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[Arkham] Game 1: Thresh Digguns.

Posted by H.P. LovecraftFor group archive 8
H.P. Lovecraft
GM, 71 posts
Thu 29 Oct 2009
at 03:19
  • msg #1

Game 1: Thresh Digguns

Turn 1 - Ma's Boarding House
Special: Instead of having an encounter here, you
may spend 10 toughness worth of monster trophies,
2 gate trophies, or 1 gate and 5 monster toughness
to make an aly.


The hour is late, the sun having long disappeared below the horizon, and we find Mr. Digguns pacing Ma's living room nervously. Today's newspaper was spralled on a nearby table, turned at the page proclaiming that Darke's Carnival had arrived in Arkham. He'd given it a quick scan, but had quickly resumed to his pacing.



Having set shop in Arkham's northern district, the freak
show carnival is set to stay for an undefined period of time.
The Carnival's owner, 'Darke', expects that people will flood his
gates later on after sunset when the shows are set to begin.

"Come and get your fortune's read, or try your hand at the games...
everyone sure to find something that is to their liking."
Admission is free.
Tonight only!




Elsewhere in the house, 'Ma' was on the phone with one of her many friends. Thresh was pretty sure it was a priest of sorts with the way she kept calling him Father. "Ms. Jamieson...? She's seeing lights at the place next door again, poor thing. Insists that there's something bad about the place. Oh no, Father...! That place's been abandoned for years..."

Thresh frowned, and pulled back the curtain to look outside again, pondering what to do next.
This message was last edited by the GM at 00:46, Sat 31 Oct 2009.
H.P. Lovecraft
GM, 80 posts
Fri 30 Oct 2009
at 00:14
  • msg #2

Re: Game 1: Thresh Digguns

Ma's voice waited for a moment as she listened to the person on the line: "I'm getting too old to check out things like that. I also have a new guest over, and I should be getting to him," the elderly woman's voice wasn't quite pleading, but she was concerned. "I hear that they've sent her to St. Mary's psychiatric wing, luckily they didn't think she needed much else than a good night's sleep... but if she starts talking about lights, they're sure to lock her up at the Asylum..."
Thresh Digguns
player, 2 posts
Mon 2 Nov 2009
at 03:46
  • msg #3

Re: Game 1: Thresh Digguns

[Private to GM: OOC I'm torn. In game turns, there seems no better place to go then the forest, but role-playing wise, it seems like I should either go to that place next door, or check out the carnival.

Can I say that I am going to the carnival, by way of the forest, but stop at the forest this turn?

I can see how it is going to be hard to mesh role-play with game reasoning.

I almost wonder if the game wouldn't work better without the map, but I think that would be changing things too much.
]

Thresh glances over the top of his newspaper at his landlady. Ma was good folk, but simple, and down to earth. Little did she know just how right Ms. Jamieson was, though in today days and age, sanity was an over valued trait. Being a little bit off the mark could save many a mind from snapping out right, when brought face to face with the truth

"I think I shall head out Ma, maybe I will look in on Ms. Jamieson, then I think I will take in the carnival."

He put one hand into his pocket, and felt at the handful of coins that were his remaining assets. He dreaded wasting and portion of them on a child's entertainment, but something told him this carnival was no ordinary collection of unsavory carnies, and rigged games of chance. He would take the back way, through the forest, to avoid the police...
This message was last edited by the GM at 04:12, Mon 02 Nov 2009.
H.P. Lovecraft
GM, 92 posts
Mon 2 Nov 2009
at 04:11
  • msg #4

Re: Game 1: Thresh Digguns

In reply to Thresh Digguns (msg #3):

[Private to Thresh Digguns:
You can go through the woods if you like, and it does make sense. Make a Speed Check (ie: roll Xd6, X being your current speed, so 3d6) to see which player gets there first. We could say that that's where you got framed?
]

Ma looks at you as she hangs up the phone, "What was that?" she asks as you turn to leave. "Oh! Well, that would be mighty nice of you, sir. Yes, Mighty nice, indeed," she says beaming after you repeat yourself. "The girl was released this afternoon from St. Mary's and she returned to her house in the Merchant District. Thank you so much for looking into the mater," she said as she reached for your head with her two hands and kisses your forehead.

