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Subject: Something New from Charlie Tokyo rss

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Michael Daumen
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Charlie Kane, hearing yet again of a threat to the world, recruits Mark Harrigan, Diana Stanley and Akachi Onyele towards the cause. Initial research located leads in Antarctica and Tokyo, rumors of an unguarded gate in Arkham, and reports of a monstrous growth in the Amazon local tribes called "Nug" & a mysterious dead zone in Tunguska [a Colour out of Space having relocated there from the gate]. A puzzle box, derringer, bodyguard and lantern were reserved for later purchase.

Turn One:

Mark sails to Rome and arranges for European train travel. Charlie sends a Bodyguard to Akachi [Cat Burglar] and purchases a ticket on a steamship bound for Yokohama. Diane has no luck at the store so departs for Buenos Aires. Akachi prepares for sea travel as well and looks at the gates [Rome is moved to the top, where Mark is waiting; Sydney goes to the bottom].

Mark is poisoned trying amateur alchemy, Charlie hurts his leg dragging a Cthonian corpse from a cave near San Francisco. Diane loses sanity in an encounter with a deep one [7/4]. Akachi is conned in South Africa: "take all my possessions," she smiles, as she has none.

The party is soon Driven to Madness. Mark is wounded [7/4], while Charlie [4/7] and Akachi [5/6] suffer Hallucinations with sanity loss. A cthonian, roused by the exhumation of his fellow, lurches to life in the Congo. The gate in Rome opens, as Akachi foretold; she did not see the Star Spawn lurking on the other side.

Turn Two:

Knowing Diane needs supplies for her Amazon trek, Charlie sails to Tokyo and sends her a lantern and derringer [replaced by Sanctuary and a Protective Amulet]. She buys the amulet and crosses the Pamaps towards the Brazilian jungles. With another steamship ticket, Akachi can reach Arkham this turn to investigate the rift there. Mark gets a rail ticket - he now has one of each - and engages the Star Spawn in the ruins of the Forum [6/4]. Injured when a pile of masonry collapses over him, he decides not to note that in his telegram to Kane.

Instead of looking for the clue in Japan, Charlie finds the Vrach-Viraj incantation and utters it across the globe at the Star Spawn, injuring it further. Using her Wither spell, Diane waylays Nug in the rainforest [6/4, inflicting 3 wounds]. Akachi travels to the City of the Great Race, emerges in Antarctica and closes the gate behind her. Mark has lured the Star Spawn to his carefully planned killing ground - the Colosseum and a carboy of kerosene - but with the monstrosity before him he nearly flees in terror [6/1]. Still, his experience pays off, and the alien perishes in a fiery explosion [5/1]. The gate is likely too much for him, so he examines an obelisk close by and is Blessed for his efforts.

With Charlie researching away from home, the stock markets crash hits him unexpectedly and he flirts with Bankruptcy [Doom 12 and the Reserve is emptied]. still, he finds more clues in Jakarta and the Indian Ocean. Mark curses his luck as, while he inspects the gate, a ghost and wraith emerge and Charlie is cursed. This will still be too
much for him to handle.

Turn Three:

Charlie rests on his dire financial straits and is healed of his mental and physical affliction [7/5]. After hearing Mark's after-action report, he advises a tactical retreat in force, and Mark wounds both local foes [4/1]. Diane knows her adversary is also too much to handle and returns to Buenos Aires to recuperate [7/5]. Akachi rests as well, peering into the ether for a glimpse at the gates to come [Istanbul to the bottom, Shanghai to the top]. Mark leaves for London to convalesce at Barts; though he does not improve, his fever breaks in a few nights.

Charlie is approached by the Order of Saint Jerome, but foregoes the opportunity to wield his sword; he is a financier, not a fighter. Diane also decides time is too precious to delay and learn two spells. Akachi obtains a clue from a stricken sailor, but Mark's speech in the Royal Geographic Society falls on deaf ears and the world slouches towards
destruction [Doom 11].

