Azathoth - The Game

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Azathoth - The Game

Life in Arkham is full of weirdness, but today seems a day like any other.

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Mythos:
A gate appears at Independence Square, spitting forth a hideous zombie.

Terror in arkham increases. Professor Morgan leaves town.

Headline - Campus Security Increased!
All monsters in the Miskatonic U. streets or locations are returned to the cup.

A clue appears at The Unnamable.

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Movement:
Michael McGlen makes his way north, ending in the Rivertown streets.

Sister Mary decides to check on what the local cultists are doing and heads to Silver Twilight Lodge, picking up a clue about the situation along the way.

Darrell Simmons heads south to The Unnamable and picks up two clues.

Dexter Drake leaves the relative safety and poor spelling (heh) of Ye Olde Magick Shoppe to head into the Woods. He picks up a clue.

Arkham Encounters:
Michael McGlen is in the streets. He has no encounter.

Sister Mary draws a card:
Silver Twilight Lodge - You hear the quiet sounds of an intruder. If you investigate, you find a woman dressed in black. She attacks you as soon as she sees you. Pass a Fight (-1) check to subdue her long enough to explain your investigation. You find that her name is Ruby Standish and that she was robbing the Lodge. However, upon hearing your tale, she agrees to join you. Take her ally card. If it is not available, draw a unique item instead.

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Arkham Encounters:
Sister Mary makes friends with Ruby Standish, who brings with her a copy of The King In Yellow.

Darrell Simmons draws 2 cards and chooses between them:

The Unnamable
The ceiling beam suddenly buckle. Make a Speed (-1) check. If you pass, move to the street. If you fail, lose 2 stamina.

or

The Unnamable
Walking down into the basement, you are startled when the light turns itself off just as you start to place your foot on the next step. Pass a Speed (-2) check or you fall down the stairs, badly injuring yourself. Draw 1 injury.

Darrell Simmons avoids being crushed by a broken ceiling beam. He moves to the Merchant District streets.

Dexter Drake draws a card:

Woods
Yellow-robed actors are re-enacting some kind of battle in the woods...or are they rehearsing for a battle yet to come? Pass a Sneak (-1) check to search the common item deck and take the first weapon you find. If you fail, you are attacked and lose 2 stamina.

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Arkham Encounters:
Dexter Drake draws a card:

Woods
Yellow-robed actors are re-enacting some kind of battle in the woods...or are they rehearsing for a battle yet to come? Pass a Sneak (-1) check to search the common item deck and take the first weapon you find. If you fail, you are attacked and lose 2 stamina.

Dexter Drake pulls a sneaky-sneaky on the actors and nabs himself an athame for his troubles.

Other World Encounters:
No Investigators are in an Other World, so no Other World encounters.

Mythos:
A gate appears at The Unnamable. The Ancient One's Doom Track gains another counter. A formless spawn shambles forth and makes its way into the Merchant District streets.

Terror in Arkham increases. John Legrasse leaves town.

Headline - Blue Flu!
All Investigators in jail are released. No Investigators may be arrested until the end of next turn.

A clue appears at Woods.

Upkeep:
First player token moves from Michael McGlen to Sister Mary.

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Upkeep:
Sister Mary retains her blessing. She moves her Fight/Will slider by 1.

Darrell Simmons gains $2 and retains his retainer. Heh.

Dexter Drake moves his Lore/Luck slider by 2.

Michael McGlen moves his Speed/Sneak slider by 1.

Movement:
Hot to trot to save Darrell Simmons from the unholy formless spawn, Sister Mary girds her holy loins and makes for the Merchant District streets.

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Movement:
Sister Mary arrives to find a hideous... thing, the very sight of which offends her sense of decency and rightness. She's able to throw that feeling off long enough to retrieve a bottle of holy water she has and douse the creature, killing it.

Darrell looks up, surprised by both the arrival of such a terrific creature, the likes of which he had never seen; as well as the quick arrival of a nun running at full speed who quickly douses the create in Holy Water sending it shrieking into the nether. He stammers a quick hello and thank you.

"I have no idea what the hell that thing was, but I think I know where it came from. I have a feeling that's not the last that we'll be seeing of them. Time is of the essence."

Darrel quickly moves to the gate at the unnamable. He disappears into the gate.

Dexter Drake spends some time thumbing through an Old Journal he has, hoping to find a clue about the current situation. He doesn't have any luck, but he does find a clue waiting for him in the Woods.

Knowing that a tommy gun is an effective tool, but not always the right tool, Michael McGlen heads to Curisoitie Shoppe in hope of finding something magical.

Arkham Encounters:
Sister Mary is in the Merchant District streets, and does not have an encounter.

Dexter Drake draws an encounter card.

Woods
A sudden clearing reveals a prehistoric circle of carved stones. Standing here, your thoughts are filled with the angry and fearful voices of those who perished or were taken to other worlds here. Make a Will (+0) check. If you fail, you are cursed.

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Arkham Encounters:
With a supreme effort of will, Dexter Drake manages to throw off the insane voices from the past.

Michael McGlen browses the magical wares. He looks at Powder of Ibn-Ghazi and Purifying the Town, but in the end, he selects Blue Watcher of the Pyramid for purchase.

Other World Encounters:

Darrell Simmons draws an encounter card.

Other
The unending blackness terrifies you. Pass a Will (-1) check or lose 1 sanity and 1 stamina from fear and exhaustion.

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Other World Encounters:
Darrell Simmons finds that the physical and mental toll of exploring a world that doesn't obey the rules of Euclidian geometries is high. He loses 1 stamina and 1 sanity.

Mythos:
The gates at Independence Square and The Unnamable shiver, seeming to try and grow. Suddenly, hideous monsters pour forth. An elder thing and a mi-go both take to the streets.

Environment - Darke's Carnival Arrives
Investigators who end their movement in the Northside streets gain 1 clue token from the sinister wonders they witness, but must pass a Will (-1) check or lose 1 sanity.

A clue appears at Woods.

[/b]Upkeep:[/b]
A new upkeep phase begins! First player token moves from Sister Mary to Darrell Simmons.

Michael McGlen moves his Will/Fight slider by 1.

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Upkeep:
Sister Mary can feel the the eye of God has turned from her for a time. She loses her blessing.

Darrell Simmons collects his cash and retains his retainer. He adjusts his Fight/Will and Lore/Luck sliders by 1.

Movement:
Darrell Simmons continues exploring this strange, alien world.

