[Arkham Horror]  The City of Arkham and Game Thread
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		<h2 id="linktree">Play-By-Post: Extreme =&gt; Extreme Small Groups =&gt; Topic started by: The Great Triangle on 17-12-2009, 08:50:46</h2>
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				Title: <strong>[Arkham Horror]  The City of Arkham and Game Thread</strong><br>
				Post by: <strong>The Great Triangle</strong> on <strong>17-12-2009, 08:50:46</strong>
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				<strong>Moving Around Arkham:</strong><br><br>To Get from place to place in Arkham, you'll need to walk there.&nbsp; If you aren't extradimensional in origin, you begin each scenario at a location of your choice, so long as it doesn't have an open gate on it.&nbsp; If you start at a location with clues, no clues appear at that location.&nbsp; <br><br>To travel between locations, you need to travel first to the streets of your current neighborhood, then to the streets of your destination neighborhood, and finally to the location you're going to.&nbsp; If you're going somewhere in the same neighborhood, you only need to go to the streets of the neighboorhood and then to your destination.&nbsp; Each transfer between a location costs one movement.<br><br>To move between locations in another world, your movement is ignored, and you simply move to the next section of the other world during the movement phase.&nbsp; Items that affect or are based on movement don't work in other worlds.<br><br><br><br><strong>Special Encounter Locations:</strong><br><br>At some locations, you can have a fixed encounter rather than a random encounter.&nbsp; A random encounter is always an option.<br><br>There are a number of places in Arkham where you can have special encounters, replacing normal random encounters.&nbsp; <br><br>Administration Building, Miskatonic U: Spend $8 to pick 1 skill from a choice of two.<br><br>Arkham Asylum: Recover 1 sanity, or spend $2 to restore your sanity to full.&nbsp; <br><br>Bank of Arkham: If you don't have a bank loan, you may get one.<br><br>Curiosity Shop: Buy a unique item out of a choice of three.<br><br>General Store: Buy a common item out of a choice of three.<br><br>Ma's Boarding House: Spend 10 toughness of monster trophies, 2 gate trophies, or 1 gate trophy and 5 toughness worth of monster trophies to draw an ally.<br><br>Police Station: Spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to become the Deputy of Arkham. Take the Deputy of Arkham cards.<br><br>River Docks: Spend 5 toughness worth of monster trophies or 1 gate trophy to gain $5.<br><br>Science Building: Spend 5 toughness worth of monster trophies or 1 gate trophy to gain 2 Clue tokens.<br><br>South Church: spend 5 toughness worth of monster trophies or 1 gate trophy to have any investigator you choose be Blessed.<br><br>St. Mary's Hospital: Recover 1 stamina, or spend $5 to restore your health to full.<br><br>Woods: Spend all movement during the movement phase to move to the Copse in the outskirts.<br><br>Ye Olde Magick Shoppe: Spend $5 to pick one spell from a choice of 2.<br><br><br>Here are the special encounters outside of Arkham; to leave arkham, you must spend $1 and 1 movement point at the Arkham rail station.&nbsp; The exception is the outskirts, which you can get to by the special encounter of the woods.&nbsp; <br><br>Outskirts, Abandoned Church (2 moves outside Arkham):&nbsp; Discard 15 toughness worth of monster trophies, 10 toughness worth of monster trophies and one gate trophy, or 5 toughness worth of monster trophies and 2 gate trophies to remove 1 doom token from the ancient one's doom track.<br><br>Outskirts, Army Barracks (2 moves outside Arkham): Discard 5 toughness worth of monster trophies or 1 gate trophy to make a Lore +0 check with a required number of successes equal to 11 - the current terror level.&nbsp; If successful, either completely fill the feds raid innsmouth track, or roll two dice for every monster in the outskirts and one of Arkham, Dunwitch, Kingsport, or Innsmouth.