Reality threatens to Fracture, and clues arise in the Himalayas and Arctic Ocean.

Turn Four:

Cursed, bankrupt and without the Sword of Saint Jerome, Charlie estimates that he must reach Hawaii and investigate the Fracture. He contacts Mark and advises more rest [5/2]. Diane orders a sail ticket, but travels overland back to the Amazon. Akachi leaves for Australia, but her rest does not give her respite from her Hallucinations. Healthy enough to travel, Mark returns to Rome and ambushes the monsters [4/2, killing the Ghost].

Charlie's foray into the Fracture leaves his back hurt again (making matters worse, the next test would have been Influence). Using her magics a second time, Diane defeats Nug in a mighty battle [6/4]. Akachi meets with allies at the Theosophical Society in Sydney, improving her Strength in exchange for a clue. Mark is able to finish the lone wraith, but has no success in Celaeno.

A heat wave settles in. Charlie and Diane are happy where they are, and Mark is unaffected, but Akachi suffers heatstroke Down Under [2/7]. The Gate in Shanghai opens and cultists find it; their fellows in London are also roused. With Nug attended to, her sibling awakens in Kamchatka; naturally, figures Diane. It is accompanied by a Hound of Tindalos, inciting the populace of Petropavlovsk to riot. At least Charlie's finances are back in order [Reserve has Wireless Reports, Delivery Service, Private Care and Whiskey].

Turn Five

Akachi heals and travels to Jakarta [3/7], Mark heals and buys whiskey [5/3; Rabbit's Foot is added and the other investigators are Delayed]. The Shaman allows a ritual to finish undisturbed, as there are no monsters on the globe to heal. Mark travels through the gate to his boyhood home, speaking with his younger self at night: "this is really important kid, listen close...." This is important, as the two clues he obtains will be critical to the game! Charlie fails again in Hawaii, while Diane locates a Mi-Go brain case in the Amazon [the Expedition moves to Antarctica].

Perhaps Charlie recovered a little too well, as the party is overcome by the Burden of Greed. Both cultists drink the Milk of the Black Goat and become the Blessed of Shub-Niggurath. A Fungi from Yuggoth is sighted in the Andes, and Mark loses his Blessing. The Hound of Tindalos angles to Sydney, but in a desperate fight Akachi drives it off [2/5 with 2 damage to it]. Mark finishes his whiskey before greed consumes him [5/4] and Diana tosses her mi-Go artifact and Protective Amulet [keeping two items, 4/4].

Turn Six:

Mark embarks on the Trans-Siberian Railway to Tunguska [buying another rail ticket and traveling three spaces]. Daunted, Charlie returns to Tokyo and sends Mark a Rabbit's Foot [he also buys and discards the Delivery Service; he is a delivery service - replaced by Silver Twilight Ritual and True Cross. Diane rests and begins the search for the Mi-Go in Argentina. Akachi meets Charlie in Tokyo and heals [3/7].

Mark's arrival drives the Colour from this world ... we think. Charlie bungles the clue search in Japan, but at least there are no Goat Spawn to add to the game. Diane finds the Mi-Go and withers its crustacean-like limbs [5/4], and Akachi's new contact Gichin Funakoshi finishes the monster off.

The party must now face That Which Consumes. Diane is pleasantly surprised by a Gate in the basement of one Carlos Daneri, attended by his cultist sister Beatriz Viterbo. Clues are located in Panama and Bombay, and the group decides to let a local business demolish Daneri's house. Diane knows what to do with Miss Viterbo.

Turn Seven:

Charlie briefly goes into debt for the cross [replaced by Police]. Diane deals with the Cultist and sleeps on it [6/5]. Akachi also rests [4/7] before traveling to Shanghai; she knows the hound will follow eventually. Mark heals before the arduous journey to Kamchatka [6/4].

Charlie finally locates the clue in Tokyo, while Diane becomes blessed in Independence Square. Akachi is wounded in a Shanghai misadventure [3/7]. Using the Russian he picked up in Finland, Mark quells the riot before engaging Yeb [6/2, 4 damage to the Epic Monster].