Dexter Drake stays put, continuing to try and make some sense of the Old Journal, and failing to do so. He does stumble upon another clue in the Woods.

Michael McGlen heads to Downtown streets. Seeing a freakish oddity flying in the sky, he first has to lock down his mental faculties to accept such an oddity. After accepting it, he levels his tommy gun and mows the creature down, reducing it to a pulp, which melts away leaving a unique item behind. Ironically, it's a Mi-go Brain Case.

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Movement:
Sister Mary steels herself at seeing the horrible visage of the Elder Thing. Boldly, she tries casting spells to help herself, but to no avail. The creature beats her mercilessly, even as she tries to get away.

Arkham Encounters:
Dexter Drake draws an encounter card.

Woods - A gate and a monster appear!

Dexter Drake is surprised to be sucked through a gate as it opens, his departure preceding the arrival of a Serpent People.

Michael McGlen is in the streets, so has no encounter.

Sister Mary is delayed, so has no encounter.

Other World Encounters:
Darrell Simmons draws a card.

Other - The air here tastes sour and burns your lungs. Pass a Fight (-1) check or lose 1 stamina.

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Other World Encounters:
Darrell Simmons is exposed to poisoned air. He loses 1 stamina.

Mythos:
The gates at Independence Square, Woods and The Unnamable shiver, seeming to try and grow. Suddenly, hideous monsters pour forth. A ghoul takes the the streets. The cthonian rolls and thumps, its massive underground body causing all sorts of mischief. Sister Mary has no problems, but Michael McGlen takes 1 stamina damage. A maniac and a deep one hybrid fuck off to the outskirts of town.

Headline - All Quiet In Arkham!
Each player may pass a Luck (-1) check to be blessed.

The Darke's Carnival Arrives environment persists.
Investigators who end their movement in the Northside streets gain 1 clue token from the sinister wonders they witness, but must pass a Will (-1) check or lose 1 sanity.

A clue appears at Historical Society.

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Mythos:
Not a single Investigator is lucky enough to come away with a blessing.

Upkeep:
First player token moves from Darrell Simmons to Dexter Drake.

Michael McGlen utilizes his Healing Stone to heal the stamina damage caused to him by the Cthonian. He also expends all his focus to un-exhaust his Mental Fortitude skill.

Darrell Simmons gains $2 from his retainer, and manages to hold on to it yet again.

Movement:
Dexter Drake is no longer delayed.

Michael McGlen steps into Independence Square. The visage of the Cthonian is hideous, but he steels himself and doesn't allow it to damage his sanity. Instead, he holds aloft Blue Water of the Pyramid. Though it burns him even to hold it, he directs its power at the Cthonian until both it and Blue Watcher of the Pyramid are consumed. He takes the Cthonian as a trophy.

Next, Michael McGlen turns his attention to the shambling, once-human horror of the Zombie. After the horror of the Cthonian, a mere Zombie gives his mind little trouble. Almost casually, he brings up his trusty tommy gun and fills it full of lead. He takes the zombie as a trophy.

Michael McGlen gets transported through the gate to The Dreamlands.

Sister Mary is no longer delayed.

Darrell Simmons returns to Arkham from the lone gate to Yuggoth. Upon arriving, he holds forth the ancient Elder Sign he's been carrying around. Its power damages him both in body and mind, but it also causes the gate to shrink until it disappears completely. Darrell drops the now-hot Elder Sign and it disappears in a flash, burning itself into the ground at his feet, a testament to the gate being sealed forever. A token is removed from Azathoth's Doom Track. Darrell Simmons takes the gate as a trophy.

Arkham Encounters:
Dexter Drake is not in Arkham.

Michael McGlen in not in Arkham.

Sister Mary draws an Arkham Encounter card.

St. Mary's Hospital - By quietly listening to the nurses talk, you are able to learn some useful information. Gain 1 Clue token.

Darrell Simmons draws two Arkham Encounter cards.

The Unnamable - In a dusty and decaying roll-top desk, you find a mysterious manuscript. If you read it, make a Lore (-1) check. If you pass, draw 1 spell. If you fail, the manuscript is nothing but the insane babbling of a previous renter. Stay here next turn reading it, but gain 2 Clue tokens.

The Unnamable - A monster and a gate appear!

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Arkham Encounters:
Darrell Simmons finds a mysterious manuscript. It's little more than insane ramblings, but it does help shed some perspective on the Ancient One's slumber. He gains 2 clue tokens, but is delayed.

Other World Encounters:

Dexter Drake draws an Other World Encounter card.

Other - A terrible monster appears! A ghoul is drawn from the monster cup.

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Other World Encounters:

Seeing little other choice, Dexter Drake steel his queasy nerves, draws both his Athame and his Enchanted Blade and goes to town on the ghoul. After a short moment, there is only enough left for him to take as a monster trophy.

Michael McGlen draws an Other World Encounter card.

Other - Although your journey has been perilous, you've found a possible way to get home. Pass a Luck (-1) check to return to Arkham.

Michael McGlen's luck is not in, and the way home turns out to be nothing.

Mythos:

Headline - Strange Sightings!
A monster surge occurs. However, no gates open this turn.

The monster surge causes more monsters than Arkham can hold to spew forth. All monsters in the Outskirts are returned to the Monster Cup and the Terror Level increases by 1. Thomas Malone leaves town.

All monsters save those in a Location occupied by an Investigator move, spreading across Arkham like wildfire.

The Darke's Carnival Arrives environment persists.
Investigators who end their movement in the Northside streets gain 1 clue token from the sinister wonders they witness, but must pass a Will (-1) check or lose 1 sanity.

The first player (Dexter Drake) gains 1 Clue token.

Upkeep:

First Player Token moves from Dexter Drake to Michael McGlen. Michael McGlen's Healing Stone is un-exhausted. He moves his Speed/Sneak slider one mark to the left.

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Upkeep:

Sister Mary adjusts her Fight/Will slider by 1.

Darrell Simmons gains money from and retains his retainer. He's rich. He adjusts his Speed and Fight sliders by 1 each.

Movement:
Michael McGlen moves from one side of The Dreamlands to the other.

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Movement:

Sister Mary pores over the ancient text Ruby Standish shared with her at their first meeting. Her mind is assailed by references to Carcosa and Hastur's tattered robes, but Catholic girls are made of sterner stuff than that and she shakes off her doubt and uncertainty. She loses 1 sanity, but gains 4 Clue tokens.

