Nyogtha - The Game

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Nyogtha - The Game
Edited by: Fixxxer on 11/03/2019 - 14:59
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Mythos:
A gate to The Dreamlands appears at Hibb's Roadhouse, causing the Clue there to be forever lost. A Mi-go and a Byakhee fly out through this gate. The Ancient One's Doom Track advances by 1.

Raining Cats and Dogs - Environment (weather)
Speed checks in Arkham are made at a -1 penalty and players recieve 1 less movement point during the Movement Phase.

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

Return any Fire Vampires in play to the cup. If a Fire Vampire enters play, return it to the cup and draw a different monster.

A clue appears at Independence Square.

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Movement:
Daisy spends some time reading through her copy of Livre D'Ivon. Her brain twists at her understanding of some of the concepts within its pages, but as the book turns to ash in her hands, she realizes she knows a new sort of magic.

Jim tries to make his way to the Graveyard. He makes it as far as Rivertown Streets.

Minh also spends some time in perusal of forbidden ancient knowledge. Her mind warps as she makes it through the pages, but her reading gives her some very keen insights about the situation at hand.

Kate decides to stay put in the Science Building of the Miskatonic University campus, where she's spent enough time to feel most comfortable.

Carolyn also decides to stay where she feels most comfortable. It might or might not say something about her that this place is a loony bin.

Arkham Encounters:
Daisy Walker draws a card.

Library - Although it's not yet time to close, security seems to be kicking everyone out of the Library. Pass a Sneak (-1) check or move to the street.

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Arkham Encounters:
Daisy Walker quickly ducks into the stacks and is able to evade the budget security guard.

Minh Tai Phan draws a card.

St. Mary's Hospital - You notice that a collection of patients in for some sort of skin condition share a loathsome commonality of appearance. Lose 1 Sanity, but gain 1 Clue token.

Kate Winthrop draws a card.

Science Building - The science professor beckons you into his office. He points at a strange device on his workbench. "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.

Carolyn Fern draws a card.

Arkham Asylum - You discover that the patient you've been looking for has been lobotomized. He can't answer your questions now. Draw one Ally card and return it to the box.

Basil Elton has been removed from the Ally deck.

Mythos:
A gate to Plateau of Leng appears at Woods, causing the Clue there to be forever lost. A Mi-go and a Dimensional Shambler come into the world through this gate. The Ancient One's Doom Track advances by 1.

Headline - Another Time, Another Place!
Every open gate leading to Another Dimension or Another Time releases one monster into its location.

The Raining Cats and Dogs environment persists.
Speed checks in Arkham are made at a -1 penalty and players receive 1 less movement point during the Movement Phase.

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

Return any Fire Vampires in play to the cup. If a Fire Vampire enters play, return it to the cup and draw a different monster.

A clue appears at Historical Society and Newspaper.

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Upkeep:
Daisy Walker attempts to cast Arcane Insight, but isn't successful. She moves her Speed slider up.

Minh Tai Phan moves her Speed slider all the way up.

Kate Winthrop moves her Speed slider up.

Carolyn Fern moves her Speed slider all the way up.

First Player Token moves from Daisy Walker to Jim Culver.

Movement:
Jim Culver finishes his walk to the Graveyard and retrieves the Clue token there.

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Movement:
Minh Tai Phan initially spends some time going through another tome she has. Book of the Believer turns out to be a lot less challenging than The King In Yellow was, though in addition to giving her a tiny bit of insight, the reading of it also gifts her with knowledge of a new magic.

Her confidence soaring, Minh leaves St. Mary's Hospital. In the streets, she sees a glimpse of something she knows is horrid out of the corner of her eye. With a whispered word, she cloaks herself in otherworldly mist and sneaks by without incident, continuing to Woods, where she uses some of the knowledge given to her in her studies to ready a nasty surprise for anyone or anything that tries to ambush her later.

In the pursuit of knowledge, Kate Winthrop braves the oddness of the Silver Twilight Lodge to gain a Clue.

Carolyn Fern makes her way to Independence Square. She's rewarded with two Clues.

Daisy Walker dashes over to The Unnamable and retrieves a Clue.

Arkham Encounters:
Jim Culver draws a card.