"Now I don't know or care about the events that led you to my front porch, but you're always welcome here son," she says as you open the door. She looks at you intently, concern raking her grizzled old face. "You be careful now, them woods aren't safe... weird things happen there of late, I hear..."
This message was last edited by the GM at 04:16, Mon 02 Nov 2009.
Thresh Digguns
player, 3 posts
Mon 2 Nov 2009
at 04:44
  • msg #5

Re: Game 1: Thresh Digguns

[Private to GM: 20:41, Today: Thresh Digguns rolled 1 success using 3d6 with the Target Number system with a target of 5 with rolls of 3,1,5. speed.]

Thresh gives Ma a peck on the cheek, and a comforting squeeze of the hand.

[Private to GM: Did I do that right? Not sure about this target dice thing and all. Does high tend to be better?]

"I'm sure she will be okay Ma, don't worry."

...because worry cannot save you from the evil we face... he ponders, heading out into the night.
This message was last edited by the player at 04:50, Mon 02 Nov 2009.
H.P. Lovecraft
GM, 94 posts
Mon 2 Nov 2009
at 15:41
  • msg #6

Re: Game 1: Thresh Digguns

In reply to Thresh Digguns (msg #5):

[Private to Thresh Digguns:

Yes you did do that correctly. Target number for a success is 5 or 6 (normally), if you're cursed you need 6, if you're blessed 4, 5, or 6. Unfortunately the dice roller doesn't let you add modifiers to your roll (+ or -) so we have to do those seperately, but those aren't required until you get to combat and have to make combat and horror (sanity) checks.

I'll get you your results when the remaining player gives me a speed check roll.
]
H.P. Lovecraft
GM, 97 posts
Mon 2 Nov 2009
at 23:42
  • msg #7

Re: Game 1: Thresh Digguns

--> The Woods

Outside, the cold autumn wind has picked up, tossing leaves every which way, biting at your exposed skin and making your eyes water. You lean into the wind and clench at your coat. The woods aren't very far but by the time you reach them, your nose and fingers are cold. You give the city once last look before disappearing into the foilage, cutting through shrubs and trying to avoid wet area by the full moon's light.

You are about to jump accross one of the many creaks when a stray dog looks curiously up from its hiding place. It gives a yelp as it sees you, obviously scared of you, though you get a sense that the dog means you no ill will.

[Private to Thresh Digguns: You can do another speed check (-2) to try and catch him and calm him down, if you succeed, you might have a companion for the road.]
Thresh Digguns
player, 4 posts
Tue 3 Nov 2009
at 03:55
  • msg #8

Re: Game 1: Thresh Digguns

"Here boy, good boy..."

what is a dog doing here in these woods... is it a dog?

[Private to GM: 19:53, Today: Thresh Digguns rolled 1 success using 3d6 with the Target Number system with a target of 5 with rolls of 1,3,6. Chase a doggy. ]

Despite his normal caution, he pursues, something about the lonely hunted look about the animal looked familiar, but he wasn't sure what.

[Private to GM: -2? If a five is a success, then even a six fails, right? I confoozled.]
H.P. Lovecraft
GM, 101 posts
Tue 3 Nov 2009
at 19:00
  • msg #9

Re: Game 1: Thresh Digguns

Turn 2 - The Woods

You go after the dog, trying to convince it to slow down and trust you. You quickly loose sight of the dog and are about to giv up when you hear a dog barking in the distance, followed by the sound of noturnal birds flying out from the woodwork as they flee from it. The tree branches seem to be clawing up towards the night sky as if to devour them as they pass. Momentarily distracted, you hesitate before finally trying to make your way towards it…

Suddenly your vision blurs and you are brought to the local docks where a boat drops off its passengers. Two passengers aren't quite right, darkness surrounding them. A man and a woman. Suddenly, you are floating over a strange little house in the Merchant District. You are attracted by the light within, a strange glowing light… flickering… an angry man attacking the wall with his ax when there is a sudden burst of light and dark shapes escaping the light. Two winged creatures take to the air, hunting for prey; followed by another humanoid form.