Venturing out into the street, she is more annoyed than alarmed at the sight of actual snake-people and apocalyptic Doomsday Cultists. Mary's lack of concern about supernatural horrors is probably how she ended up in the hospital just a few days prior, but she thinks nothing of it and squares up to receive their assault.

Brandishing her Witcher spell, bare knuckles and gumption, she beats her foes into bloody submission and takes them both as trophies. "May God have mercy," she breathes loudly, spitting on the serpentine foe's battered corpse. "For I have none to spare."

Darrell Simmons looks up from his studies and likewise girds his loins. Neither the Cultist nor the Tcho-tcho look particularly horrible, and confidence tends to be boosted greatly when one is holding an axe. With no trouble at all, he cuts down the Cultist (taking it as a trophy), followed by the Tcho-tcho (gaining its Motorcycle for himself).

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Movement:
Dexter Drake moves from one side of Plateau of Leng to the other.

Arkham Encounters:
Darrell Simmons blacks out and returns to consciousness to find scribbled ravings that twists his mind, but offer a clue about the situation.

Other World Encounters:
Michael McGlen draws a card.

Other - It seems as though you've run out of options for now, so you must bide your time. Stay here next turn.

Dexter Drake draws a card.

Plateau of Leng - While you are climbing a high cliff, you begin to slip. Pass a Speed (-1) check of crash down the mountain, losing 2 stamina.

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Other World Encounters:
Dexter Drake isn't quite fast enough and slips down a steep slope. He loses 2 stamina.

Mythos:
A gate appears at Black Cave. The Ancient One's Doom Track gains another counter. A Crawling One shambles forth and makes its way into the Rivertown streets.

A Clue appears at Hibb's Roadhouse.

The Darke's Carnival Arrives environment persists.
Investigators who end their movement in the Northside streets gain 1 clue token from the sinister wonders they witness, but must pass a Will (-1) check or lose 1 sanity.

Headline - Lodge Member Held for Questioning!
A Silver Lodge ritual lets 2 monsters loose in the French Hill streets. A Fire Vampire and a Flying Polyp terrorize the streets.

Upkeep:
First player token moves from Michael McGlen to Sister Mary.

Sister Mary's Wither spell becomes available again.

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Upkeep:
Sister Mary moves her Speed/Sneak slider.

Darrell Simmons moves his Fight slider by 2 spots. He also receives $2 from his retainer.

Movement:
Sister Mary keeps low and avoids even having to look at the horrible Elder Thing as she moves to the Southside streets. Seeing the ghoul there offends her sense of order in the universe and disturbs her on a level she never thought possible. She opens her Wither book and reads, understanding blossoming inside her. With the help of the destructive magics she finds there, she rids the world of a ghoul, taking it as a trophy.

Tired of The Unnamable, Darrell Simmons heads to Curiositie Shoppe in search of some useful magic trinket, perhaps another Elder Sign?

Dexter Drake emerges at the Woods from his exploration of Plateau of Leng.

Michael McGlen is no longer delayed.

Arkham Encounters:
Sister Mary is in the streets.

Darrell Simmons browses. He draws 3 cards.

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Arkham Encounters:
Sister Mary is in the streets.

Darrell Simmons finally makes his selection, purchasing Cryptozoology Collection.

Tired of the gate at Woods, Dexter Drake uses all his arcane knowledge to force it closed. Not far away, an Elder Thing screeches as its physical form is ripped back from whence it came. He takes the gate as a trophy.

Other World Encounters:
Michael McGlen draws a card.

Other - A hideous monster appears!

From nowhere, a Deep One appears. The sight of it nearly drives the gangster mad, but he taps into his Mental Fortitude skill to shut his mind off from such thoughts. As has become his custom, he shoulders his tommy gun and cuts the fishy creature to bits. He takes the Deep One as a trophy.

Mythos:
A gate tries to appear at Independence Square, but as there's already one present, monsters pour forth from existing gates instead. With Arkham so full of monsters, the Outskirts of town begin to fill up.

A Clue appears at The Unnamable.

The Darke's Carnival Arrives environment persists.
Investigators who end their movement in the Northside streets gain 1 clue token from the sinister wonders they witness, but must pass a Will (-1) check or lose 1 sanity.

Headline - Mysterious Light Fade!
The Investigators may collectively spend 5 Clue tokens. if they do so, the first player may choose and close 1 open gate in any Arkham location and reshuffle it into the stack of gate markers (he does not gain a gate trophy). The Investigators may not do this if there is only 1 open gate.

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Mythos:
The Investigators choose not to apply their Clues to the closing of a gate.

Upkeep:
First player token moves from Sister Mary to Darrell Simmons.

Darrell Simmons adjusts his Speed and Fight sliders by 1. He gains $2 from his retainer, which he keeps.

Sister Mary's Wither spell becomes available again. She moves her Speed slider up.

Dexter Drake moves his Speed slider all the way up.

Michael McGlen moves his Fight slider up 1 space.

Movement:
Darrell Simmons stays put in Curiositie Shoppe.

Dexter Drake takes another stab at reading Old Journal. This time, he's able to make some sense of what he reads, which nets him 3 Clue tokens. He speeds over to Historical Society and nabs another pair of Clues. Suddenly, he's become the Jeopardy-knowledge Investigator with a wealth of Clues.

Michael McGlen finally finds a way out of The Dreamlands. He chooses to emerge from the gate at Independence Square.

Sister Mary high-tails it to Science Building and retrieves the Clue there.

Arkham Encounters:
Darrell Simmons does some more browsing. He draws 3 cards.

He selects the Powder of Ibn Ghazi.

Dexter Drake draws an encounter card.

Historical Society - The society is discarding what it calls a "taxidermist's trick." Draw a monster from the cup and claim it as a monster trophy, even if it has the Endless ability.

Dexter Draws a monster from the cup.

Fighting tooth and nail to get it done, Michael McGlen manages to close the gate to The Dreamlands at Independence Square. Elsewhere, a Nightgaunt is sucked back to its home.

Sister Mary draws a card.

Science Building - The science professor beckons you into his office. He points at a strange device. "Want to try it out?" Pass a Luck (-2) check to return all monsters in the sky and the Outskirts to the monster cup. You may choose one of them to keep as a monster trophy.

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Arkham Encounters:

Sister Mary operates the strange device, watching is lightning shoots out across the sky in various directions. A Mi-go, Shoggoth, Flying Polyp and Fire Vampire fry to a crisp. Sister Mary claims the Shoggoth as a trophy.

