Since we're in upkeep can Rex not move any sliders and try to banish all of the monsters with the green symbol using his spell?
He 100% can, though you have to choose one specific symbol by shape (circle, diamond, hexagon, plus, slash, square, star, triangle or moon [Greater Banishment doesn't allow you to choose the moon symbol]). If he's successful, all monsters on the board that have that shape are removed from the board (including Arkham, Innsmouth, the Sky and the Outskirts). He doesn't take them as trophies, they go back into the monster cup.
The largest group of monsters on the board are hexagon. The strongest monster on the board is plus. The monster currently threatening Mandy is circle. The monster currently threatening Rex is hexagon.
He loses 2 Sanity first and foremost. Then he gets to roll 4 dice (Lore 5, -2 modifier from the spell, +1 modifier from Ritual Blade). He only needs one success. If he fails, the spell is exhausted, there is no effect, and he can try again in a future Upkeep Phase. If he's successful, the spell is discarded and he chooses one of the symbol shapes to genocide. Fun times!
For convenience, here are all of the monsters currently on the board.
Lets try to get rid of the + monsters. Rex will try to fight the monster near him and hopefully Mandy can bypass her monster.
Mandy Horror check vs Byakhee
Erm... I put the description in the Roll line and put the dice I wanted to roll in the Notes. Rookie move. AGAIN!
Mandy Thompson Combat check vs Byakhee
Alright, @Board Rider, the action's on Rex again. We're still in the Movement Phase and Rex has a Dark Druid to deal with, either by Evading or with Combat. W'cha gonna do?
Horror check vs. Druid.
Combat check vs Druid
The way I see it, you're entitled to one more die. You have a base Fight of 2. The Dark Druid modifies that by -1 (the number over the red heart on the Dark Druid's monster card). You have the Ritual Blade to use as a magical weapon for +2. That leaves you rolling 3 dice.
That said, you need 2 successes to kill it (the two blood drops on the Dark Druid's monster card), which you can't make with only one more die and you don't have Clue tokens to purchase additional dice, so this attack is a failure.
That said, Mandy Thompson's unique ability is that once per turn, she can allow any Investigator who has failed a skill check to reroll any dice that didn't result in a success. And she's gonna use that now. So, go ahead and roll 1d6 to catch you up on the roll you made above. Then you can reroll any failures, so if the 1d6 comes up as a 5 or 6, you can roll 2d6 and hope for one more success, and if the 1d6 comes up as a failure, you can roll 3d6 and hope for 2 successes.
In the event that you fail the reroll, you will take 1 Stamina damage (the single red heart on the Dark Druid's monster card) and then you start again, choosing either to Evade or Combat (you don't have to make the Horror check again). This cycle continues until either the Dark Druid is killed, you are reduced to 0 Stamina, or you successfully Evade (which Rex can't do, since he has a Sneak of 2 and the Dark Druid modifies by -2 and Rex has no Clues to buy addition dice).
Additional combat vs. Druid
Lets try again
So do I wait or keep rerolling 3d6 until 2 successes occur or death?
That or you could try to sneak away.
Combat vs Druid
Rex is beaten down quite a bit, but he's alive and the Dark Druid is dead. Moving on to Arkham Encounters, two Investigators are in the streets, so we come to Gloria Goldberg, @MinusInnocence.
Joke's on this fuckin' nerd. Gloria mainlines hallucinogens just to get from six to midnight. She needs LSD soaked peyote to perform the rain dance for her Death Valley, is what I'm saying.
6 Sanity means 6 dice.
"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken
Oops. 5 more dice, Google autocorrected me. This is just to see how many Sanity I lose, I guess.
Alright, we're back in Upkeep. Need slider changes and Movement actions from @Board Rider, @MinusInnocence and @Aladdar, as well as a retainer roll from Aladdar.
Mandy is planning on dumping off another couple of Clue tokens to the Deep One Rising Track, so she'll probably head to First National Grocery so she's in a blue neighborhood when Upkeep rolls around again.
I'm growing a little concerned about the number of open gates in Innsmouth.
Crap. Me too, but Gloria is pretty far away and it would take at least 2 turns to safely get there.
I could do so, stopping at the Unnameable on the way just so I don't end my turn in the street; but my other plan was to use these 5 Clues to seal the Gate at the Black Cave. I've got an Athame with that fuckin' Snake Person's name on it.
I'm heading to the General Store to try to find a standard weapon for those people immune to magical weapons.
After that, I'll try to determine where I need to go.