Although the situation looks manageable, things quickly go from Bad to Worse. Doom advances [10] and a Maniac - obviously affected by recent events in Russia - runs amok in Novosibirsk. A Gate in London spawns the Colour again, who flies back to Tunguska. The Hound indeed pursues Akachi but she finishes it [2/7]. Charlie has someone look at his back: it's not injured, just written on. A clue - a painful clue [2/6]! The result of Akachi's recent travails aggravate the voices in her head [2/5, losing one from the
condition and one from the Mythos Card.

Turn Eight:

Charlie cleans up at the market, hiring the police to kill the Goat Spawn in Shanghai and arranging for Mark's Private Care [8/4; replaced by the Fishing Net and Ring]. He recuperates as well [3/7]. Diane sails to South Africa, ostensibly to fight the Cthonian to the north; in preparation, she buys a sturdy net [dynamite]. Akachi heals [3/7] and looks at the gates [San Francisco moved to the bottom, Tokyo to the top]. Mark locates Yeb and begins his assault [7/4; wasting the second action].

Charlie is not finished with the Tokyo police; he goes up the ladder and persuades the Kempeitai to dispatch the maniac in Siberia. Diane befriends an Urban Guide in a poker game. Akachi closes the gate to Celeano and emerges with Isis' Blessing in Sydney. Mark aces his Will roll and kills Yeb [6/4].

International Borders are being Patrolled, ratcheting up tensions [Doom 9]. A byakhee-riding cultist patrols the London gate. More clues arise in Sydney and the Amazon. Mark is briefly detained at a crossing, but not for long. The final mystery is revealed - Rituals in the Wild. Things appear well in hand: Mark is close to Tunguska with enough
information, Akachi is close to the Outback and a second clue, and Diane is close to West Africa. Charlie has the clues she needs, and Wireless Reports in the reserve to get them to her!

Turn Nine:

Charlie quickly telegraphs Diane what she needs and, confident, goes to bed without waiting for a reply [4/8]. After a fruitless trip to the market, Diane sails to Bathurst. Akachi heals and buys a steamer ticket [4/7]. Mark rests and travels to Tunguska [7/4].

In Tokyo, Charlie is cursed by a yunei, while Diane solves her half of the mystery. Akachi obtains the Furnace and Torch in a Sydney museum - she has two clues if Mark falters. He does not, even though his second encounter with a Colour is more harrowing than the first [7/2].

The final Mythos card is a rumor; while such things are important, the main threat to the world has been averted!

Notes:

Now that I realize preparing for travel makes for more time spent in cities, my play has improved markedly - this game I endured only one dead action. And in games where he doesn't need to travel, Charlie is amazing, growing in power with every additional compatriot. I will have to try one without him (well, maybe one more game, against Yig and his frighteningly low Doom score). As with yesterday's game, I paid close attention to the gate symbols in relation to the Omen track; having Akachi to order them made that detail even more useful.

Bonus points to anyone who identifies the short story alluded to in Turn 6 - it's by an author I like as much as HPL....
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David
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Great session report thanks.
 
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Gilles de Rais
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Jorge Luis Borges I suppose.
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Artem Safarov
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Thanks for the report!

You do a great job describing what's going on. Adding more information about which Elder Evil you are fighting or which mystery is currently active would bring a greater sense of purpose to the writing.

Your use of Charlie as a quarterback is excellent and this is the most use of Akachi's gate lookup ability I've seen. Excellent strategy and congrats on the win!

On first turn you mention that Akachi had no posessions to discard - that is not correct, she starts the game with a spell and spells are considered posessions.
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Michael Daumen
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kladan wrote:
On first turn you mention that Akachi had no posessions to discard - that is not correct, she starts the game with a spell and spells are considered posessions.


I figured I did something wrong, just didn't know what. I was returning drawn clues back to the clue cup, too.
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