Mythos:
A gate appears at Unvisited Isle. A ghost begins haunting the area. A gate appears at Woods. A Dhole shambles through, making its way to the streets.

Clues appear at Science Building and Historical Society.

The Darke's Carnival Arrives environment persists.
Investigators who end their movement in the Northside streets gain 1 clue token from the sinister wonders they witness, but must pass a Will (-1) check or lose 1 sanity.

Headline - Surrounded by Mystery!
Two gates open this turn, but no doom tokens are added to the doom track.

Upkeep:
First player token moves from Darrell Simmons to Dexter Drake.

Michael McGlen exhausts his Healing Stone to restore 1 stamina. He spends all his focus to un-exhaust his Mental Fortitude.

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Upkeep:
Dexter Drake moves his Fight/Will slider one point. He picks up a Clue token.

Sister Mary picks up a Clue token.

Darrell Simmons keeps his retainer and gains $2. He moves his Sneak slider as high as it will go.

Movement:
Dexter Drake moves to the nearby South Church.

Michael McGlen exhausts his Mi-go Brain Case to cut a hole in reality and swap places with Dexter Drake.

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Movement:
Sister Mary moves to Unvisited Isle. Brandishing her Cross, she shows no fear of the ghost that haunts the area. Using her Wither spell, she begins to sap its life force, and even goes so far as to strike it with her cross. As it perishes, she takes it as a trophy.

Sensing an opportunity, Darrel makes a break from the curiosity shop and quietly sneaks past the lumbering zombie. and then quickly makes his way towards the asylum as panic starts to close in around him. He runs inside, finds the first person available and shouts... "Please, give me whatever you've got. You can't imagine the horrors I've seen today."

Arkham Encounters:
Dexter Drake draws a card.

Independence Square - Luckily, it's just another quiet day in the Square. No encounter.

Michael McGlen foregoes having an encounter and spends his gate trophy to bestow a Blessing on Dexter Drake.

Sister Mary is drawn through the gate into The Abyss.

"There there," comments a man in a white coat to Darrell Simmons. He pats him on the back in a reassuring way, and stabs him brutally in the head with a needle from his other hand. When the blindness and pain subside, Darrell really does feel much better about things. "That'll be two dollars!" comments a clerk behind a nearby desk.

Other World Encounters:
Sister Mary draws a card.

Other - Luck is with you. You stumble on a cache of supplies. Draw one common item.

Mythos:
A gate appears at The Witch House. Azathoth's Doom Counter increases by 1. A Cultist makes its way into the streets.

A Clue would appear at Black Cave, but is lost within the gate.

The Darke's Carnival Arrives environment persists.
Investigators who end their movement in the Northside streets gain 1 clue token from the sinister wonders they witness, but must pass a Will (-1) check or lose 1 sanity.

Headline - Wild Visions Plague City!
Investigators may set their skill sliders however the want when this card is drawn.

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Mythos:
Michael McGlen takes the opportunity to adjust his Fight/Will slider by 1. Everyone else leaves theirs alone.

Upkeep:
First player token moves from Dexter Drake to Michael McGlen.

Michael McGlen's Mi-go Brain Case and Healing Stone become available again. He exhausts the Healing Stone to restore his stamina by 1.

Darrell Simmons continues to milk that retainer for money, and his employer keeps it going, despite his distinct lack of doing his job.

Movement:
Michael McGlen stays in the safety of South Church.

Like the Doomguy himself, Sister Mary grabs her shotgun and continues her journey across The Abyss.

Seeing an opportunity, Darrell Simmons scoots over to Hibb's Roadhouse for some drunken, rowdy fun. He nabs a pair of Clues for his trouble.

Unable to abide an open gate to some hellish other dimension, Dexter Drake moves to Black Cave to see what's what.

Arkham Encounters::
Since his last talk with the Big Guy upstairs had such a good result, he again lights the sacrificial fire and burns some of his monster trophies. Elsewhere in The Abyss, Sister Mary feels the grace of a blessing once more.

Darrell Simmons draws a card.

Hibb's Roadhouse - A stranger buys you a drink. You may search the Common Item deck for a Whiskey card and take it.

Dexter Drake steps through the gate and into The Dreamlands.

Other World Encounters:
Sister Mary draws a card.

Abyss - You curse your wet matches, knowing for certain that in the light, much would be revealed. Gain 2 Clue tokens if the terror level is 5 or less.

Dexter Drake draws a card.

Dreamlands - Something small bites you and flies away. Lose 1 stamina.

Mythos:
A gate tries to appear at Woods. Instead, all the gates in Arkham bow and flex and spew forth hideous monsters. So many monsters, in fact, that the Outskirts of town begin filling up.

A Clue appears at Independence Square.

Heatwave - Environment (Weather)
Fight checks in Arkham are made at a -1 penalty.

Lore checks in Arkham are made at a +1 bonus.

Fire Vampires have their toughness increased by 1.

Upkeep:
First player token moves from Michael McGlen to Sister Mary.

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Upkeep:
Darrel Simmons's boss seems to have finally gotten wind that he's been slacking on his job. Along with his usual stipend, he receives notice of termination of his retainer.

Elsewhere, Dexter Drake also receives notice, only his notice is that God apparently doesn't love him anymore. He can feel his blessing drain away.

Movement:
Sister Mary returns to Arkham from her trip to The Abyss.

Darrel Simmons revs his totally badass motorcycle and jets past a surprised Zombie to make his way to the Woods.

Dexter Drake crosses from one side of The Dreamlands to the other.

Michael McGlen, wary of the monsters outside the door, holds what he's got in South Church.

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Arkham Encounters:
Sister Mary concentrates really hard, using every bit of information she's picked up from her time in The Abyss, and watches as he gate to that foul place is closes. Elsewhere, a Formless Spawn shrieks in agony as it's dragged back to its home. Using tidbits of knowledge she's gained here and there, Sister Mary places a ward to ensure the gate never opens back up again.

Michael McGlen draws a card.

Father Michael is impressed by your conviction in the fight against the rising evil. You are blessed.

Other World Encounters:
Darrell Simmons draws a card.

R'lyeh - The earth shakes - is the city sinking? Make a Luck (-1)[2] check to escape. If you fail, you are Lost In Time and Space.

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Other World Encounters:
Darrell Simmons finds that his luck is not with him. He is Lost in Time and Space.

Dexter Drake finds that a fruit of The Dreamlands is not very safe. He loses 1 sanity to hallucinations, but manages to fight off further symptoms.