No movement to sliders. Rex will hang tight for right now.
I have a Task that requires me to visit Easttown Streets. I do the Task thing on the Encounter Phase, right? So I could tear the Elder Thing a new butthole, check off 1/3 of my To-Do List, then proceed to Innsmouth next turn?
If not, I will spend this turn in Unnameable. Either way, I will bump my Speed to 4.
That's correct. All you have to do is have an Encounter at the specified Locations, in no particular order. This means visiting the Location and drawing an encounter card. So long as you draw the encounter card there, the rest doesn't matter. So, for example, if you draw a card that causes a Gate to appear and whisk you away to an Other World, you still get credit because you did the encounter.
Great. Elder Thing gon learn today.
Aight. The only thing happening prior to that is Norman moving, so handle yo business.
OK, for the Horror check, Gloria's Will is 2 + 1 thanks to her Skill; but that still only leaves me with 3 dice, so she auto fails. I'm not interested in spending Clues at this point.
So she will take 2 Sanity damage, which leaves me with 1 Sanity. Not so hot, but whatever.
For the Combat check, her Fight is 3 and the Athame adds 1 for 4 dice. I need 2 successes.
Yikes. So she takes 1 damage and discards the Third Eye spell as a penalty. Let's try this again.
Haha OK. We'll discard the Task and try one more time.
Good grief. Well, I don't really want to continue combat without a weapon, so I guess I'm discarding Flesh Ward! She's now at 1 Sanity and 1 Stamina.
Cool! I lose the Athame anyway. I will refill my Stamina at the Hospital and take an Injury card, please.
Alright, that brings us to Rex, @Board Rider.
Rex is staying where he is.
Gotcha. I see now where you said before. My b.
Mandy's gonna move to the grocer, which I'll reflect on the next map. Meanwhile, @Aladdar, here's what the store has displayed right now:
Because every responsible store owner has a gas-filled bottle with a rag fuse on display.
I'll take the revolver.
Make sure to amend Gloria's sheet to reduce her Sanity to 1.
Fixxxer wrote: Because every responsible store owner has a gas-filled bottle with a rag fuse on display.
I'm sorry about the wait, guys. The Archive's "first unread post" feature did me dirty and took me right past Aladdar's response, so I've spent the past couple of days waiting on him when he'd already responded in a timely manner.
@Board Rider, the action's on Rex.
HOLY SHIT BALLS. I bet Anna didn't see that coming!
Sweet action! Anna isn't in the Ally Deck, so you gain 2 Clue tokens (plus another one for being Rex).
We're back in Upkeep. The Mythos didn't drop a new gate on us, thankfully, but it was unkind about dumping a bunch of monsters into Innsmouth. Mandy's done a good job thus far of populating the Deep Ones Rising Track with Clues, but this is a LOT of monsters, many of which have the moon symbol, therefore statistically move more often. Thankfully, the Ghost is a yellow-bordered monster, so we don't have to worry about it jumping into a vortex, but the others ones are all a concern.
Take note, also, that we have 3 Mask monsters on the board. They're pretty badass, so don't decide to take them on without preparing for it first or you're likely to get eaten.
Our two primary concerns at this point should be a close gates (even if we can't seal them) and to thin the herd of monsters, especially in Innsmouth.
We need slider changes and Movement actions from @MinusInnocence, @Aladdar and @Board Rider. Aladdar also needs to roll for Norman's Retainer. Mandy's gonna head out into the street and take out that Zombie.
Gloria wants to go to Innsmouth but ended up on the entirely wrong side of town after the Elder Thing fight went belly up.
We'll keep our sliders the same and move to Northside Streets. One day, hopefully, she can enter a Gate.
I need some better armament before I try to go kick ass and take names for my next article.
I'm going to stay here and go shopping one more time and then I'll start heading out to do some destruction.
keep my sliders where they are.
Keep my sliders where they are. I don't want to move Rex because I think the two monsters next to him will certainly end him.
Mandy Horror check vs. Zombie
Combat check vs Zombie
@Board Rider, the action's on Rex. He can choose to roll or not. If he doesn't roll, nothing happens. If he does roll, one of three things will happen:
1: He fails and becomes arrested. In this case, he'd move to Police Station, become delayed for 1 turn and get fined half the money he has.
2: He rolls 1 success. In this case, nothing more happens.
3: He rolls 2+ successes. In this case, you get to choose to draw from either the Unique Item or Exhibit Item deck.
Going to the pokey may not be all that bad.