Nyogtha - The Game

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Fixxxer
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Other World Encounters:
Carolyn Fern draws a card.

Other - You are beginning to understand the strange creatures here. Gain 1 Clue token.

Mythos:
A gate tries to appear at Woods, but the area has been sealed against it. Nothing happens.

Escape for Arkham Asylum!

The inmates at the Asylum all begin chanting in an ancient language, and overpower the orderlies! [i]"Nephren-Ka! Nephren-Ka!"[/b] The streets flood with the insane. Collect up to 3 Maniacs, drawing them first from the monster cup, then from the outskirts, then from those claimed as trophies. Place them all in the Downtown streets.

Investigators who defeat all 3 Maniacs before the end of next turn may draw 1 Exhibit Item. Leave this card in play until then to indicate this.

The Dark Skies Environment persists.

Fight checks in Arkham are made at a -1 penalty.

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

Stalker monsters move like monsters that move normally.

The The Key and the Gate rumor persists.
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.

A Clue appears at Independence Square.

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

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Upkeep:
Daisy Walker moves her Sneak slider up. She casts Voice of Ra, which allows her to cast Arcane Insight to once again reorder what Fate has decreed to happen.

Movement:
Carolyn Fern continues her exploration of Another Time.

Being at Arkham Asylum, Daisy Walker has a front row seat when the Maniacs break free and parade out into the street. Perhaps it's a result of all the magic she's been using, tugging on her fragile mind. Or perhaps she's just tired of seeing a lack of order. Regardless of the reason, she sees red.

As she steps off the Asylum grounds and into the street her mouth is already intoning the words of a spell of Shriveling, though her mind is elsewhere still. "I am a tool," she catches herself thinking. "Yes!" she prays. "Lords of order, make of a me a tool to strike down the agents of chaos." The thought is idle, but she is surprised to find that while no voice responds, she feels an answer. Her hands seem almost not her own, guided where she wants them a moment before she even decides to move them. She reaches out and points and her spell of Shriveling reduces one babbling Maniac to a dried up husk, like a mummy barely recognizable as human. Before it even hits the street to shatter into a puff of dust, she's retrieving the Cursed Sphere. Her mind rebels against it, inflamed and in pain, but she barely notices as she brandishes it, washing a second Maniac in a sickly purple light. The man looks curios for a split second, but his countenance twists into one of horror as his internal organs all simultaneously turn into a mass of writhing, biting fire ants. He tries to vent his pain, but his scream is silent as a geyser of fire ants erupts from his mouth. Daisy feels nothing short of elation at the sight, which fuels her onward. This final Maniac, this abomination against all that is right and just and holy, he must be made to feel her wrath. She doesn't even consider how contrary to her vision of herself it might be as she grabs the man by the face and digs her thumbs into his eye sockets. He screams, but to her it sounds only a symphony. They fall together and she adds her own notes to the music, bashing the back of his head against the pavement over...and over...and over, until the flat percussion has long since turned into a wet squish. And there, sitting in the puddled remains of what was once a man, Daisy Walker realizes she's learned a fundamental truth about herself.

Jim Culver stays put again, fearing he's of no use against the Star Vampire.

Lola Hayes drives herself down to the Historical Society, nabbing an important Clue as she arrives.

Kate Winthrop moves toward Independence Square, sneaking her way past a very frightening Daisy Walker along the way. She gets a new Clue for her trouble.

Arkham Encounters:
Jim Culver draws a card.

Whatley Farm - If you pass a Luck (-1) check[ you discover some of Wizard Whatley's notes and find a way to interfere with his plans. You may remove 1 Dunwich Horror token from the board.

Jim's luck is in. He finds the notes and messes Wizard's plan all to hell.

Lola Hayes draws a card.

Historical Society - Weary of your travels, you lean back in one of the comfortable chairs for a while and rest. Gain 1 Sanity.

Kate Winthrop draws a card.

Independence Square - A storm strikes in the midst of rehearsals, and the actors flee for cover, leaving some of their props behind. Pass a Lore (-2) check to realize that one of the props is real, and draw a Unique Item.

Fixxxer
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Arkham Encounters:
Kate takes notice of a prop that looks remarkably like an actual Enchanted Blade. Figuring "finders keepers," she filches it for herself.

Other World Encouters:
Carolyn Fern draws a card.

Other - The monster's corpse lies before you, and to your horror, you find your mouth watering. If you consume it, make a Fight (-2) check. If you fail, lose Stamina equal to the number of dice rolled. If you pass, gain Stamina equal to the number of dice rolled.

Fixxxer
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Other World Encounters:
Tasty as the creature looks, Carolyn Fern resists the urge to eat it.

Mythos:
A gate tries to appear at Independence Square, but Kate WInthrop locks that shit down with a quickness. Nothing happens.

Early Frost - Environment (weather)

As they slip and fall on the ice, each Investigator loses 1 Stamina for each movement point over 3 he spends each turn.

Reading Tomes does not count towards this total.

The The Key and the Gate rumor persists.
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.

A Clue appears at The Unnamable, but is forever lost through a gate to an Other World.

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Upkeep:
First Player Token moves from Carolyn Fern to Daisy Walker.

Elated by her violent destruction of three mentally handicapped people, Daisy casts Voice of Ra and Arcane Insight almost effortlessly, once again reordering the hand that Fate has decreed.

Movement:
Drenched in blood and floating on Cloud 9, Daisy walks right past the hideous Moon Beast without it so much as turning in her direction. She halts at The Unnamable to admire the gate to Great Hall of Celeano.

His work in Dunwich done, Jim Culver decides now might be the best time to head back to Arkham. He makes his way to Bishop's Brook Bridge.

Lola hops in her paddywagon and drives to The Unnamable, arriving just after Daisy.

Kate Winthrop spends a few minutes flipping through the Old Journal she's been carrying around. She's surprised to note many similarities in its story to what's been happening recently, and gains several helpful Clues. With her new insights, she heads to Arkham Asylum.

Carolyn Fern returns to Arkham.

Arkham Encounters:
Daisy Walker steps through the gate and ends up in Great Hall of Celeano.

Jim Culver draws a card.

Bishop's Brook Bridge - Before the bridge, on the side of the road, a car has broken down. A woman watches worriedly as a frustrated man tinkers with the engine. Noticing you, she introduces herself as Catherine Carrington. She offers you $5 in you can fix the car. To do so, you must pass a Luck (-1) check. If you try and fail, they thank you anyway, but do not pay you for your services.

Jim pokes around and tries to get lucky, but he knows nothing about cars, and does no good.

Lola Hayes follows Daisy Walker through the gate.

Kate Winthrop sees one of the doctors at Arkham Asylum, hoping to talk to him about the things she's seen recently. Instead, he gives her a mild sedative and all but abandons her, but she finds that she does feel a lot better after a little bit of relaxation.

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Arkham Encounters:
Carolyn Fern directs all of her knowledge and ability to fighting back the energies of the gate. With a colossal effort, she begins to shrink it further and further until it disappears completely. As a final twist of the knife, she seals the area against further incursion.

For the space of only a moment, the world seems to darken almost imperceptibly. You're not sure, but for the barest space of a second, you'd swear that you heard a scream, primal with impotent rage, echo inside the confines of your mind. But if it ever existed, it's gone, and the world is bright and fresh and new. Somehow, you know everything is going to be alright.

For now.

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