Mythos:
A gate appears at Hibb's Rodahouse. Barnabas Marsh steps forth from it.

The heatwave environment persists.
Heatwave - Environment (Weather)
Fight checks in Arkham are made at a -1 penalty.

Lore checks in Arkham are made at a +1 bonus.

Fire Vampires have their toughness increased by 1.

Rumor - The Unraveling Tapestry!
Setup: Place 3 Clue tokens on this rumor.

Ongoing Effect: Each time a gate opens, discard a Clue token from this rumor. Each time an Investigator cases a spell, add a Clue token to this rumor.

Pass: When there are 6 Clue tokens on this rumor, return it to the box and each Investigator gains 1 spell.

Fail: When there are 0 Clue tokens on this rumor, return it to the box and each Investigator loses 2 sanity.

Upkeep:
First player token moves from Sister Mary to Darrell Simmons.

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Upkeep:
Sister Mary retains her blessing.

Movement:
Darrell Simmons ceases being delayed, but is still Lost In Time and Space.

Dexter Drake returns to Arkham from The Dreamlands.

Michael McGlen activates his Mi-go Brain Case and uses it to swap himself with the Mummy that's currently sweating Sister Mary.

Free of the Mummy, Sister Mary steps out into the Merchant District streets. She meets an unfriendly Zombie.

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Movement:
Sister Mary caresses her cross, drawing strength from it. She doesn't bat an eye at the horrific appearance of the undead creature. Instead, she taps into her Wither spell (putting another Clue token on the rumor) and between it and her faithful cross, she easily returns the Zombie to the grave, taking it as a trophy.

Arkham Encounters:
Darrell Simmons continues to wander, helplessly Lost In Time and Space.

Dexter Drake summons up all his knowledge, even going so far as to draw inspiration from the hellish heat, and uses it to close the gate to The Dreamlands. He uses some of that knowledge to forever seal it against ever opening again.

Michael McGlen draws a card.

Unvisited Isle - A silent man brushes past you on the trail. Your arm goes numb with cold from the brief contact, and you whirl around to look at him, but he has disappeared. Lose 1 stamina and pass a Will (-1) check or lose 1 sanity as well.

His will is indomitable. As well, his Strong Body keeps him from being too hurt by the encounter.

Mythos:
A gate appears at Graveyard. A horrible Shoggoth steps forth from it.

A Clue appears at Unvisited Isle.

Headline - Ill Wind Grips Arkham!
The first player must pass a Luck (-1) check or be cursed.

The heatwave environment persists.
Fight checks in Arkham are made at a -1 penalty.

Lore checks in Arkham are made at a +1 bonus.

Fire Vampires have their toughness increased by 1.

Rumor - The Unraveling Tapestry!
Setup: Place 3 Clue tokens on this rumor.

Ongoing Effect: Each time a gate opens, discard a Clue token from this rumor. Each time an Investigator cases a spell, add a Clue token to this rumor.

Pass: When there are 6 Clue tokens on this rumor, return it to the box and each Investigator gains 1 spell.

Fail: When there are 0 Clue tokens on this rumor, return it to the box and each Investigator loses 2 sanity.

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Mythos:
Lost In Time and Space though he is, luck is still with Darrell Simmons. He is not cursed.

Upkeep:
First player token moves from Darrell Simmons to Dexter Drake.

Dexter Drake moves his Fight slider all the way up 2 spaces.

Michael McGlen and Sister Mary both retain Heaven's grace. Michael McGlen claims the Clue token dropped on him by the Mythos. Sister Mary's Wither spell becomes available again.

Darrell Simmons suddenly pops back into Euclidian reality at The Witch House.

Movement:
Knowing there's a hideous Crawling One outside, Dexter Drake stays put for the time being.

Michael McGlen, always a helpful sort, uses his Mi-go Brain Case to swap places with the Crawling One, leaving him standing in Rivertown streets.

Sister Mary develops a plan and high-tails it to the Police Station.

Arkham Encounters:
Dexter Drake draws a card.

Black Cave - You hope, desperately, that the creature pursuing you is afraid of sunlight. Make a Speed (-1) check. If you fail, a monster appears. If you pass, nothing happens.

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Arkham Encounters:
Dexter Drake discovers he can't make it into the light quick enough. From the corner of his eye, he seems a Wraith appear, but he ducks behind a crumbling stone arch and it passes him by.

Sister Mary barges into the Police Station and explains her recent actions to the sheriff. She plops down a heap of monster trophies on his desk. He's impressed, so impressed that he deputizes her on the spot. Sister Mary takes the Deputy of Arkham card, the Deputy's Revolver card and the Patrol Wagon card.

Darrell Simmons steps into a gate and steps out in Another Dimension.

Other World Encounters:
Darrell Simmons draws a card.

Other - Crushing tentacles pursue you! Pass a Speed (-1) check or you are reduced to 1 stamina.

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Other World Encounters:
Darrell Simmons puts on a burst of speed, almost tripping, but manages to evade the mass of writhing tentacles.

Mythos:
A gate appears at Independence Square. Another token is placed on the Doom Track, and another Clue token is removed from the rumor. A witch begins kicking around the Outskirts.

A Clue appears at The Unnamable.

Headline - Goat-like Creature Spotted in Woods!
All Dark Young in Arkham are returned to the cup. If at least one monster returns to the cup, raise the terror level by 1.

The heatwave environment persists.
Fight checks in Arkham are made at a -1 penalty.

Lore checks in Arkham are made at a +1 bonus.

Fire Vampires have their toughness increased by 1.

Rumor - The Unraveling Tapestry!
Setup: Place 3 Clue tokens on this rumor.

Ongoing Effect: Each time a gate opens, discard a Clue token from this rumor. Each time an Investigator cases a spell, add a Clue token to this rumor.

Pass: When there are 6 Clue tokens on this rumor, return it to the box and each Investigator gains 1 spell.

Fail: When there are 0 Clue tokens on this rumor, return it to the box and each Investigator loses 2 sanity.

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Upkeep:
First player token moves from Dexter Drake to Michael McGlen.

Michael McGlen and Sister Mary both retain their blessings. Michael's Mi-go Brain Case becomes available for use again. Sister Mary collects her first $1 paycheck as Deputy of Arkham.

Darrell Simmons increases his Sneak slider by 1.

Movement:
Michael McGlen moves to The Unnamable. He picks up a pair of Clue tokens for his trouble.

