Setup: Investigators
(in player order, which was decided randomly)
Aestrix chooses Carolyn Fern, the Psychologist, and begins the game in Arkham Asylum with 6 Sanity, 4 Stamina, $7, and 1 Clue Token.
jalapeno_dude is assigned Gloria Goldberg, the Author, and begins the game in Velma's Diner with 6 Sanity, 4 Stamina, $7, and 2 Clue Tokens.
Tamien chooses Mandy Thompson, the Researcher, and begins the game in the Library with 5 Sanity, 5 Stamina, $6, and 4 Clue Tokens.
Bethesda is assigned Michael McGlen, the Gangster, and begins the game in Ma's Boarding House with 3 Sanity, 7 Stamina, $8, Dynamite, and a Tommy Gun.
pistachi0n chooses Kate Winthrop, the Scientist, and begins the game in the Science Building with 6 Sanity, 4 Stamina, $7, and 2 Clue Tokens, one of which is taken from the Science Building instead of from the bank.
Setup: Random Possessions
Carolyn Fern (Aestrix) receives 2 Unique Items: Cultes Des Goules, Nameless Cults; 2 Common Items: .18 Derringer, Cavalry Saber; and 1 Skill: Bravery.
Gloria Goldberg (jalapeno_dude) receives 2 Common Items: .38 Revolver, .38 Revolver; 2 Spells: Shrivelling, Heal; and 1 Skill: Lore.
Mandy Thompson (Tamien) receives 2 Common Items: Ancient Tome, Tommy Gun; 1 Unique Item: Cabala of Saboth; and 1 Skill: Speed.
Michael McGlen (Bethesda) receives 1 Unique Item: Holy Water, and 1 Skill: Stealth.
Kate Winthrop (pistachi0n) receives 1 Common Item: Cross; 1 Unique Item: Healing Stone; 2 Spells: Bind Monster, Wither; and 1 Skill: Sneak.
Setup: Mythos
You are facing Hastur, The King in Yellow. Doom Track starts at 0/13.
Slum Murders Continue!
A gate to the City of the Great Race opens in the Woods, advancing the Doom Track (1/13), destroying 1 Clue and releasing a Formless Spawn and Warlock.
A second Clue appears at the Historical Society.
No monsters move.
(Headline) An old basement is opened, releasing 2 monsters (Cultist, Dark Young) into the Easttown streets.
Carolyn Fern (Aestrix) is First Player.
Turn 1: Upkeep

Carolyn Fern (Aestrix): 6/6 Sanity, 4/4 Stamina, 2 Focus, $7, 1 Clue, First Player
- Code: Select all
Speed 0 1 2 3 | Fight 1 2 3 4 | Lore 2 3 4 5
Sneak 3 2 1 0 | Will 4 3 2 1 | Luck 5 4 3 2
Psychology (Innate): Upkeep: Dr. Fern may restore 1 Sanity to herself or another character in her location. She cannot raise a character's Sanity higher than that character's maximum Sanity.
Bravery (Skill): Any Phase: Exhaust to re-roll a Horror check.
Cultes Des Goules (Tome, $3 Unique Item): Movement: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, draw 1 Spell and gain 1 Clue token, but lose 2 Sanity and discard Cultes Des Goules. If you fail, nothing happens.
Nameless Cults (Tome, $3 Unique Item): Movement: Exhaust and spend 1 movement point to make a Lore (-1) check. If you pass, draw 1 Spell, lose 1 Sanity, and discard Nameless Cults. If you fail, nothing happens.
.18 Derringer (Physical Weapon, 1 Hand, $3 Common Item): +2 Combat check. .18 Derringer cannot be lost or stolen unless you choose to allow it.
Cavalry Saber (Physical Weapon, 1 Hand, $3 Common Item): +2 Combat check.
Gloria Goldberg (jalapeno_dude): 6/6 Sanity, 4/4 Stamina, 2 Focus, $7, 2 Clues
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Speed 1 2 3 4 | Fight 0 1 2 3 | Lore 1 2 3 4
Sneak 3 2 1 0 | Will 5 4 3 2 | Luck 5 4 3 2
Psychic Sensitivity (Innate): Other World Encounter: When drawing gate encounters in Other Worlds, Gloria draws two cards that match the color of one of the Other World's encounter symbols, then chooses whichever one of the two she wants. This ability does not work when drawing location encounters in Arkham.
Lore (Skill): +1 Lore. When you spend a Clue token to add to any Lore check, add one extra bonus die.
.38 Revolver (Physical Weapon, 1 Hand, $4 Common Item): +3 Combat check.
.38 Revolver (Physical Weapon, 1 Hand, $4 Common Item): +3 Combat check.
Shrivelling (Magical Spell, 1 Hand): Casting Modifier: -1, Sanity Cost: 1, Any Phase: Cast and exhaust to gain +6 to Combat checks until the end of this combat.
Heal (Magical Spell): Casting Modifier: +1, Sanity Cost: 1, Upkeep: You may cast and exhaust. You or another investigator in your area gains Stamina equal to the successes you rolled on your Spell check. This Stamina cannot be split between multiple investigators.