Graveyard - There! Behind the mausoleum you see a swirling vortex of energy. If you're lucky, perhaps you can turn this to your favor. You may spend a gate trophy to draw and keep four monster trophies at random from the cup.

Jim has no gate trophies to spend. Womp womp.

Minh Tai Phan enters the gate, emerging in the Plateau of Leng.

Kate Winthrop draws a card.

Silver Twilight Lodge - Carl Sanford sits in the corner of the room chanting while books and other small objects appear to be flying around the room of their own accord! Make a Fight (-1) check to avoid being clobbered by these items and to understand what Sanford is saying. If you pass, gain 2 Clue tokens. If you fail, you awaken bruised and sore. Lose 1 Stamina.

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Movement:
Kate Winthrop ducks and dodges, all while admirably keeping her wits about her. Enough so, in fact, that she's reasonably certain she sees the trick of what the old coot is doing. She gains 2 Clue tokens.

Carolyn Fern draws a card.

Independence Square - The gazebo seems to swell with menace and you dare not approach. Pass a Will (-2) check or move to the street.

Other World Encounters:
Minh Tai Phan draws a card.

Plateau of Leng - Where all worlds converge, the fibers Alach-Nacha spins ensnare you even from the cavern where it spins. If Alach-Nacha is the Ancient One, you must return to the first area of the Plateau of Leng, and are delayed.

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Mythos:
Two gates appear simultaneously. A gate to Another Dimension appears at Gardener's Place, causing the Clue there to be forever lost. An Elder Thing and a Serpent People come into the world through this gate. A split gate to Yoggoth and Another Dimension opens at Graveyard, sucking Jim Culver inside. A Formless Spawn and a Shoggoth come forth from this gate. The Ancient One's Doom Track advances by 2.

Medical Supplies Contaminated - Environment (urban)
When an Investigator pays $2 to use the "Medical Care" ability and St Mary's Hospital, he loses 1 Sanity. When an Investigator pays $2 to use the "Psychicatric Care" ability at Arkham Asylum, he loses 1 Stamina.

A clue appears at Cold Spring Glen or Unvisited Isle.

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Upkeep:
First Player Token moves from Jim Culver to Minh Tai Phan.

Kate Winthrop attempts to cast Bless, but fails. She moves her Lore slider up.

Daisy Walker attempts to cast Arcane Insight, but fails. She moves her Speed slider down.

Minh Tai Phan moves her Speed slider down.

Movement:
Minh Tai Phan continues exploring the odd Plateau of Leng.

Despite the lack of a blessing, Kate Winthrop braves the streets. Her Ritual Blade in one hand, she casts Shrivelling and attacks the horrid Shoggoth. The horror of its visage threatens to overwhelm her rational mind, but her Strong Will prevails. She manages to cut the creature down, though it takes all of her collected know-how to do so. She takes the Shoggoth as a trophy.

Carolyn Fern watched as three beats came at her from the sky. So she returns the favor. Drawing her Sword of Glory, she swoops magnificently upon them. Ignoring the unnatural revulsion such creatures tickle her mind with, she cuts them down. Snicker-snack, one, two, three, they all fall before her. She takes the Byakhee as a trophy, and discovers in the remains of the Mi-gos a Brazier of Souls and an Enchanted Knife.

Daisy Walker takes a trip to Unvisited Isle and retrieves a pair of Clues there.

Jim Culver is no longer delayed.

Arkham Encounters:
Daisy Walker draws a card.

Unvisited Isle - You come upon a tree that has grown, cancer-like, around an ancient prayer plaque. Make a Fight (-2) check or exhaust the Wither spell, Shrivelling spell, or the Axe item to automatically pass. If you pass, draw spells equal to your Focus.

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Arkham Encounters:
Daisy Walker uses her Shrivelling spell to wither the tree's mass back enough to read the plaque. She's rewarded with new magical knowledge.

Other World Encounters:
Minh Tai Phan draws a card.

Plateua of Leng - The icy winds bite at you as you struggle through the deep snow. You have to find shelter, and soon. Do you enter a nearby cave or follow a plume of smoke?

If you enter the cave, pass a Luck (-2)[2] check or two monsters appear! If you defeat the monsters or they do not appear, draw either 2 common items or 1 unique item.