&nbsp; Each monster that both dice show a higher result than the toughness of is returned to the cup.<br><br>Outskirts, Copse (2 moves outside Arkham): You may either: <em>Travel through the dark part of the woods:</em> Make a will +0 check or lose 1 sanity from the spooky surroundings.&nbsp; <em>Observe the cult of the thousand:</em>Make a sneak +0 check,&nbsp; on a success, draw 1 spell or gain 2 clue tokens.&nbsp; On a failure, you are cursed.<br><br>Outskirts, Old House (2 moves outside Arkham): Become delayed and make a luck +0 check to discard an injury or madness. <br><br>Outskirts, Railroad Tracks (2 moves outside Arkham): To move to or from here by rail, make a speed +0 check.&nbsp; On a success, if departing, you may move to any depot and have an encounter (if applicable), on a failure, lose 1 stamina.<br><br>Outskirts, Redman's Swamp (2 moves outside Arkham): Make a fight +0 check.&nbsp; On a success, move from Redman's Swamp to any aquatic location, on a failure, lose 2 stamina.<br><br>Dunwitch, Darke's Carnival (2 moves outside Arkham)&nbsp; Spend $1 to roll a die.&nbsp; On a success, gain $3.<br><br>Dunwitch, Dunwitch Village (2 moves outside Arkham)&nbsp; Spend $4 to roll a die.&nbsp; On a failure, gain a common item.&nbsp; On a success, gain a unique item.<br><br>Dunwitch, Harvey Jones' Shack (3 moves outside Arkham) Recover 1 sanity or 1 stamina.<br><br>Dunwitch, Devil's Hopyard (3 moves outside Arkham) Spend 5 toughness worth of monster trophies or 1 gate trophy to gain 2 clue tokens and $2.<br><br>Innsmouth, Gilman House Hotel (2 moves outside Arkham) After having an encounter here, regain 1 stamina or 1 sanity.<br><br>Innsmouth, First National Grocer (2 moves outside Arkham) You may spend $1 to gain a food or research materials.<br><br>Innsmouth, Falcon Point (2 moves outside Arkham) During the movement phase, spend $2 to move to any aquatic location and have an encounter there.&nbsp; The aquatic locations are the River Docks and Unvisited Isle in Arkham, Redman's Swamp in the Outskirts, the Bishop's Brook Bridge in Dunwitch, Haborside, the North Point Lighthouse, the Causeway, and the South Shore in Kingsport,&nbsp; and Falcon Point, the Innsmouth Shore, the Factory District, and Devil Reef in Innsmouth.<br><br>Kingsport, Niel's Curiosity Shop (2 moves outside Arkham): Sell one of your items by making a will -1 check.&nbsp; If successful, you get the full list price of the item.&nbsp; On a failure, you only get half the price of the item.<br><br>Kingsport, Congregational Hospital (1 move outside Arkham): Recover 1 stamina and 1 sanity.<br><br>Kingsport: The Rope and the Anchor (2 moves outside Arkham): Spend $1 to gain food or whiskey.<br><br>Kingsport: North Point Lighthouse (2 moves outside Arkham): Spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to become the captian of the white ship.&nbsp; Take the captain of the white ship cards.<br><br>Kingsport: The Causeway (2 moves outside Arkham): When moving here, you must end your movement.&nbsp; You may move to the wireless station next turn.&nbsp; At the wireless station, you must end your movement, and may move the the Strange High House next turn.<br><br>Kingsport: The Strange High House (many moves outside Arkham):&nbsp; Spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to become Changed.&nbsp; Take the Changed cards.<br><br><br><br>A Practical Guide to Arkham:<br><br>Welcome to the beautiful, modern city of Arkham!&nbsp; We have many beautiful natural features and amenities to offer in the city, and I'm sure that whatever you're looking for, you'll be able to find it somewhere in Arkham!&nbsp; <br><br>Some say the city is unlucky, but that's merely a small part of the rich tapestry of our colorful and varied history.&nbsp; Nearly all of the rumors about frogs and locusts raining from the sky are just that, rumors.