Sister Mary hops in her nifty new Patrol Wagon and drives to Science Building.

Darrell Simmons makes his way deeper into Another Dimension.

Dexter Drake takes a long route to get to Woods.

Arkham Encounters:
Michael McGlen draws a card.

The Unnamable - A monster and a gate appear!

Except they don't, because the area has been sealed. Nothing bad happens.

Sister Mary spends some time in study over the trophy she took when she closed the gate to The Abyss. Eventually, a few things become more clear to her. She gains 2 Clue tokens.

Dexter Drake steps through the gate and finds himself in the lost city of R'lyeh.

Other World Encounters:
Darrell Simmons draws a card.

Other - If violence is all it understands, then violence it shall have! Pass a Fight (-1) check to take a Clue token.

Darrell puff up, puts up his dukes and shows that otherworldly denizen what for. Pip pip and all that! He gains a Clue token.

Dexter Drake draws a card.

Other - Knowledge is power, but more importantly, it is hope and endurance in this prison where you find yourself. Lose 3 stamina and 3 sanity, but you may reduce this loss by 1 stamina and 1 sanity for each Clue token you spend (to a maximum of 3).

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Other World Encounters:
Dexter Drake exercises his knowledge as an end run around injury and taps into a spell of protection he knows. His mind twists with the effort, but his body is made invulnerable for a time. He loses 1 sanity to the casting cost and 2 sanity plus a Clue token to the encounter card, but a Clue token is placed on the rumor.

Mythos:
Headline - Strange Sightings!
A monster surge occurs. However, no gates open this turn.

Monsters pour forth from all gates. The Outskirts of town quicky fill beyond capacity. The Terror Level increases/ Thomas Olney flees town in fear.

First player (Michael McGlen) gains a Clue token.

The heatwave environment persists.
Fight checks in Arkham are made at a -1 penalty.

Lore checks in Arkham are made at a +1 bonus.

Fire Vampires have their toughness increased by 1.

Rumor - The Unraveling Tapestry!
Setup: Place 3 Clue tokens on this rumor.

Ongoing Effect: Each time a gate opens, discard a Clue token from this rumor. Each time an Investigator cases a spell, add a Clue token to this rumor.

Pass: When there are 6 Clue tokens on this rumor, return it to the box and each Investigator gains 1 spell.

Fail: When there are 0 Clue tokens on this rumor, return it to the box and each Investigator loses 2 sanity.

Upkeep:
First player token moves from Michael McGlen to Sister Mary.

Michael McGlen keeps his blessing.

Sister Mary makes that bread.

Dexter Drake's Flesh Ward becomes available again.

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Upkeep:
Michael McGlen adjusts his Will slider up one space.

Sister Mary holds on to her blessing.

Darrell Simmons adjusts his Fight slider to its maximum.

Movement:
Sister Mary loads up and takes the paddy wagon to Independence Square.

Darrell Simmons returns to Arkham from Another Dimension, choosing the gate that brings lands him in The Witch House.

Dexter Drake explores deeper into the ancient city of R'lyeh.

Michael McGlen girds his loins and steps out into the street to confront the writhing mass of slimy mass that is the Crawling One. Only through the use of his strong Mental Fortitude does he remain sane. Deciding to bring out the big guns, he lights a small bundle of dynamite he's been saving for a rainy day and tosses it. After the explosion, it looks for a moment as though the horrid thing isn't going to die, but with a final convulsion, it lays still. He takes it as a trophy.

Arkham Encounters:
Sister Mary disappears into a glowing gate, appearing on the other side in Yuggoth.

Darrell Simmons engages the gate, mentally fighting it. Eventually, he wrests it under his control and makes it shrink until it disappears completely. Using some of the tidbits of knowledge he's picked up in his travels, he seals it forever. On the Outskirts of town, a Gug and a Nightgaunt twist, warp and disappear, pushed back to whatever dimension they're from.

Other World Encounters:
Sister Mary draws a card.

Other - Suddenly, the things you've seen make sense! Gain 1 Clue token.

Dexter Drake draws a card.

Other - A distant drumming can be heard. Strangely, it gives you a sense of security and protection, as if it were warding away some evil. Gain 1 sanity.

Mythos:
A gate tries to open at Unvisited Isle, but is prevented from doing so.

The heatwave environment persists.
Fight checks in Arkham are made at a -1 penalty.

Lore checks in Arkham are made at a +1 bonus.

Fire Vampires have their toughness increased by 1.

Rumor - The Unraveling Tapestry!
Setup: Place 3 Clue tokens on this rumor.

Ongoing Effect: Each time a gate opens, discard a Clue token from this rumor. Each time an Investigator cases a spell, add a Clue token to this rumor.

Pass: When there are 6 Clue tokens on this rumor, return it to the box and each Investigator gains 1 spell.

Fail: When there are 0 Clue tokens on this rumor, return it to the box and each Investigator loses 2 sanity.

Upkeep:
First player token moves from Sister Mary to Darrell Simmons.

Michael McGlen keeps his blessing. He uses all his focus to un-exhaust his Mental Fortitude skill.

Sister Mary gains $1 from [strike]bribes[/strike] her paycheck.

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Movement:
Darrell Simmons heads out into the streets, slipping quietly past a mummy to get to South Church.

After what seems like a hellish eternity in R'lyeh, Dexter Drake returns to Arkham.

With everything going on, Michael McGlen is offended that a Cultist would dare walk the streets of Arkham in the open. He moves to the Rivertown streets, unslings his tommy gun, and hoses the little bastard down.

Sister Mary continues her travels across the alien landscape of Yuggoth.

Arkham Encounters:
Darrell Simmons burns some incense, lights a candle, and makes his offering of the remains of the gate to The Dreamlands. In the nearby Woods, Dexter Drake suddenly feels the grace of a blessing return to him.

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Arkham Encounters:
Dexter Drake concentrates as hard as he can, focusing his energies toward closing the gate at Woods, which is getting to be a habit for him. In the end, his will triumphs and the gate closes. Elsewhere in town, a Deep One and Barnabus Marsh wither away, their forms turned to dust as they're dragged back to wherever they're from.

Other World Encounters:
Sister Mary draws a card.

Other - A horrible shadow falls across you. Roll a die. On a 1, either lose 5 Clue tokens or you are devoured.

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Other World Encounters:
A horrible shadow falls on Sister Mary, but she's having none of it. She gets the hell out of Dodge.

Mythos:
A gate tries to open at Hibb's Roadhouse, but a gate is already present. Instead, monsters pour into Arkham from all available gates.