If you follow the smoke, you are led to a small hut. Inside is a strange, dark-skinned corpse wrapped in thick furs. If you take the furs, you are cursed but return to Arkham. If you do not, you are lost in time and space.

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Other World Encounters:
Minh Tai Phan's luck isn't in and the cave turns out to be inhabited. At first, she sees only a lone Cultist, but suddenly one of Nyogtha's infinite tentacles bursts through a hole in reality itself. Seeking to fight her way through the situation, Minh attacks the Cultist while it's still surprised to see her and beats the man to a bloody pulp in her rage. She tries to hide from Nyogtha, but his tentacle finds her. As it latches on, she feels revulsion and horror at its touch. But as it pulls her through that hole from whence it came, the true horror of her situation dawns on her. She screams herself hoarse trying to fight against the inevitable, but to no avail. There is no chance for her to escape into blessed madness. Minh Tai Phan is slowly consumed mind, body and soul. Better for her had she never been born at all.

Jim Culver draws a card.

Other - A powerful force is attempting to tear its way through the realities! Make a Lore (+0)[2] check to slow it down. If you pass, remove 1 Dunwich Horror token from the board.

Mythos:

A split gate to Unknown Kadath and The Underworld appears at The Witch House, causing the Clue there to be forever lost. A Rat-Thing and Child of the Goat make their way through the gate. The Rat-thing continues into the street,and is joined by the Dimensional Shambler from Uptown. Elsewhere, an Elder Thing makes its way into a vortex and disappears. The Dunwich Horror track increases by 1. The Ancient One's Doom Track advances by 1.

Headline - Rivertown Residents Take Back Streets!

All monsters in the Rivertown streets or locations are returned to the cup.

The Medical Supplies Contaminated Environment persists.
When an Investigator pays $2 to use the "Medical Care" ability and St Mary's Hospital, he loses 1 Sanity. When an Investigator pays $2 to use the "Psychiatric Care" ability at Arkham Asylum, he loses 1 Stamina.

A clue appears at Black Cave.

Upkeep:
First Player Token moves to Kate Winthrop. Kate's Shrivelling spell becomes available again.

Daisy Walker's Shrivelling and Arcane Insight spells become available again. She attempts to cast Forced Learning, paying a sanity cost of 1, but fails.

Jim Culver moves his Fight slider to its maximum setting.

The Time Bomb left at Woods by Minh Tai Phan explodes. It would be present to think it loud enough that even she could hear it wherever she is, but she is nowhere, consigned to oblivion and beyond even death.

Lola Hayes joins the fray.


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Upkeep:
Kate Winthrop moves her Speed/Sneak slider to 3/3.

Daisy Walker attempts to cast Arcane Insight, but fails.

Movement:
Kate Winthrop has been set upon by several denizens of horrific other worlds. As she considers the Dimensional Shambler, she begins to have dark, other thoughts. Thoughts that have no place in a rational mind. Perhaps in spite of this, or maybe because of it, she launches a ferocious attack against the thing, a blade in each hand. And kicks...its...ass. She turns her ferocity toward the Rat-thing, but something about it, some twisted horror of its visage, sparks latent childhood memories for her, driving her over the brink of insanity. She awakens later in Arkham Asylum, feeling fine, but knowing that something is different about herself.

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Movement:
Daisy Walker decides to check out the Newspaper, maybe to find a story lead on something to investigate. She manages to pick up a Clue for her trouble.

Jim Culver explores deeper into Another Dimension.

Eager to get her investigation started, Lola Hayes makes her way to the gate at Hibb's Roadhouse.

Arkham Encounters:
Carolyn Fern draws a card.

General Store - You note several items of interest behind the counter and approach the storekeeper, but as you draw near, he disappears into the stock room. After waiting for a few minutes, you decide that he is not coming back. Nothing happens.

Daisy Walker draws a card.

Newspaper - Earn $5 for a story.

Lola Hayes enters the gate to The Dreamlands.

Other World Encounters:
Jim Culver draws a card.

Other - You discover you are able to hear the thoughts of an individual in Arkham. Roll a die and consult the following table:

1) These are not the thoughts of a human being. Lose 1 Sanity.

2-3) The thoughts are preoccupied with trivial matters. No effect.

4-5) You discover something vital! Gain 1 Clue token.

5-6) The are thoughts of a powerful wizard. Gain 1 Spell.