&nbsp; <br><br>Map of Arkham:<br><br>Northside &lt;--&gt; Downtown &lt;---&gt; Eastown<br>&nbsp; &nbsp; [&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;[&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [<br>&nbsp; &nbsp; [&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;[&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [<br>&nbsp; Merchant District &lt;----------&gt; Rivertown <br>&nbsp; &nbsp; [&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [<br>&nbsp; &nbsp; [&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [<br>Miskatonic U &lt;----------------&gt; French Hill<br>&nbsp; &nbsp; [&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [<br>&nbsp; &nbsp; [&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [<br>&nbsp; &nbsp; [&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [<br>Uptown &lt;----------------------&gt; Southside<br><br><br>Arkham has nine beautiful neighborhoods, each with their own distinct character and local attractions.&nbsp; The town is still quite small and easy to get around, particularly by motor car, unlike some of the bigger cities of the northeast.&nbsp; Should you want to visit the neighboring towns and villages of Dunwitch, Innsmouth, and Kinsport, our rail station provides easy access to the entire region.<br><br><br><strong>Northside:&nbsp; </strong>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; (Conected to Downtown and Merchant District)<br>Northside is the gateway to Arkham, an attractive neighborhood with old world flai, filled with a good deal of exciting shopping, as well as being the base of operations for Arkham's very own daily newspaper!<br><br>Attractions:<br><strong>-Curiosity Shop:</strong> Whatever sparks your curiosity, the northside curiosity shop has something to sate it.&nbsp; From stuffed cryptozoological creatures, to antique oriental swords, the Curiosity shop provides a fine shopping experience unlike any in the world.&nbsp; Friendly staff enable you to purchase a variety of unique items with a minimum of hassle.&nbsp; <br><strong>-Train Station:</strong> The train station is always running, and always a friendly place to hang out.&nbsp; If you want to investigate the legendary "horror" of dunwitch village (and the only horror you will find is friendly people and fine dining) or explore the mysterious Kingsport head, your first stop will be our Arkham train station.<br><strong>-Newspaper:</strong> The Arkham Advertiser (formerly the Arkham Gazette) is a well renowned pillar of journalistic excellence, distributed throughout the region.&nbsp; (though the Innsmouth edition distribution channels are currently disrupted by flooding in Innsmouth.)&nbsp; Should you ever find yourself short of money in Arkham, submitting your story to the newspaper will likely give you some extra spending money.&nbsp; &nbsp; <br>&nbsp;<br><br><strong>Downtown:</strong>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;(Connected to Northside and Eastown and Merchant District)<br>Downtown Arkham is the beating heart of the cosmipolitan melting pot that is Arkham.&nbsp; From the financial center of the Bank of Arkham, to the nationally famous Arkham Asylum, you'll find a great deal to entertain and enlighten Downtown.&nbsp; <br><br>Attractions:<br><strong>-Arkham Asylum:</strong> World famous for its innovative treatments and track record for dealing with seemingly "hopeless" patients, Arkham Asylum is quite possibly the greatest mental institution in the world.&nbsp; The friendly and professional staff love to perform mental health checkups on anybody who visits, and the asylum is a great way of reminding yourself that you're still sane after you visit to Arkham. <br><strong>-Bank of Arkham: </strong> The Bank of Arkham is as fine of an institution as you'll find outside of Wall Street.&nbsp; If you're in need of a loan to get yourself some stock to invest in, or just for a truly special night on the town to remember, the Bank of Arkham offers loans no questions asked to anyone who can pass a basic background check.