Arkham Horror: Great Old One? Eh, just shoot it.
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Re: Arkham Horror: Great Old One? Eh, just shoot it.
You also have another option: both of you could trigger the Shoppe in the same turn (I mention this because you said "jalapeno_dude is handling the Shoppe", which seems to indicate that you don't think you can also do that). That would also let you trade possessions at any time (even in the middle of an event/shopping) until one of you leaves, and give you another target for your ability.
Doing that, going to the Newspaper, and going to pick up another Clue from Hibb's Roadhouse all sound like ideas worth considering to me, and I'll let you work out which one is best.
Doing that, going to the Newspaper, and going to pick up another Clue from Hibb's Roadhouse all sound like ideas worth considering to me, and I'll let you work out which one is best.
- Tamien
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Re: Arkham Horror: Great Old One? Eh, just shoot it.
Sorry, I'm once again at an SCA event camping all weekend. I'll move my stats to
And try to sneak past that whatever that is and go get the clue at the historical society.
I deputize jalapeño_dude to make any calls necessary for me until Monday night when I get back to an actual computer.
Code: Select all
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
I deputize jalapeño_dude to make any calls necessary for me until Monday night when I get back to an actual computer.
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Re: Arkham Horror: Great Old One? Eh, just shoot it.
Not an issue. Thanks for checking in!
Turn 2: Movement
Mandy Thompson (Tamien) travels {French Hill} and attempts to evade the High Priest {1,1; FAIL}.
Tamien (or, I suppose, jalapeno_dude) may spend clues or use Research to evade and continue movement, or must enter combat (taking 2 Stamina damage).
Turn 2: Movement
Mandy Thompson (Tamien) travels {French Hill} and attempts to evade the High Priest {1,1; FAIL}.
Tamien (or, I suppose, jalapeno_dude) may spend clues or use Research to evade and continue movement, or must enter combat (taking 2 Stamina damage).
Re: Arkham Horror: Great Old One? Eh, just shoot it.
Oo, and if I were with jalapeno I could restore some of his sanity, and we could pool our money.
Want to, jalapeno?
Want to, jalapeno?
- jalapeno_dude
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Re: Arkham Horror: Great Old One? Eh, just shoot it.
Sure, come hang out with me!
Umm, and I guess Tamien should use Research now? Combat seems like a bad idea (if I'm mathing correctly it'd require 2 successes on 5 dice, which is not great, and more importantly result in Stamina loss + end of movement anyway).
Wait, hold on, before you use Research I need a ruling:
Umm, and I guess Tamien should use Research now? Combat seems like a bad idea (if I'm mathing correctly it'd require 2 successes on 5 dice, which is not great, and more importantly result in Stamina loss + end of movement anyway).
Wait, hold on, before you use Research I need a ruling:
Does spending a clue add to the number of "dice rolled for that check"? If so it seems like it makes sense to spend clues before using research, since then you're essentially getting 2 chances at success for each clue spent.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.
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Re: Arkham Horror: Great Old One? Eh, just shoot it.
Bonus dice from spending clues can be rerolled by using Research (if they were not Successes), yes. The tradeoff is that maybe you might not have needed to spend those clues if you used Research first, and Research comes back at upkeep whether you use it or not but clues don't.
- jalapeno_dude
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Re: Arkham Horror: Great Old One? Eh, just shoot it.
Right, this is going to require math. If someone else figures out the sweet spot here I will go with that, otherwise it will have to wait a few hours until I get home.
- jalapeno_dude
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Re: Arkham Horror: Great Old One? Eh, just shoot it.
Wait, I'm overthinking this. For some reason I thought I needed 2 successes, not just one. *This* math I can do in my head. Let's just use Research now.
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Re: Arkham Horror: Great Old One? Eh, just shoot it.
Turn 2: Movement
Mandy Thompson (Tamien) distracts the High Priest with some statistics {1,6; PASS} and travels {Southside, Historical Society}, collecting 2 Clues.
Michael McGlen (Bethesda) continues exploring the City of the Great Race.
Kate Winthrop (pistachi0n) is stuck at the River Docks due to the parade.
Carolyn Fern (Aestrix) travels {Downtown, Northside, Curiositie Shoppe}.
Turn 2: Arkham Encounters
Gloria Goldberg (jalapeno_dude) is offered the following fine items:
Kate Winthrop (pistachi0n): As you look out across the waves, you feel strangely compelled to throw yourself into the ocean's watery embrace. Pass a Will (+1) check {1,3,2; FAIL} or you are Lost in Time and Space.

Gloria Goldberg (jalapeno_dude): 4/6 Sanity, 4/4 Stamina, 2 Focus, $7, 2 Clues, First Player
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.