The form reaches out for you. It was once a woman, but she is long dead… she clutches at you…


And then the vision ends. Looking up at you questioningly is the dog you had been trying to befriend. It gives a small yelp, and looks nervously towards the north.

[Private to Thresh Digguns: You've just made a friend. I'll add 'Duke' as an ally when I get home tonight. You can RP your reaction and start at the top for the Turns Actions]
Thresh Digguns
player, 5 posts
Wed 4 Nov 2009
at 05:59
  • msg #10

Re: Game 1: Thresh Digguns

Drawn back to sanity by the affection tongue of the dog, Thresh laughs, and pulls the dogs face away from his own, while scratching the pup gratefully behind the ears.

[Private to GM: Not sure what Lore is for, but I guess I will shift that pair one point in the direction of Lore. Would it help to ponder the visions using Lore, or is it for something else?]
"Hey there boy. Gonna name you after my old cell mate, Duke. Heck of a poker player that guy."

Rolling onto all fours, then staggering to his feet Thresh runs his hand thru his hair, and ponders his visions.

"Hot time in the old town tonight, eh Duke?"

And it was only going to get hotter...

[Private to GM: I'll grab the other clue if I can.]

Skirting uptown, and pausing only to stare into a shop window when a cop car drives by, Thresh heads for the Magic Shop. If the visions that had come along with that dizzy spell he had was any measure, he would need to stock up on supplies. The only question was what he would have to trade, the sword, or the pistol? Whichever, he would certainly not trade Duke, not even for a mint condition Honus Wagner baseball card.

"Probably could have picked a better window to gaze into, eh Duke? No telling what Ma would say, if she heard I was spotted staring into a ladies undies store!"

He laughs, and scratches his pups head...
This message was last edited by the player at 04:04, Thu 05 Nov 2009.
H.P. Lovecraft
GM, 114 posts
Fri 6 Nov 2009
at 01:49
  • msg #11

Re: Game 1: Thresh Digguns

--> The Magick Shoppe
Magic Lessons: You can spend $5 to choose
one of two spells.


[Private to Thresh Digguns: Lore helps in closing portals, while luck will help in finding things. Let me knwo what you want to do, and I'll change the stats for you.]

Duke looks up at you, giving a small bark and wagging his tail. He seems happy to have found someone and happily follows you through the streets. As you walk down towards the Magick Shoppe, you notice two gentlemen walking towards the stores. One of them is elderly, the other seems younger but agitated. You're certain that the younger one would try to walk quicker if the old man weren't with him.

Eventually you find the Magick Shoppe and motion for Duke to stay in the nearyby alley. He hesitates a moment before turning around and finding himself a box to settle in, and seconds later, the store's bell signals your arrival. A fiery red head suddenly looks up from her counter where she was busy reading her cards. "Anything you're looking for stranger?" she asks as she sets the deck of cards to the side.
This message was last edited by the GM at 01:51, Fri 06 Nov 2009.
Thresh Digguns
player, 6 posts
Fri 6 Nov 2009
at 03:29
  • msg #12

Re: Game 1: Thresh Digguns

[Private to GM: I'll go one towards Luck then. Finding things seems a good idea right now...]

Thresh tries to hide his amazement at the stunning young lady in front of him.

Taking a deep breath, he quickly reminded himself...

...I'm old, I'm ugly, and gosh darn it, women just don't much like me.

With that in mind, he dodged the tacky pick up line, and shook his head no.

"I... I'll just look about for a few minutes, if you don't mind."