&nbsp; <br><strong>-Independence Square:</strong> Independence Square is the historical center of Arkham, filled with charming colonial era antique shops, and the cursed "unlucky" founder's rock, which lies at the center of a numcer of fanciful local legends.&nbsp; The square also has a charming fortune teller who can tell you about your future.<br><br><br><strong>Eastown:</strong>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; (Connected to Rivertown and Downtown)<br>Eastown is the dining and cultural center of Arkham, watched over by Arkham's professional and effective police force, who have their headquarters in the neighborhood.<br><br>Attractions:<br><strong>-Hibb's Roadhouse:</strong> Hibb's roadhouse is Arkham's worst kept secret except for the cult of the thousand Despite the modest environment, some of the best spirits in Arkham can be found at Hibb's, as well as a wide variety of local color.<br><strong>-Police Station:</strong> Arkham's police station is a modern bastion of justice and fariness.&nbsp; Our friendly officers can provide you with all manner of guidance in the city, should you need it.&nbsp; The Arkham police force is always looking to deputize those who show great committment to the cause of justice.&nbsp; <br><strong>-Velma's Diner:</strong> Velma's Diner is Arkham's best restaurant, bar none, except perhaps for Ma's boarding house.&nbsp; Enjoy the wonderful food of the Diner to excess so that you will be more delicious when the time comes for the harvest.&nbsp; Velma's diner is a great place to relax after a hard day of enjoying the local sights, to restore the body and mind.<br><br><br><strong>Merchant District: </strong>&nbsp; &nbsp; &nbsp;(Connected to Rivertown and Northside and Miskatonic U and Downtown)<br>The Merchant district is a bustling warehouse district on the Arkham river, basically in the center of town.&nbsp; It has many mysterious attractions to entertain the enterprising visitor.&nbsp; <br><br><strong>Attractions:</strong><br><strong>-River Docks: </strong> The river docks are a good place to pick up bargains, as well as to sell all manner of strange things you might find in your journeys through Arkham.&nbsp; Note: The River Docks are not a pawnshop; if you truly need to sell your goods for a good rate, you'll have to visit the pawnshop in Kingsport.<br><strong>-The Unnamable:</strong> The unnabable is a mysterious warehouse open to the public.&nbsp; It has a number of strange tapestries, and incredibly strange architecture.&nbsp; Truly, a must see for any serious tourist to Arkam.<br><strong>-Unvisited Isle:</strong> In the middle of the Arkham river is a pristine island, perfect for a nice day excursion.&nbsp; Despite rumors to the effect that the island has been used for everything from pagan rituals to arcane energy field experiments, it remains an incredibly peaceful and beautiful place.<br><br><br><strong>Rivertown:</strong>&nbsp; &nbsp; (Connected to Merchant District and Eastown and French Hill)&nbsp; <br>Rivertown is one of Arkham's more rustic neighborhoods, located near the edge of town.&nbsp; It's also one of the better places to pick up supplies and take in local history, however.<br><br>Attractions:<br><strong>-Black Cave: </strong> Just to the north of the graveyard, the Black Cave is a place of mystery and danger, as well as being an extremely popular place to smoke hashish.&nbsp; <br><strong>-General Store:</strong> Run by a shopkeeper who nobody has ever bothered to learn the name of and his charming wife, the General Store is the cheapest place to stock up on general purpose supplies.<br><strong>-Graveyard: </strong> Voted by local agreement "the creepiest place in Arkham" the graveyard is reputed as unlucky, although it's filled with local history and culture.&nbsp; As well as vampires.&nbsp; But not really.&nbsp; That was a joke.