Trophies: Cultist(1T), Dark Young(3T)
Mandy Thompson (Tamien): 4/5 Sanity, 5/5 Stamina, 2 Focus, $6, 5 Clues
Research (Innate, Exhausted): 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): 1/3 Sanity, 7/7 Stamina, 1 Focus, $8, 0 Clues
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)
Trophies: Formless Spawn(2T)
Kate Winthrop (pistachi0n): 6/6 Sanity, 4/4 Stamina, 1 Focus, $13, 2 Clues
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.
Carolyn Fern (Aestrix): 6/6 Sanity, 4/4 Stamina, 2 Focus, $7, 2 Clues
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.
.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.
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.
Monster/Gate List:
City of the Great Race (Woods): +0 / Triangle
R'lyeh (The Witch House): -3 / Cross
High Priest (French Hill): Movement: Normal / Cross, Evade: -2, Horror: +1 / 1 Sanity, Combat: -2 / 2 Toughness / 2 Stamina; Magical Immunity.
Ghost (The Witch House): Movement: Stationary / Crescent, Evade: -3, Horror: -2 / 2 Sanity, Combat: -3 / 1 Toughness / 2 Stamina; Physical Immunity, Undead.
The Merchant District will reopen at the end of this turn.
pistachi0n may spend clues.
jalapeno_dude may purchase an item. (Aestrix's offer is waiting on this)
Mandy Thompson (Tamien) distracts the High Priest with some statistics {1,6; PASS} and travels {Southside, Historical Society}, collecting 2 Clues.
Michael McGlen (Bethesda) continues exploring the City of the Great Race.
Kate Winthrop (pistachi0n) is stuck at the River Docks due to the parade.
Carolyn Fern (Aestrix) travels {Downtown, Northside, Curiositie Shoppe}.
Turn 2: Arkham Encounters
Gloria Goldberg (jalapeno_dude) is offered the following fine items:
- Book of Dyzan (Tome, $3 Unique Item): Movement: Exhaust and spend 2 movement points to make a Lore (-1) check. If you pass, draw 1 Spell, lose 1 Sanity, and put 1 Stamina token from the bank on Book of Dzyan. If there are 2 Stamina tokens on it, discard Book of Dzyan. If you fail, nothing happens.
- Warding Statue ($6 Unique Item): Any Phase: Discard Warding Statue after failing a Combat check to reduce the monster's combat damage to 0 Stamina. This can also be used to cancel an Ancient One's entire attack for 1 turn.
- Obsidian Statue ($4 Unique Item): Any Phase: Discard Obsidian Statue to cancel all Stamina or Sanity loss being dealt to you from one source.
Kate Winthrop (pistachi0n): As you look out across the waves, you feel strangely compelled to throw yourself into the ocean's watery embrace. Pass a Will (+1) check {1,3,2; FAIL} or you are Lost in Time and Space.

Gloria Goldberg (jalapeno_dude): 4/6 Sanity, 4/4 Stamina, 2 Focus, $7, 2 Clues, First Player
Code: Select all
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.
Trophies: Cultist(1T), Dark Young(3T)
Mandy Thompson (Tamien): 4/5 Sanity, 5/5 Stamina, 2 Focus, $6, 5 Clues
Code: Select all
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, Exhausted): 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): 1/3 Sanity, 7/7 Stamina, 1 Focus, $8, 0 Clues
Code: Select all
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)
Trophies: Formless Spawn(2T)
Kate Winthrop (pistachi0n): 6/6 Sanity, 4/4 Stamina, 1 Focus, $13, 2 Clues
Code: Select all
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.
Carolyn Fern (Aestrix): 6/6 Sanity, 4/4 Stamina, 2 Focus, $7, 2 Clues
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.
.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.
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.
Monster/Gate List:
City of the Great Race (Woods): +0 / Triangle
R'lyeh (The Witch House): -3 / Cross
High Priest (French Hill): Movement: Normal / Cross, Evade: -2, Horror: +1 / 1 Sanity, Combat: -2 / 2 Toughness / 2 Stamina; Magical Immunity.
Ghost (The Witch House): Movement: Stationary / Crescent, Evade: -3, Horror: -2 / 2 Sanity, Combat: -3 / 1 Toughness / 2 Stamina; Physical Immunity, Undead.
The Merchant District will reopen at the end of this turn.
pistachi0n may spend clues.
jalapeno_dude may purchase an item. (Aestrix's offer is waiting on this)
Re: Arkham Horror: Great Old One? Eh, just shoot it.
Yep, to the curiosity shoppe, confirming.