He was concerned the other couple would head in here, and he didn't want to be seen selling a weapon. Glancing nervously at the door,he does his best to vanish into the stacks...
H.P. Lovecraft
GM, 116 posts
Sat 7 Nov 2009
at 00:25
  • msg #13

Re: Game 1: Thresh Digguns

She gives you a faint smile and nod as she lets you browse the shelves. Minutes later, the store's bell signals someone else's arrival. "Well, two strangers in five minutes," she says as she sets the deck of cards to the side, "I swear I didn't see that one comming." She cackles merrily and gets back to her Tarot spread, "Take a look around and you let me know if you find anything interesting," she tells the new comers who seem to be a priest and a grizzled older man.

Other than them, store is quiet and full of odd tomes and interesting artifacts.
This message was last edited by the GM at 00:26, Sat 07 Nov 2009.
Thresh Digguns
player, 7 posts
Sat 7 Nov 2009
at 01:30
  • msg #14

Re: Game 1: Thresh Digguns

Thresh takes this opportunity to peruse the various tomes. Despite his 'jail bird' reputation, he wasn't a thief, heck he seldom jay-walked.

That didn't mean he would hope to find something useful in the shelves, and get a feel for how much things cost. If he could sell the sword for over $7, he probably would, but if not, the gun might have to go.
H.P. Lovecraft
GM, 118 posts
Tue 10 Nov 2009
at 01:44
  • msg #15

Re: Game 1: Thresh Digguns

Two items catch your eye. The first is a strange looking stone, which looks like it was carved from sandstone and mud. It is labelled as an Elder sign and the selling price is $5. The other object is a vial of Holy water. You'd expect it to go far cheaper than it is at $4, but there you have it.

[Private to Thresh Digguns:
http://www.arkhamhorrorwiki.com/Elder_Sign
http://www.arkhamhorrorwiki.com/Holy_Water
]
Thresh Digguns
player, 8 posts
Tue 10 Nov 2009
at 05:55
  • msg #16

Re: Game 1: Thresh Digguns

[Private to GM: Crap, that Elder Sign looks awfully good, but if that goes for five, I doubt anything I have will be worth enough. If I go away and try to make some money, will these still be here (barring another player buying it?)]

Thresh waits for the others to leave. He doubts they have anything interesting to say, and he feels better hidden from view, so he stays in the stacks.
H.P. Lovecraft
GM, 120 posts
Tue 10 Nov 2009
at 13:38
  • msg #17

Re: Game 1: Thresh Digguns

PM

[Private to Thresh Digguns:

Well, you could try to sell or exchange things. You can check out the Wiki for the prices of the objects you currently have. No, they will not necessarily be available next time; I roll for the objects that you might get/find.
]
H.P. Lovecraft
GM, 121 posts
Thu 12 Nov 2009
at 15:11
  • msg #18

Re: Game 1: Thresh Digguns

One of the clients wanders over to see the proprietress. "I've found an item I am interested but find myself short of funds." The man places the items he owns on the counter. "Is there anything here you could consider buying or trading for?"
H.P. Lovecraft
GM, 123 posts
Fri 13 Nov 2009
at 00:51
  • msg #19

Re: Game 1: Thresh Digguns

The woman considered the man's items, "Hmmmm, spells? I've got my own... that cross? $3... no more... Oohh! What is this beautiful thing...!? A dragon's eye!?" Her hand fluttered over the object for a few moments. "For this, I will let you go away with either object of your choice..." she said finally.
H.P. Lovecraft
GM, 127 posts
Tue 17 Nov 2009
at 01:20
  • msg #20

Re: Game 1: Thresh Digguns

The man thought on it a moment and then shook his head. "I'm sorry.  It is a fair trade but one I cannot make.  Sorry to have wasted your time."  Looking at the older man, you get the the words were also meant for him as well.

"Well, wait..." she says, tapping the sign next to her cash register. "Sign says $5 for a lesson, you don't happen to have 5 on you..?" Her words trail off as the bell chimes their exit.
Thresh Digguns
player, 9 posts
Tue 17 Nov 2009
at 04:21
  • msg #21

Re: Game 1: Thresh Digguns

As the strangers leave, Thresh steps out of the shadows.