&nbsp; <br><br><br><strong>Miskatonic U:&nbsp; </strong>&nbsp; &nbsp; (Connected to French Hill and Merchant District and Uptown)<br>A nationally accredited (for four out of the last five years) institution of higher learning, Mikatonic university is the perfect place to learn new skills, dissect the fascinating wildlife of Arkham,&nbsp; and explore the nature of our universe.&nbsp; <br><br>Attractions:<br><strong>-Library:</strong> The Miskatonic University library has an extremely high quality collection of ancient tomes from the orient, as well as a number of Egyptian curiosities.&nbsp; Although the books are priceless, the librarians are often willing to lend them to trustworthy looking individuals even without academic standing in Miskatonic University.<br><strong>-Science Building: </strong> The science building of Miskatonic university is equipped with world class dissection labs, a large number and variety of electromechanical field generators, and even an incredibly well equipped orrey and observatory, for being able to tell when the stars are right.&nbsp; ...for science.<br><strong>-Administration: </strong> Miskatonic university is always accepting applicants for their continuing education courses, as well as holding many of the town hall meetings of the town in the administration buildings.&nbsp; The historical buildings are a great place to relax and maybe even learn a bit about Arkham's history.<br><br><br><strong>French Hill:</strong>&nbsp; &nbsp;(Connected to Miskatonic U and Rivertown and Southside)<br>French hill is a charming residental district, slightly off the beaten path.&nbsp; It's home to the "secret" headquarters of the venerable Silver Twilight Society, a masonic group which is known to recuit even travelers into their inner circle, provided they are sufficiently brave.<br><br>Attractions:<br><strong>-Silver Twilight Lodge:</strong> The Silver Twilight society is very welcoming, offering tours of their lodge at nearly any hour of the night, and offering membership to those who meet their mysterious criteria for a nominal fee.&nbsp; Of course, to outsiders, nothing can be said of what goes on in their inner sanctum...<br><strong>-The Witch House:</strong> This burned out building holds a particularly important place in Arkham's history, being the residence of the last woman burned as a witch in the long history of witch trials in Arkham.&nbsp; The house is rumored to be haunted.&nbsp; But are the rumours true?&nbsp; Go there and find out for yourself!<br><br><br><strong>Uptown: </strong>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;(Connected to Miskatonic U. and Southside)<br>Uptown Arkham is the location of the St. Mary's hospital complex, as well as the gateway to the untouched natural forests to the south of Arkham.&nbsp; Enjoy the pristine beauty of Arkham, and the rustic ambience of some of our poorer neighborhoods.&nbsp; <br><br>Attractions: <br><strong>-St. Mary's Hospital: </strong> Founded in the 1830s, St. Mary's is one of the older hospitals in this United States, and has a sterling reputation for medical excellence.&nbsp; In the unlikely event you should be injured during your stay in arkham, the St. Mary's ambulance will motor you to the hospital, and our trained staff will nurse you back to health.<br><strong>-Woods:</strong>&nbsp; The woods of Arkham are both vast and pristine, a perfect place to marvel at the beauty of nature while still having the comforts of civilization nearby, and to get away from inconvenient laws like prohibition.&nbsp; Remember, rumors about gates to other worlds opening up in the middle of the forest to devour forsaken lost travelers are just ridiculous in the light of our modern science.<br><strong>-Ye Olde Magick Shoppe:</strong> This charming establishment, positioned as it is near the woods, provides a variety of fortune telling, seance, and "occult" teaching services, for those interested in such things.&nbsp; The establishment also serves a charming bowl of gumbo, which most certainly won't have the eyes of small children floating in it.&nbsp; It also smells bad.&nbsp; Don't go there.