Jim Culver gains the Spectral Razor spell.

Lola Hayes draws a card.

Other - You push yourself to the limit. Roll 1 die for each point of Stamina you have. Lose 1 Stamina for each die that does not roll a success. If you do not fall unconcious, gain 1 Clue token for each die that rolled a success.

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Arkham Encounters:
Lola Hayes pushes herself way past the point of physical exhaustion. Her body cramps and threatens to give out on her, but she uses the effort as an excuse to work through some of what she knows. In the end, she's bruised and sore, but thinks she has a much better handle on the current situation.

Mythos:
A gate to City of the Great Race at Science Building. A Shoggoth and a Maniac make their way through the gate. The Ancient One's Doom Track advances by 1.

Headline - Bizarre Dreams Plague Citizens!

All Gugs and Nightgaunts in Arkham are returned to the cup. If at least one monster returns to the cup, raise the terror level by 1.

The Medical Supplies Contaminated Environment persists.
When an Investigator pays $2 to use the "Medical Care" ability and St Mary's Hospital, he loses 1 Sanity. When an Investigator pays $2 to use the "Psychiatric Care" ability at Arkham Asylum, he loses 1 Stamina.

A clue appears at Witch House, but is immediately lost through the open gate.

Upkeep:
First Player Token moves from Kate Winthrop to Carolyn Fern.

Daisy Walker's Forced Learning and Arcane Insight spells become available again.


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Upkeep:
Daisy Walker finally manages to cast Arcane Insight. Seeing the events of the immediate future, she believes she can exert a small amount of control over them. She also twists her mind to cast Forced Learning. In an instant, a lifetime's worth of studying forbidden texts and ancient lore fills her mind, burning itself in place. She knows she'll never be the same again knowing what she now knows. Daisy moves her Speed slider to its maximum.

Kate Winthrop moves her Speed slider down one notch.

Movement:
Carolyn Fern high-tails it to Black Cave, gaining two Clues for her efforts.

Daisy Walker speeds almost across Arkham to get to Woods.

Jim Culver returns from Another Dimension through the gate in Dunwich.

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Movement:
Lola Hayes continues to explore The Dreamlands.

Finding her wits again, Kate Winthorp makes her way to Curiositie Shoppe.

Arkham Encounters:
Carolyn Fern draws a card.

Rocks shift in the strange light. If you have a Lantern, you may move to the first area of any Other World of your choice. Otherwise, if you fail to pass a Luck (-2) check, you are Lost In Time and Space.

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Arkham Encounters:
Carolyn's luck is in. The light she saw, whatever it was, disappears before it has a chance to affect her.

Daisy Walker steps through the gate and emerges on the Plateau of Leng.

Jim Culver uses his sledgehammer to dislodge some rocks above the gate, causing a boulder to roll down and block it off, destroying it. He takes the gate as a trophy.

Kate Winthorp pursues the wares at Curiositie Shoppe.

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Arkham Encounters:
Kate Winthorp makes a very lucky find and purchases a mysterious Mi-go Brain Case.

Other World Encounters:
Daisy Walker draws a card.

Plateau of Leng - The wide-mouthed men of Leng are curious about your exotic wonders. You may attempt to barter with them. Discard 1 Common Item and make a Will (+0)[2] check. If you pass, draw a Unique Item. If you fail, gain $2.

Lola Hayes draws a card.

The Dreamlands - A very wise old man sits in a temple offering useful but cryptic advice. Make a Lore (-2) check and gain a Clue token for each success.

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Other World Encounters:

Daisy Walker is intrigued by the odd people of Leng and allows herself to be lead into a deal. In the end, she finds she got suckered into giving away her old Cavalry Saber for a measly $2.

Lola Hayes listes to the old geezer talk for a while. A lot of what he says is either gibberish or goes right over her head, but something niggles at her mind and sticks, offering her a Clue.

Mythos:
Headline - Strange Sightings!

A monster surge occurs. Horrible monsters come pouring from every open gate. Soon there are too many for Arkham to hold. A Lloigor makes its way to the Outskirts of town. However, no gates open this turn.

The Medical Supplies Contaminated Environment persists.
When an Investigator pays $2 to use the "Medical Care" ability and St Mary's Hospital, he loses 1 Sanity. When an Investigator pays $2 to use the "Psychiatric Care" ability at Arkham Asylum, he loses 1 Stamina.