"I wouldn't mind a lesson, if you could let me pay you Tuesday."

He pulls the sword, (in sheath) out from the lining of his coat, and places it on the counter.

"Failing that, how much do you think this beauty is worth. Used to belong to Merlin, or so I'm told..."

He smirks at his own silliness, but he hopes his need is evident. If her powers are true, she must know of the necessities of the hour, the cost of failure this night...
H.P. Lovecraft
GM, 128 posts
Wed 18 Nov 2009
at 02:34
  • msg #22

Re: Game 1: Thresh Digguns

The red head snickers. "And I have Merlin in the backroom, writing spells for me out of the kindness of his heart," she says slightly amused by your gaul. "Can't blame a man for trying though... That their sword isn't worth more than $3 sweetheart, and their ain't nothing magical about it. Now that pistol of yours, I'd give you $4 for... and lessons are paid in advance. Sorry, but a girl has got to make a living."
Thresh Digguns
player, 10 posts
Wed 18 Nov 2009
at 05:53
  • msg #23

Re: Game 1: Thresh Digguns

He shakes his head sadly, and returns the sword to it's hiding place.

"Won't be much living to be had, if this night gets any darker. Perhaps you would trade for a vision, the come by air, land and sea, things not right, out in the night. What would you trade to know what I have seen, and in the process aid the effort to  ensure at least one more 'tomorrow' in which a girl might actually go on living?"
H.P. Lovecraft
GM, 129 posts
Thu 19 Nov 2009
at 01:48
  • msg #24

Re: Game 1: Thresh Digguns

[Private to Thresh Digguns: I'll let you sell one of your clues for $2, vision as you call.]

"Hmmmm, a psychic then?" she said taking your hand and reading the lines of your palm. She then grabbed your chin and directed her gaze into your eyes, "Interesting, you have been marked... a vision and your sword for a spell. Very well."
Thresh Digguns
player, 11 posts
Thu 19 Nov 2009
at 03:04
  • msg #25

Re: Game 1: Thresh Digguns

Can you toss in a bit of sausage, my dog is waiting outside, and he's hungry."

With that, he retrieves his sword, and places it on the counter, then does his best to give her every detail of his vision.

He will do his best to instill in her the sense of dread and foreboding he felt, in the hopes that she might sweeten the deal in some way.
H.P. Lovecraft
GM, 130 posts
Sat 21 Nov 2009
at 13:00
  • msg #26

Re: Game 1: Thresh Digguns

In reply to Thresh Digguns (msg #25):

[Private to Thresh Digguns:

Spell #1 http://www.arkhamhorrorwiki.com/Mists_of_Releh
Spell #2 http://www.arkhamhorrorwiki.com/Find_Gate

You can choose either one.
]
Thresh Digguns
player, 12 posts
Sat 21 Nov 2009
at 23:20
  • msg #27

Re: Game 1: Thresh Digguns

What, no sausage? This woman is heartless...

Both of those spells look awfully good, but I will take Find Gate. (Was not an easy choice mind you, the other would be used more, but this one seems to be the right choice. I hope...)

Just to clarify, that is a spell I know, and can cast each turn if required, or it is one use only.
H.P. Lovecraft
GM, 131 posts
Sun 22 Nov 2009
at 00:08
  • msg #28

Re: Game 1: Thresh Digguns

Yes, usable on once per turn. I'll update soon, now that we're done.
H.P. Lovecraft
GM, 136 posts
Fri 18 Dec 2009
at 01:32
  • msg #29

Re: Game 1: Thresh Digguns

You suddenly hear a dog barking outside. Looking towards the window, Duke gives a quick look inside the shop and squeals before resuming his barking. He looks from the shoppe then towards east where you came from.

As you get out of the store, the old man with the preacher seems put out at being in the cold again, though the old man doesn't overtly complain. Suddenly Duke starts barking again and the dog assaults you with what looks like genuine happiness at seeing you, mixed in with concern at what it possibly detected Eastward.
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