&nbsp; <br><br><strong>Southside: </strong>&nbsp; &nbsp; &nbsp; &nbsp;(Connected to Uptown and French Hill)<br>If downtown is the beating heart of Arkham, Southside is its soul.&nbsp; The population density in Southside is the highest in Arkham, and this leads to an artifically high crime rate, which is indeed quite exaagerated.&nbsp; It is one of the best parts of the city to find lodging in, as well as the location of Arkham's vaunted Historical Society.<br><br><strong>-Historical Society:</strong> The Arkham historical society is an institution of learning nearly as remarkable as Miskatonic University.&nbsp; The society collects genealogical records from all over the Northeast, as well as pursuing the many local legends of Arkham.&nbsp; Should you ever need an intersting way to spend an evening, you won't be dissapointed by going to the historical society.<br><strong>-Ma's Boarding House:</strong> Although Arkham has not yet attracted enough tourism for a full hotel to be practical, a constant stream of visitors do visit our remarkable city, and they nearly all choose to stay in Ma's boarding house.&nbsp; Not merely for the delicious food, but also simply for the wonderful company which Ma herself promotes, which you wouldn't get in one of those big city motor hotels.<br><strong>-South Church:</strong> The South Church is a colonial era chapel, continuously renovated and kept in top shape by its dedicated flock.&nbsp; The south church is a very traditional sort of gothic cathederal, complete with a font of holy water always kept flowing.&nbsp; Visit the church, and you'll be sure to find peace within your soul.<br><br><br><br>That's the city of Arkham, ladies and gentleman.&nbsp; I hope you'll pay it a visit real soon.&nbsp; Learn about it, love it, and remember our motto:&nbsp; &nbsp;"From Excellence, Many Strengths" 
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				Title: <strong>Re: [Arkham Horror]  The City of Arkham and Game Thread</strong><br>
				Post by: <strong>The Great Triangle</strong> on <strong>17-12-2009, 09:12:08</strong>
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				(http://www.deaf-bay.com/wp-content/uploads/2009/09/Arkham_Horror_2005_full_game.jpg)<br><br><br><br>Outskirts Map:&nbsp; http://elliquiy.com/elluiki/images/a/a4/Outskirts.png (http://elliquiy.com/elluiki/images/a/a4/Outskirts.png)<br><br><br>The Current Status of the City of Arkham:<br><br>Date: April 18, 1926<br>Ambient Temperature: 70 Degrees.&nbsp; <br>Terror Level: 0<br>Dimensional Convergence Ratio: 25%<br><br>Headline: Witch Burning Anniversary!<br><br><em>250 years ago today, the city of Arkham held a good old fashioned witch burning.&nbsp; The witches promised vengeance in a quarter of a millenia.&nbsp; Today, the people of Arkham will see if they were right.</em><br><br>Open Gates At:<br><br>Unvisited Isle (Merchant District) <br><br>Clues At: <br><br>Black Cave (rivertown; 2 clues)<br>Graveyard (rivertown; 2 clues)<br>Hibb's Roadhouse (eastown; 2 clues)<br>Historical Society (southside; 2 clues)<br>Independence Square (downtown; 2 clues)<br>Science Building (miskatonic university; 4 clues)<br>Silver Twilight Lodge (french hill; 2 clues)<br>The Witch House (french hill; 2 clues)<br>The Unnamable (merchant district; 2 clues)<br>Woods (uptown; 2 clues)<br><br>Monsters At:<br><br>French Hill (2 Cultists)<br>Merchant District Streets (1 Deep One, 1 Zombie)<br><br><br>(http://i440.photobucket.com/albums/qq125/1460311/Cultist.png?t=1260974617)<br><br>(http://www.arkhamhorrorwiki.com/wiki/images/c/c3/Zombie.png)(http://www.arkhamhorrorwiki.com/wiki/images/c/ce/ZombieBack.png)<br><br>(http://www.arkhamhorrorwiki.com/wiki/images/d/d3/DeepOne.png)(http://www.arkhamhorrorwiki.com/wiki/images/7/7b/DeepOneBack.png)<br><br><br><strong><span style="font-size: 14pt;" class="bbc_size">Great Old One:</span></strong><br><br>Name: ????<br>Effect: ????<br>Special Abilities: ????<br>Combat Modifier: -?<br>Worshipers: ????<br><br>Doom Track:&nbsp; 1/??
