card.
    • Asset: Private Investigator (Ally)
      • Gain +1 Observation
      • You may reroll 1 die when resolving an Observation Test.



    ANCIENT ONE

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    BOARD

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    Info:
    Clue tokens - The Himalayas
    Expedition Token - Pyramids
    Eldritch Tokens - Tokyo, Shanghai
     
    Active Gates & Monsters:
    Gates - Tokyo (Blue), London (Blue), Rome (Red), Istanbul (Green), San Fransisco (Green)
    Monsters - Tokyo (Shoggoth), London (Ghoul), Pyramids (Hound of Tindalos), Tunguska (Colour of Outer Space), Himilayas (Gnoph-keh)
     
    Shoggoth = Horror 3, Damage 2, Health 4. (Strength test has -2 modifier)
    Reckoning Effect: Monster recovers all health.
     
    Ghoul = Horror 1, Damage 2, Health 1.

    Tests: Will test gets +1
    Effect: If you lose Health from the Strength test, gain a Paranoia condition.

     

    Hound of Tindalos = Horror 2, Damage 3, Health 3.

    Tests: Strength test gets -1
    Reckoning Effect: Move this monster to the nearest space with an Investigator on it, and then immediately initiate a Combat encounter with it

     

    Colour of Outer Space = Horror 2, Damage 0, Health 2.
    Effect: Immediately move this monster to Tunguska when it spawns. After resolving the Will test, roll 1 die. On a success, this monster is destroyed instantly.

     

    Gnoph-Keh = Horror 1, Damage 2, Health 3.

    Tests: Strength test gets -2

    Effect: Immediately move this monster to Himilayas when it spawns.
    Reckoning Effect: Each investigator on this space loses 1 Health.

     

    Assets Available to Buy:

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    Skill Legend:

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    ACTIVE MYSTERY

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    (that symbol in the text means number of players. In this case, 6).

     

    (so this all means you must collect the eldritch tokens by reaching them. But you need 2 clues to collect the token, so no point heading for them until you first get 2 clues. Remember some players have started with a clue. Otherwise you need to get to the locations with Clues and resolve an encounter there to get the clue).


  17. Sir Bearington comes across another cave with another painting on its wall. This time he doesn't bother inspecting the painting too much, in favor of exploring the cave itself. However, the dark, constricting passages create a sense of claustrophobia.

     

    [Will(-1) Test] 

    If you pass: You make your way through the caves at ease and find some leftovers of an ancient civilization. Gain 1 Artifact.

    If you fail: The claustrophobia is too much for you and you freak out and flee the caves. Lose 2 Sanity.

     


  18. Using the 2 Clues for that is done as an Encounter action. So that's next. Spoke to HH and she changed to Rest and Acquire Assets then.

     

    Rolled for her in game and she got 3 successes, buys the Silver Twilight Ritual, which immediately retreats Doom by 1 and is then discarded. Doom is now back to 12.

     

     

     

    ENCOUNTER PHASE

     

    Choose 1 encounter. If a monster occupies your space you HAVE to fight it. IF it dies then you may do one of the other encounters as well.

    • Fight a monster
    • Draw either a General card or a location card matching the area you are in
    • Resolve a token on your current space

     

    Since everyone pretty much specified their encounter intents already I'll just go ahead and take the actions, so ya'll just need to resolve the cards you get:

     

     

    Zhuge Liangfeng enters the Gate and searches the otherworld on the other side for means to close it. He finds himself in a great library hall. Naturally the thing to do is look for the book that will explain how to close this gate. He spends hours searching to no avail, and his willpower is fading.

     

    [Will Test]

    If you pass: You find the relevant book entitled "Closing Gates for Dummies". Go to Success Outcome

    If you fail: You cannot find the book. You feel that if only you had a Clue you might be able to find it, but since you have none, you become Delayed instead.

     

    Success Outcome

    The instructions in the book are hard to understand, let alone follow. Nevertheless you do your best with it,

     

    [Lore Test]

    If you pass: You successfully close the gate.

    If you fail: You become frustrated. Lose 1 Sanity.

     

     

    Max Jagerbomber evidently is not the sort to wait around for others to get things done, and also delves into the Amazon. He stumbles upon the site of a fallen meteor, where some Mi-go (eldritch creatures) are digging it up. He attempts to sneak up and observe what it is they are going to do with it.

     

    [Observation Test]

    If you pass: You see that the creatures use fragments of the meteor as power sources. Gain this clue and 1 additional clue.
    If you fail: You are spotted and the creatures shoot you with a strange weapon that renders you unconscious for several hours. Gain an Amnesia condition.

     

    Amidst the dull yellowed Pyramids, Mr Astronomer finds a 20ft tall metallic Cone. Gain this clue. There's also strange alien technology inside, that he tries to make sense of.

     

    [Lore(-1) Test]

    If you pass: You manage to operate the technology, giving you clearer insight into the Omens. Discard an Eldritch token from the Omen track.

    If you fail: Nothing happens.

     

     

    Sir Bearington is after Max Jagerbomber in turn order, so we must see if Max manages to collect the clue successfully.

     

     

    HH uses the clues provided to her by Zhuge Liangfeng and manages to discover part of Azathoth's true name! One Eldritch token is applied to the Mystery. Two more are required to solve it.

     

     

    Yevgeny Onisim Lazar Ostrovsky is merely walking to his ultimate destination when he notices the ground slopes so perfectly uniformly upward that he suspects a structure is hidden underneath. If he is so inclined, he could search for the entrance and see what is inside.

     

    You may spend 1 Clue to gain 1 Artifact.


  19. The heralds need better education, they got my title wrong! "Courage" is not how you spell "Kawaii". I'm also known as the "knight who says Nico Nico Ni!"

     

     

    The point is that voting a Chaos member into the Inner Circle will increase the powers of Chaos members, if I haven't read wrongly.

     

    In that case they are surely more desperate to get in than the loyal knights even. We loyal knights can take our time and let our deserved recognition come to us, but those underhanded knights have to beg and plead to get in soon so they can sabotage the rest of us.