The first player (Carolyn Fern) gains 1 Clue token.

Upkeep:
First Player Token moves from Carolyn Fern to Daisy Walker. Daisy's Arcane Insight and Mythos Lore become available again.




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Upkeep:
Lola Hayes moves her Lore slider as high as it will go.

Movement:
Daisy Walker, sans Cavalry Saber, continues to explore across the Plateau of Leng.

Jim Culver pursues the fleeing Serpent People into the Blasted Heath streets. The abject wrongness of the thing makes his mind recoil in horror, though he does gain an amount of reassurance as he lays his hand on his battered old trumpet. Taking up his trusty sledgehammer, he swings wide and brings the heavy tool down on the beast's head, crushing it soundly. The body twitches sharply for a while, then lays still. Jim takes the Serpent People as a trophy.

Lola Hayes returns to Arkham from The Dreamlands.

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Movement:
Kate Winthrop leaves the store and heads to the Train Station.

Carolyn Fern leaves Black Cave and enters the Rivertown streets. Sword of Glory in hand, like some kind of avenging angel, she reaps her way through a Child of the Goat with ease. Turning her attention to the Rat-Thing, she tosses her Enchanted Blade and while it's busy consuming it, she hacks the foul thing to pieces. Finally, she addresses the hideous Flying Polyp. It almost breaks her mind completely to look at it, but she recalls seeing examples of its odd, twisted geometry in her Cryptozoology Collection, which eases the burden of strain. She foregoes the Sword of Glory and utilizes the Brazier of Souls, using hints she's picked up to get the placement right. A sick purple flame envelops the creature even as it's able to land a parting blow. With a gurgling scream, it dies. Carolyn takes all three as monster trophies.

Arkham Encounters:
Lola Hayes summons all of her accumulated knowledge and mentally assaults the gate to The Dreamlands. Outwardly, very little seems to happen, but inside her mind, it's a raging torrent of battle, her squeezing the gate and the gate pushing back. Eventually, she triumphs as the gate shrinks down to nothingness. As a final touch, she manages to twist the mystical corridor the gate used to hopefully prevent another gate from ever opening near Hibb's Roadhouse again. In the French Hill streets, a massive Gug roars in fury and pain as it seems to shimmer and fold upon itself before disappearing entirely.

Kate Winthrop draws a card.

Train Station - Bill Washington moves the last of the baggage from his cart onto a truck and offers you a ride as he opens the driver's door. If you accept, move to any location or street area in Arkham. If you move to a location, immediately have an encounter there.

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Arkham Encounters:
Kate Winthrop takes Bill Washington up on that ride and gets dropped off at Historical Society, acquiring a pair of Clues as she does so.

Kate Winthrop draws a card.

Historical Society - You admire the artifacts donated to the Society over the years. One in particular catches your attention, and as you examine it, your hairs prickle. If there are three or fewer elder sign tokens on the board, draw a Skill. If there are four or more, you are Cursed.

Kate Winthrop draws the Dodge skill.

Other World Encounters:
Daisy Walker draws a card.

Other - A window floats by, looking out on...can it be? Home? Pass a Luck (-1) check to return to Arkham.

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Other World Encounters:
Daisy's luck isn't with her, and the apparent window back home closes before she can get to it.

Mythos:
A gate attempts to appear at The Witch House, but a gate is already present. The earth seems to shudder as monsters begin pouring from gates all over the city, spilling over into the Outskirts of town.

Kate Winthrop's Narcolepsy causes her to be delayed.

The Man In Black - Environment (mystic)

Investigators who end their movement in the French Hill streets may deal with the Man in Black to gain power. They roll dice equal to their current Sanity, and for every failed die, they lose 1 Sanity. If this reduces them to 0 Sanity, they are devoured and the player must start a new character., Otherwise, they gain 1 Clue token and draw 1 Spell.

A Clue appears at Black Cave.

Upkeep:
First Player Token moves from Daisy Walker to Jim Culver.

Carolyn Fern's Cryptozoology Collection becomes available again.

Daisy Walker's Mythos Lore becomes available again.




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Upkeep:
Lola Hayes gives up Library Use in favor of Stealth.