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				Title: <strong>Re: [Arkham Horror]  The City of Arkham and Game Thread</strong><br>
				Post by: <strong>Kanrya</strong> on <strong>22-12-2009, 20:17:40</strong>
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				Name: Mai Arturo<br>Occupation: Waitress<br><br>Stamina: 5/5<br>Sanity: 5/5<br><br>Focus: 2<br><br>Speed&nbsp; &nbsp; <strong>1</strong>&nbsp; 2&nbsp; 3&nbsp; &nbsp; 4 <br>Sneak&nbsp; &nbsp; <strong>4</strong>&nbsp; 3&nbsp; 2&nbsp; &nbsp; 1 <br><br>Fight&nbsp; &nbsp; 1&nbsp; 2&nbsp; 3&nbsp; &nbsp; 4 <br>Will&nbsp; &nbsp; 3&nbsp; 2&nbsp; 1&nbsp; &nbsp; 0 <br><br>Lore&nbsp; &nbsp; 3&nbsp; 4&nbsp; 5&nbsp; &nbsp; 6 <br>Luck&nbsp; &nbsp; 4&nbsp; 3&nbsp; 2&nbsp; &nbsp; 1<br><br><br>Mai sighed softly as she continued working at Velma's Diner ignoring the festivities to see if the Witches Curse would come true. Mai felt for the witches who were burned at the stake. She was sure that the witches that had burned had done nothing wrong to suffer such a hideous death. The place was quiet and the business was slow. She sat down in a chair and sipped a cup of tea that she had brewed earlier. She grinned a little thinking she should head to the graveyard to pay her respects to the dead. She got up and told her boss that she was going to take a walk. She walked out of the building and walked towards Rivertown and the Graveyard.
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				Title: <strong>Re: [Arkham Horror]  The City of Arkham and Game Thread</strong><br>
				Post by: <strong>The Great Triangle</strong> on <strong>22-12-2009, 23:02:21</strong>
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				As Mai walked into the streets, she came to a dark coastal road, at the edge of the beach.&nbsp; A pair of dark figures started walking up from the beach, making a beeline directly for the waitress.&nbsp; <br><br>To Run from the figures:&nbsp; Make a Sneak +1 check to escape the zombie, if you fail, you lose 2 stamina.&nbsp; Make a sneak +0 check to escape the deep one.&nbsp; If you fail, you lose 2 stamina.&nbsp; Even if you fail, you may still attempt to run until you run out of stamina.<br><br>Fighting the figures: If you want to confront the figures, you must first make a horror check.&nbsp; Roll a will -2 check to confront the deep one, or a will -1 check to confront the zombie.&nbsp; A failure against the deep one costs 2 sanity, while a failure against the zombie costs 1 sanity.&nbsp; After making the horror check, you roll a combat check.&nbsp; Roll a fight check, subtracting a -1 penalty for either monster and adding bonuses for any spells you cast and/or weapons you use.&nbsp; You may only use two hands worth of spells or weapons.&nbsp; When fighting the deep one, 2 successes are needed to kill it.&nbsp; Failure on a fight check causes a loss of 2 stamina.
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				Title: <strong>Re: [Arkham Horror]  The City of Arkham and Game Thread</strong><br>
				Post by: <strong>Remiel</strong> on <strong>23-12-2009, 01:29:40</strong>
			</dt>
			<dd class="postbody">