A Clue appears at Independence Square, but is immediately lost forever in the open gate.

Headline - Miskatonic Arctic Expedition Returns!
Any Elder Things previously claimed as monster trophies by players return to life and are placed in the River Docks.

The heatwave environment persists.
Fight checks in Arkham are made at a -1 penalty.

Lore checks in Arkham are made at a +1 bonus.

Fire Vampires have their toughness increased by 1.

Rumor - The Unraveling Tapestry!
Setup: Place 3 Clue tokens on this rumor.

Ongoing Effect: Each time a gate opens, discard a Clue token from this rumor. Each time an Investigator cases a spell, add a Clue token to this rumor.

Pass: When there are 6 Clue tokens on this rumor, return it to the box and each Investigator gains 1 spell.

Fail: When there are 0 Clue tokens on this rumor, return it to the box and each Investigator loses 2 sanity.

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Upkeep:
First player token moves from Darrell Simmons to Dexter Drake. Both Sister Mary and Michael McGlen keep their blessings. Sister Mary continues to draw a paycheck off the taxes of the good citizens of Arkham.

Movement:
Dexter Drake stays where he is, hoping that some of the toughs in the street might fuck off somewhere else.

Michael McGlen heads North to engage the Zombie in Downtown streets. This one has significantly more horrific injuries than the last one he saw, and just thinking about how it's able to keep moving around hurts his brain a little. Despite the sweltering heat, he unlimbers his tommy gun and hoses the creature down with a hail of lead. He takes the Zombie as a trophy.

Sister Mary returns to Arkham through the gate to Yuggoth.

Darrell Simmons stays put, intending to enact another ritual of blessing.

Arkham Encounters:
Dexter Drake draws a card.

A gate and a monster appear!

Dexter Drake is sucked into the gate simultaneous to a horrid Proto-Shoggoth emerging. He finds himself delayed in City of the Great Race.

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Arkham Encounters:
Sister Mary concentrates all her mental efforts, watching as her sheer determination shrinks the gate until it closes completely. As she donates her collected Clues to the effort of sealing the area against further incursion, a Witch and a Dhole in Arkham and a Nightgaunt in the Outskirts are sent away through time and space. Anywhere is better than here.

Darrell Simmons again offers prayer and sacrifice, and is rewarded as he feels a certain grace and glory settle over him. He is blessed.

Mythos:
A gate tries to open at Black Cave, but is prevented from doing so, as the area has been magically sealed.

A Clue appears at Hibb's Roadhouse, but is immediately lost forever in the open gate.

Environment - Sunny and Clear
Sneak checks in Arkham are made at a -1 penalty.

Will checks in Arkham are made at a +1 bonus.

In the Haunter in Darkness is in play, return it to the cup. If the Haunter in Darkness enters play, return it to the cup and draw a different monster.

Rumor - The Unraveling Tapestry!
Setup: Place 3 Clue tokens on this rumor.

Ongoing Effect: Each time a gate opens, discard a Clue token from this rumor. Each time an Investigator cases a spell, add a Clue token to this rumor.

Pass: When there are 6 Clue tokens on this rumor, return it to the box and each Investigator gains 1 spell.

Fail: When there are 0 Clue tokens on this rumor, return it to the box and each Investigator loses 2 sanity.

Upkeep:
First player token moves from Dexter Drake to Michael McGlen. Michael McGlen retains his blessing. He exhausts his Healing Stone to restore 1 sanity.

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Upkeep:
Blessings remain all around, which is fortunate.

Movement:
Michael McGlen exhausts his Mi-go Brain Case to swap his place with that of the Star Vampire, giving Sister Mary a little breathing room.

Sister Mary, relieved to find her Patrol Wagon right where she left it, gets in a jets over to Arkham Asylum.

Emboldened by his blessing, Darrell Simmons steps out into the streets to confront the Mummy.

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Movement:
Darrell steps out of the church, fresh from his encounter with the divine only to have his senses immediately accosted by a rotting, disgusting monster. For a moment he is thrown off course, but he takes a swig of whiskey and hefts his axe, bringing it down solidly across the mummy's cursed neck. The creature's head falls free of its body and it crumbles to dust. Darrell Takes the mummy as a trophy.

Dexter Drake is no longer delayed.

Arkham Encounters:
Michael McGlen draws a card.

Independence Square - An old gypsy man is being attacked by a mysterious robed figure. Make a Fight (-1) check to help fend off the assailant. If you pass, the gypsy insists you accept a token of his gratitude. Gain 1 unique item.

Michael McGlen verbally tries to stop the robed figure, but doesn't risk himself as the gypsy man is beaten mercilessly. He gets nothing for his effort.

Sister Mary draws a card.

Arkham Asylum - "It's a new treatment," says the doctor, as orderlies you didn't notice before grab your arms from behind. "It's very promising." Roll a die. On a success, restore both your sanity and stamina to their maximum values. On a failure, reduce them to 1.

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Arkham Encounters:
Though performed without her willing consent, the doctor's treatment does leave Sister Mary feeling refreshed.

Other World Encounters:
Dexter Drake draws a card.

City of the Great Race - Your mind it not your own! Make a Will (-2) [2]check to endure the experience. If you pass, gain 2 Clue tokens when you are restored to your body. If you fail, the mind-wipe is successful. Lose 2 sanity, less 1 for each Clue token you discard.

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Other World Encounters:
Dexter Drake feels drained, as though his mind were overtaxed and stretched to the brink of madness. One of the various Clues he's been holding onto helps a bit, but only just.

Mythos:
A gate tries to open at The Witch House, but is prevented from doing so, as the area has been magically sealed.

A Clue appears at Black Cave.

Egyptian Exhibit Visits Miskatonic U.
Environment (Urban)

Any Investigators who end their movement in the Mistaktonic U. streets may pass a Lore (-1) check to gain 1 Clue token by reading the strange hieroglyphics on the artifacts in the exhibit.

Rumor - The Unraveling Tapestry!
Setup: Place 3 Clue tokens on this rumor.

Ongoing Effect: Each time a gate opens, discard a Clue token from this rumor. Each time an Investigator cases a spell, add a Clue token to this rumor.

Pass: When there are 6 Clue tokens on this rumor, return it to the box and each Investigator gains 1 spell.

Fail: When there are 0 Clue tokens on this rumor, return it to the box and each Investigator loses 2 sanity.