Carolyn Fern un-exhausts Brazier of Souls. She also uses her Psychology ability to diagnose and wall up some of her mental damage, restoring 1 Sanity.

Daisy Walker focuses herself and uses her magic to call the Voice of Ra to herself. Feeling that power run through her, she knows she's suddenly capable of doing more than she could otherwise. She immediately casts Arcane Insight, seeing the immediate future and pulling strings to arrange events as best she can. She moves her Speed slider down by 2.

Movement:
Jim Culver heads to Devil's Hopyard, picking up a Clue along the way.

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Movement:
Putting on her sneakiest shoes, Lola Hayes leaves Hibb's Roadhouse. With little trouble, she manages to sneak past the Depp One and Star Spawn and proceeds to Graveyard to deal with the gate there.

Kate Winthrop ceases being delayed.

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Movement:
Carolyn Fern, badass that she is, sets her sights on the Deep One that's threatening her. Something about it, perhaps the way it's very much a creature of the sea, but also a twisted caricature of something human, tugs at her mind, disturbing her beyond words. She powers through her discomfort and raises her Sword of Glory high, taking the nasty fish-man's head off at the shoulders. She has little time to celebrate, though, before the Star Spawn must be dealt with. Ancient, massive and wholly alien, the very sight of it sets her lizard brain buzzing and nearly switches her mammalian brain off completely. Only her clinical training saves her from madness. Again she trusts to the Brazier of Souls, and is rewarded as she watches the huge creature burned almost to ashes in a gout of green and purple flames. Carolyn takes the Star Spawn and Deep One as trophies.

Daisy Walker returns to Arkham from Plateau of Leng.

Arkham Encounters:
Jim Culver draws a card.

Devil's Hopyard - You've heard that strange creatures appear at night in the hopyard. If you wish, you may spend the night here and observe. If you do so, you are delayed and gain 3 Clue token observing the creatures that dwell here in the night.

Jim chooses to remain and observe.

Lola Hayes disappears from Arkham into an Other World.

Kate Winthrop draws a card.

Historical Society - You admire the artifacts donated to the Society over the years. One in particular catches your attention, and as you examine it, your hairs prickle. If there are three or fewer elder sign tokens on the board, draw a Skill. If there are four or more, you are Cursed.

Kate Winthrop draws the Wrestle skill.

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Arkham Encounters:
Daisy Walker ignores the Child of the Goat for the moment and turns all her mental abilities toward pushing the gate downward. Down, down it goes, squeezing ever flatter until is disappears with an audible pop. Using Clues she's picked up, she arranges elements of the natural world to prevent a gate from opening here again. Elsewhere, a shoggoth shudders and screeches in pain and rage as it folds in impossible geometric ways and disappears. Daisy takes the gate as a trophy.

Other World Encounters:
Lola Hayes draws a card.

Other - The floor is crumbling beneath you! Make a Speed (-1) check or be lost in time and space.

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Other World Encounters:
The floor crumbles under Lola Hayes's feet before she can leap away. She seems to fall forever. Lola becomes lost in time and space.

Mythos:
A gate attempts to appear at Historical Society, but Kate Winthrop is present and uses her flux stabilizer to shut that shit down with a prejudice. No gate opens and no monsters spawn.

Headline - Noted Author Dies!
All players must discard 1 Clue token.

The The Man In Black Environment persists.

Investigators who end their movement in the French Hill streets may deal with the Man in Black to gain power. They roll dice equal to their current Sanity, and for every failed die, they lose 1 Sanity. If this reduces them to 0 Sanity, they are devoured and the player must start a new character., Otherwise, they gain 1 Clue token and draw 1 Spell.

A Clue appears at Silver Twilight Lodge.

Upkeep:
First Player Token moves from Jim Culver to Lola Hayes.

Daisy Walker's Voice of Ra and Arcane Insight become available again.

Carolyn Fern's Cryptozoology Collection becomes available again.

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Upkeep:
Daisy Walker uses Voice of Ra again, but channeling the ancient deity doesn't help her divine the future via Arcane Insight this time around. She moves her Fight slider up to the max.

Physician heal thyself. Carolyn Fern uses her knowledge of the mind to partition her mental damage away to be dealt with later. She de-exhausts Brazier of Souls.