				Name: Walter Black<br>Occupation: Federal Agent<br><br>Sanity: 4/4<br>Stamina: 6/6<br><br>Unique Ability:<br><br>Intuitive - Upkeep: If Walter has fewer than 2 Clue tokens, he gains 1 Clue token.<br>Expense Account - Upkeep: If Walter has less than $2, he gains $1.<br><br>Focus: 3<br><br>Speed&nbsp; &nbsp; 1&nbsp; &nbsp; 2&nbsp; &nbsp;<strong> 3</strong>&nbsp; &nbsp; 4<br>Sneak&nbsp; &nbsp; 5&nbsp; &nbsp; 4&nbsp; &nbsp; <strong>3</strong>&nbsp; &nbsp; 2<br><br>Fight&nbsp; &nbsp; 1&nbsp; &nbsp; 2&nbsp; &nbsp; <strong>3</strong>&nbsp; &nbsp; 4<br>Will&nbsp; &nbsp; 5&nbsp; &nbsp; 4&nbsp; &nbsp; <strong>3</strong>&nbsp; &nbsp; 2<br><br>Lore&nbsp; &nbsp; <strong>1</strong>&nbsp; &nbsp; 2&nbsp; &nbsp; 3&nbsp; &nbsp; 4<br>Luck&nbsp; &nbsp; <strong>4</strong>&nbsp; &nbsp; 3&nbsp; &nbsp; 2&nbsp; &nbsp; 1<br><br>Possessions: $3, 2 clue tokens<br><br>.45 Automatic: 1 handed physical weapon; +4 to combat checks.<br><br>Skill: Sneak: +1 luck, when spending a clue token to aid a luck check, add 1 additional die per token.<br><br>Ally: Father Iwanicki: +2 to evade checks, +2 to horror checks, you cannot be cursed.<br><br><br><em>Special Agent Walter Black arrives at the Train station in North side.&nbsp; &nbsp;There have been reports of strange cultist activity in the town of Arkham, and he has been assigned to investigate.&nbsp; With visions of Waco haunting his memories, he steps off the train, determined to get to the bottom of the truth. But where to start?<br><br>Walter decides to head for The Unnameable, going from the Train Station to Northside and then to the Merchant District. </em>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Arkham Horror]  The City of Arkham and Game Thread</strong><br>
				Post by: <strong>resonanteve</strong> on <strong>29-12-2009, 06:14:58</strong>
			</dt>
			<dd class="postbody">
				Name: Miranda Hathaway<br>Occupation: Violinist<br><br>Stamina: 5/5<br>Sanity: 4/5 (-1 this turn)<br><br>Focus: 2<br><br>Speed&nbsp; &nbsp; 1&nbsp; &nbsp; 2&nbsp; &nbsp; <strong>3</strong>&nbsp; &nbsp; 4<br>Sneak&nbsp; &nbsp; 4&nbsp; &nbsp; 3&nbsp; &nbsp; <strong>2</strong>&nbsp; &nbsp; 1<br><br>Fight&nbsp; &nbsp; 1&nbsp; &nbsp; <strong>2</strong>&nbsp; &nbsp; 3&nbsp; &nbsp; 4<br>Will&nbsp; &nbsp; 4&nbsp; &nbsp; <strong>3</strong>&nbsp; &nbsp; 2&nbsp; &nbsp; 1<br><br>Lore&nbsp; &nbsp; 2&nbsp; &nbsp; 3&nbsp; &nbsp; <strong>4</strong>&nbsp; &nbsp; 5<br>Luck&nbsp; &nbsp; 3&nbsp; &nbsp; 2&nbsp; &nbsp; <strong>1</strong>&nbsp; &nbsp; 0<br><br>Unique Ability:<br><br>Inspiring - Any Phase: Patrice may allow the other investigators to spend her Clue tokens, even if they are not in the same location or world.<br><br>Ominous Dreams - Any Phase: Patrice gains 1 Clue token each time a gate opens. She also gains 5 Clue tokens when the 9th space on the Ancient One's doom track is filled.<br><br><br>Posessions:&nbsp; $2, 5 clue tokens (+1 this turn)<br><br>Necronomicon<br><br><br><em>There seemed to be no other choice than to follow the gypsy's advice, and no matter how much she had avoided such silly things in the past, there was no way she could deny the presence keeping her company she'd rather not keep - and it had only gotten worse with the crazy things rumored to be happening in Arkham...<br><br>After the dizzying exchange between herself and the strange shopkeeper, Miranda walked away with the even stranger book that seemed to yearn for her touch. Settling in one of the flights of stairs inside the shoppe, Miranda opened the tome and began pouring through the bizarre writings and making sense of it all...</em><br><br><strong>Research:</strong> Spend three movement and 1 sanity to gain a research token on the Necronomicon.<br><strong>Comprehending the Necronomicon:</strong> Unlock 'Nameless City.'
			</dd>
		</dl>
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