[b]Upkeep:/[b]
First player token moves from Michael McGlen to Sister Mary.

Michael McGlen retains his blessing. His Mi-go Brain Case and Healing Stone become usable again.

Sister Mary gains $1 for being the Deputy of Arkham.

Darrell Simmons's Cryptozoology Collection becomes available again.

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Upkeep:
Darrell Simmons is dismayed to realize that his blessing has expired.

Dexter Drake moves his Fight/Will slider down two notches. He and Sister Mary retain their blessings.

Movement:
Sister Mary realizes that for the first time in a long time, she has money. She hops into the Patrol Wagon and heads the Ye Olde Magick Shoppe.

Darrell Simmons has a similar thought, and revs his motorcycle, driving to Curiositie Shoppe.

Dexter Drake continues his progress across City of the Great Race.

Michael McGlen taps the power of his Mi-go Brain Case to swap places with a Shoggoth, leaving him in the Easttown streets.

Arkham Encounters:
Sister Mary browses the spell selection.

Meanwhile, Darrell Simmons browses for curiosities.

Other World Encounters:
Dexter Drake draws a card.

Other - You pass the night in animated conversation with an old man sucking on a clay pipe. When you awaken, the man is gone without a trace, but you do gain 1 Clue token from his wisdom.

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Mythos:
A gate tries to open at Woods, but a gate is already present there. Instead, monsters pour out from each gate in Arkham. Arkham quickly fills up to the point where monsters begin appearing at the Outskirts of town. Even the Outskirts seems full. The terror level increases. General Store closes up shop as the owners flee Arkham. Ammi Pierce leaves the city.

A Clue appears at Historical Society.

Headline - Slum Murders Continue!
An old basement is opened, releasing 2 monsters into the Easttown streets. These monsters move to the Outskirts.

The Egyptian Exhibit Visits Miskatonic U. Environment persists.

Any Investigators who end their movement in the Mistaktonic U. streets may pass a Lore (-1) check to gain 1 Clue token by reading the strange hieroglyphics on the artifacts in the exhibit.

Rumor - The Unraveling Tapestry!
Setup: Place 3 Clue tokens on this rumor.

Ongoing Effect: Each time a gate opens, discard a Clue token from this rumor. Each time an Investigator cases a spell, add a Clue token to this rumor.

Pass: When there are 6 Clue tokens on this rumor, return it to the box and each Investigator gains 1 spell.

Fail: When there are 0 Clue tokens on this rumor, return it to the box and each Investigator loses 2 sanity.

Upkeep:
First player token moves from Sister Mary to Darrell Simmons.

Michael McGlen retains his blessing. His Mi-go Brain Case becomes available again.

Darrell Simmons's motorcycle becomes available again.

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Upkeep:
Blessings are retained all around. Sister Mary keeps making that cheddar.

Movement:
Realizing that Dexter will soon be returning from another dimension, Darrel hops on his motorbike and zooms across Arkham to clear his way from the gate. He is surprised to run into a ghastly beast muttering "Marsh... Barnabas Marsh..." He's faced terrible creatures, but something about this one drives his eyes closed and voices echo in his head. He pulls himself together and steps off his bike.

He looks quickly at his notes on zoology and remembers the powder he recently acquired. Pulling himself together he heads quickly towards Barnabas and flings the magical powder in his face. Darrel is surprised at the explosive response the powder creates as it explodes upon contact, the smell and sounds of the burning flesh are almost too much and it drives him to his knees with his eyes closed and his hands over his ears. (He loses 1 sanity) He opens his eyes a few minutes later muttering about devils and curses certain that he is dead and is happily surprised to find the corpse burning away into the ether in front of him.

With the death of Barnabus Marsh, Azathoth's grip on the world slips ever so slightly. One token is removed from the Doom Track.

Dexter Drake returns to Arkham from his jaunt in The City of the Great Race.

Michael McGlen heads over to Black Cave and retrieves the Clue token there.

In typical fashion, Sister Mary decides to put up rather than shut up. She jumps in her Patrol Wagon and heads to Woods to help Dexter out with the Proto-shoggoth.

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Movement:
Sister Mary manages to get to Woods without causing an automobile accident. She hops out, barely even blinking in surprise at the horrid Proto-shoggoth. Instead, she taps into her Wither spell and draws her city-issued sidearm. Even this potent combination looks as though it might fail until she consults Seven Cryptical Books of Hsan to let her use her Foresee spell without driving her mad. So armed with a tiny amount of prescience, she easily manages to put the Proto-shoggoth down and take it as a trophy.

Dexter Drake, old hand at closing gates by now, focuses his effort and collects yet another gate trophy.

Arkham Encounters:
Michael McGlen draws a card.

Black Cave - You are attacked by a shadowy being, but a large man leaps out of the darkness and drives it off. He introduces himself as Tom "Mountain" Murphy. Make a Luck (-2) check, or discard a Whiskey card to pass it automatically. If you pass, he joins yourinvestigation. Take his Ally card if it's available, otherwise he gives you something to protect yourself with. Search the common item deck and take the first weapon you find. If you fail, nothing happens.

Michael fails his luck check.

Sister Mary draws a card.

Woods - Old Sadie Sheldon, leader of the Sheldon Gang, is here. "Hmm. Do you think you have what it takes to join my gang?" If you spend at least 5 toughness worth of monster trophies or 1 gate trophy, she accepts you into the gang. Take a Sheldon Gang Membership card. If you do not spend the trophies, she has her boys throw you out. Move to the street and lose 1 stamina.

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Arkham Encounters:
Sister Mary finds that she is remarkably okay with being a crooked cop and accepts membership into the Sheldon Gang.

Mythos:
A gate t R'lyeh appears at Woods. Dexter Drake and Sister Mary are drawn inside and a ghoul emerges. A Clue token is removed from the rumor and the Doom Counter inceases by 1.

A Clue appears at Historical Society.

R'lyeh Rising (Environment)
Star Spawn and Maniacs have their toughness increased by 1.

The difficulty to seal or close gates to R'lyeh is increased by 1.

Rumor - The Unraveling Tapestry!
Setup: Place 3 Clue tokens on this rumor.

Ongoing Effect: Each time a gate opens, discard a Clue token from this rumor. Each time an Investigator cases a spell, add a Clue token to this rumor.

Pass: When there are 6 Clue tokens on this rumor, return it to the box and each Investigator gains 1 spell.

Fail: When there are 0 Clue tokens on this rumor, return it to the box and each Investigator loses 2 sanity.

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