Arkham Horror: Great Old One? Eh, just shoot it.

Not the kind with cardstock and pawns. Mostly play by post Mafia so far.
Thatwasademo
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Post by Thatwasademo »

jalapeno_dude wrote:I will try to go grab a clue and move back if it's within 2 spaces, which is why I bumped my speed up.)
Unfortunately, this is impossible. You must end your movement on a clue to pick it up.
Tamien wrote:..when did I acquire a Tommy Gun?
At the very beginning of the game, drawn off the top of the Common Items deck as part of your Randomized Possessions (top of page 4).
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Tamien
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Post by Tamien »

Huh. I somehow totally failed to notice and account for that. Good to know.

I'd like to go to the Graveyard and collect the Clue there. That High Priest in my way is going to be annoying, though - it's just far away enough and high enough awareness that if I give myself enough Speed to get to the Graveyard, I'll only get one Sneak die on my check to evade. I think I could kill it relatively easily if I attacked it directly, but I'd really rather not end my movement in the street if I can avoid it...

Okay, here's what I'll do: I will upkeep my stats to

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
and attempt to evade the High Priest and move to the Graveyard. If I fail, then, well, I guess I'll put that Tommy Gun to good use.
Thatwasademo
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Post by Thatwasademo »

Er... that's three points of total shift, and you only have two focus?

Also, just a note: there are two clues in the Black Cave. I should probably unstack them in the future since it is fairly hard to see in the jpeg image.
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Post by Tamien »

Argh, I thought I had three. Thanks for catching that.

Well, I didn't really need all that Fight. Let's go with:

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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
And if there's two clues on the Black Cave, I guess I'll try to end up there instead.
Thatwasademo
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Post by Thatwasademo »

You rolled a 2 and I'm too lazy/busy at the moment (calc 3 homework aaaah) to go into full writeup mode just to immediately stop, but I should confirm whether
If I fail, then, well, I guess I'll put that Tommy Gun to good use.
actually means "don't spend clues or Research and just go to combat after taking damage from failing the check" or not rather than just doing that since it's slightly ambiguous.
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Post by Tamien »

Yeah, I don't want to use clues or Research on this. I'll just go to combat.
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Post by Thatwasademo »

Turn 3: Movement
Mandy Thompson (Tamien) travels {Southside, French Hill, Rivertown} and attempts to evade the High Priest. {2; FAIL} (3/5 Stamina)
Horror (+1): {6, 3, 5, 5; PASS}
Combat (-2)[2]: {6, 3, 3, 4, 3, 4; FAIL}
Michael McGlen (Bethesda) exits into the Woods.
Kate Winthrop (pistachi0n) tries to figure out where she is.
Carolyn Fern (Aestrix) reads Cultes Des Goules {4,2,1; FAIL}, but can't seem to make sense of it just yet.

Mandy Thompson (Tamien): 4/5 Sanity, 3/5 Stamina, 2 Focus, $6, 5 Clues, First Player

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): 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, Gate Explored

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, 0 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, Exhausted): 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.


Tamien and Aestrix may spend clues or research.
jalapeno_dude, please post your intended movement.
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Post by jalapeno_dude »

I'm staying put.
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Tamien
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Post by Tamien »

I will spend my research.
Thatwasademo
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Post by Thatwasademo »

Turn 2: Movement
Mandy Thompson (Tamien) aims a little more carefully {6, 3, 6, 4, 2; PASS}, and collects the High Priest as a trophy.

Turn 3: Arkham Encounters

Mandy Thompson (Tamien): 4/5 Sanity, 3/5 Stamina, 2 Focus, $6, 5 Clues, First Player

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.
Trophies: High Priest(2T)


Bethesda may attempt to close the gate to the City of the Great Race.
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