Mandy Thompson (Tamien): 5/5 Sanity, 5/5 Stamina, 2 Focus, $6, 4 Clues
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Speed 1 2 3 4 | Fight 0 1 2 3 | Lore 1 2 3 4
Sneak 5 4 3 2 | Will 5 4 3 2 | Luck 3 2 1 0
Research (Innate): Any Phase: Once per turn, Mandy can activate this ability after any investigator (including herself) makes a skill check. That investigator then re-rolls all of the dice rolled for that check that did not result in successes.
Speed (Skill): +1 Speed. When you spend a Clue token to add to any Speed check, add one extra bonus die.
Ancient Tome (Tome, $4 Common Item): Movement: Exhaust and spend 2 movement points to make a Lore (-1) check. If you pass, draw 1 Spell and discard Ancient Tome. If you fail, nothing happens.
Tommy Gun (Physical Weapon, 2 Hands, $7 Common Item): +6 Combat check.
Cabala of Saboth (Tome, $5 Unique Item): Movement: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, draw 1 Skill and discard Cabala of Saboth. If you fail, nothing happens.
Michael McGlen (Bethesda): 3/3 Sanity, 7/7 Stamina, 1 Focus, $8, 0 Clues
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Speed 2 3 4 5 | Fight 3 4 5 6 | Lore 0 1 2 3
Sneak 4 3 2 1 | Will 4 3 2 1 | Luck 3 2 1 0
Strong Body (Innate): Any Phase: Michael reduces all Stamina losses he suffers by 1, to a minimum of 0.
Stealth (Skill): Any Phase: Exhaust to re-roll an Evade check.
Dynamite (Physical Weapon, 2 Hands, $4 Common Item): +8 to one Combat check. (Discard after use)
Tommy Gun (Physical Weapon, 2 Hands, $7 Common Item): +6 Combat check.
Holy Water (Magical Weapon, 2 Hands, $4 Unique Item): +6 to one Combat check. (Discard after use)
Kate Winthrop (pistachi0n): 6/6 Sanity, 4/4 Stamina, 1 Focus, $7, 2 Clues
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Speed 1 2 3 4 | Fight 1 2 3 4 | Lore 2 3 4 5
Sneak 5 4 3 2 | Will 3 2 1 0 | Luck 4 3 2 1
Science! (Innate): Any Phase: Gates and monsters cannot appear in Kate's location due to her flux stabilizer. Monsters and gates do not disappear if she enters their location, however, and monsters can move into her location as usual.
Sneak (Skill): +1 Sneak. When you spend a Clue token to add to any Sneak check, add one extra bonus die.
Cross (Magical Weapon, 1 Hand, $3 Common Item): +0 Combat check (+3 if Opponent is Undead). +1 Horror check.
Healing Stone ($8 Unique Item): Upkeep: You may gain 1 Stamina or 1 Sanity. Discard Healing Stone if the Ancient One awakens.
Bind Monster (Magical Spell, 2 Hands): Casting Modifier: +4, Sanity Cost: 2, Any Phase: Cast and Discard this spell to pass one Combat check. You must roll successes equal to the monster's toughness to cast this spell. This spell doesn't work on Ancient Ones.
Wither (Magical Spell, 1 Hand): Casting Modifier: +0, Sanity Cost: 0, Any Phase: Cast and exhaust to gain +3 to Combat checks until the end of this combat.
Monster List:
Formless Spawn (Woods): Movement: Normal / Hexagon, Evade: +0, Horror: -1 / 2 Sanity, Combat: -2 / 2 Toughness / 2 Stamina; Physical Immunity.
Warlock (Woods): Movement: Stationary / Circle, Evade: -2, Horror: -1 / 1 Sanity, Combat: -3 / 2 Toughness / 1 Stamina; Magical Immunity. If you pass a Combat check against Warlock, remove it from the game and gain 2 Clue tokens.
Cultist (Eastside): Movement: Flying / Crescent, Evade: -3, Horror: None, Combat: -2 / 1 Toughness / 1 Stamina; Is modified by Hastur's Worshipper effect.
Dark Young (Eastside): Movement: Stationary / Hexagon, Evade: -2, Horror: +0 / 3 Sanity, Combat: -1 / 3 Toughness / 3 Stamina; Physical Resistance, Nightmarish 1.
Everyone, please post your initial skill slider positions.
(Technically, this was supposed to be done during Setup, before the first Mythos card was revealed, and then you would only be able to move the sliders using Focus, but the advantage gained from the extra knowledge is small in the grand scheme of things (he said, echoing a central theme of Lovecraft's work), and I really didn't want to pause during setup just to ask about skill sliders)
Aestrix, please additionally select a location to move to (and path, if significant, or tomes read on the way, if you desire to read some).
(Other players may of course also post their movement plans at this time.)
Comments on format are welcome, especially comments on the size of that map (Is it, perhaps, too big? Or, somehow, too small?). Feel free to ask questions if you're confused about anything.