Movement:
Lola Hayes continues to fall, her screams echoing outward into eternity.

Kate Winthrop, freed for the moment from her narcolepsy, decides to move on to the Silver Twilight Lodge. She uncovers a Clue there.

Meanwhile, Carolyn Fern returns to her safe place, Arkham Asylum.

Daisy Walker realizes she has to deal with the Child of the Goat. She casts Shriveling and directs its destructive energy towards her foe. The filthy little hippy cries out as it seems to desiccate to a husk. Daisy takes the Child of the Goat as a trophy.

Jim Culver ceases being delayed.

Arkham Encounters:
Kate Winthrop draws a card.

Silver Twilight Lodge - From the darkest shadows, a monster appears!

Except that it doesn't. Kate's flux stabilizer shuts that shit down before it can become a problem. Nothing bad happens.

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Arkham Encounters:
Carolyn Fern slides a few dollars to a colleague she knows. She gets an odd injection and some time on the couch, talking through what she's seen. She's relatively certain he wasn't even listening, but she feels much better about things when she's done.

Daisy Walker draws a card.

Woods - A gate and a monster appear!

Since Daisy had the foresight to seal Woods against further gates, nothing happens.

Jim Culver draws a card.

Devil's Hopyard - No wildlife of any kind will approach this barren field and the silence is unnerving. Make a Will (+1) check and lose 3 Sanity, reducing the amount of Sanity lost by 1 for each success rolled (to a minimum of 0).

Thanks to a combination of his strong will and some of the arcane secrets he's picked up, Jim's madness isn't as pronounced as it could have been. He takes 1 Sanity damage.

Mythos:
A gate to Great Hall of Celeano appears at The Unnamable. A Spectral Hunter and a Priest of Dagon come through.

The Key and the Gate - Rumor
Ongoing Effect: Each time a gate opens, place a Clue token on this card.

Pass: Investigators who end their movement in the Southside streets can discard two gate trophies to return this card to the box and gain 2 Clue tokens.

Fail: When there are as many Clue tokens on this card as there are Investigators plus one, return this card to the box and draw a new Mythos card. Treat any gates opened by that Mythos card as Gate bursts and ignore the rest of the card.

The The Man In Black Environment persists.

Investigators who end their movement in the French Hill streets may deal with the Man in Black to gain power. They roll dice equal to their current Sanity, and for every failed die, they lose 1 Sanity. If this reduces them to 0 Sanity, they are devoured and the player must start a new character., Otherwise, they gain 1 Clue token and draw 1 Spell.


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Upkeep:
First player token moves from Lola Hayes to Kate Winthrop.

Daisy Walker's Shriveling, Voice of Ra and Arcane Insight spells become available again. She casts Voice of Ra and with the help offered by it also manages to successfully cast Arcane Insight, reordering the immediate future to achieve the least worst outcome.

Lola Hayes moves her Lore slider down one space. She awakes to find herself at Graveyard.

Movement:
Kate Winthrop moves along to Black Cave, where she discovers a Clue.

Carolyn Fern, badass that she is, girds her metaphorical loins and heads into the thick of Arkham's monster action. Barely even sparing him a look, she lobs a Molitav Cocktail at the unfortunate Maniac, who dies in screaming fiery agony. Next, she looks to the woolly Gnoph-Keh. Using her trusted Brazier of Souls, she sets it alight in a burst of green and purple flames, even as it makes a huge-pawed grab at her. Powering through the pain of that strike, Carolyn turns her attention to the Deep One. Something about its ugly, fishy face tugs uncomfortably at her mind, casting her lizard brain back across eons of fear. Filing it away among the other horrors shes seen recently, she yanks forth her Sword of Glory and bisects the horrid thing. Carolyn takes all three as monster trophies.

Daisy Walker makes her way to Ye Olde Magick Shoppe, intent on increasing her magical literacy.

Jim Culver crosses Dunwich to the Whatley Farm, and finds a Clue.

Wanting to try her luck in an Other World, Lola stays put.

Arkham Encounters:
Kate Winthrop draws a card.

Black Cave - You see names carved on the cave wall, but then... is it a trick of the light, or are the walls dripping silver? Make a Speed (-2) check to copy the runes in time. If you pass, draw a number of Spells equal to the number of successes rolled. You may keep one, and must discard the rest.