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

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

Post by Bethesda »

I won't close the gate.
Thatwasademo
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Post by Thatwasademo »

Aestrix wrote:Question, can I change my stat allocation now, or not?
You can only spend Focus at upkeep. I partially roll upkeep into movement so you can change your stats immediately before moving if you need to, but between movement and encounters won't work.

edit: that's a 'no' in case it wasn't clear
Thatwasademo
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Post by Thatwasademo »

Turn 4: Arkham Encounters
Michael McGlen (Bethesda) waits patiently.
Kate Winthrop (pistachi0n): You find a penny with a strange sigil carved into it. Amused, you flip it in the air, then gasp as you feel the sudden gathering of magical forces around you. Make a Luck (-2) check. {6; PASS} If you pass, the penny comes up heads. You are Blessed.

It's been a while, so I'll repost the gamestate file. If there are any errors, let me know.

Michael McGlen (Bethesda): 1/3 Sanity, 7/7 Stamina, 1 Focus, $8, 0 Clues, Gate Explored, First Player

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), Cultist(1T)


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.
Blessing: Upkeep: Roll a die and discard this card on a 1. When rolling dice, you score successes on a 4, 5, or 6. If you are Cursed, discard this card instead of gaining a Curse card.


Carolyn Fern (Aestrix): 4/6 Sanity, 4/4 Stamina, 2 Focus, $2, 3 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.
.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.
Elder Sign ($5 Unique Item): Any Phase: Whenever you could make a Fight or Lore check to close a gate, you may instead spend 1 Stamina and 1 Sanity and remove this card from the game. If you do, close and immediately seal that gate, and remove 1 doom token from the Ancient One's doom track.
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.


Gloria Goldberg (jalapeno_dude): 6/6 Sanity, 4/4 Stamina, 2 Focus, $2, 2 Clues

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.
Elder Sign ($5 Unique Item): Any Phase: Whenever you could make a Fight or Lore check to close a gate, you may instead spend 1 Stamina and 1 Sanity and remove this card from the game. If you do, close and immediately seal that gate, and remove 1 doom token from the Ancient One's doom track.
Trophies: Cultist(1T), Dark Young(3T)


Mandy Thompson (Tamien): 4/5 Sanity, 3/5 Stamina, 2 Focus, $6, 7 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): 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)


Monster/Gate List:
City of the Great Race (Woods): +0 / Triangle
R'lyeh (The Witch House): -3[2] / Cross
Another Dimension (The Unnamable): +0 / Square
Ghost (The Witch House): Movement: Stationary / Crescent, Evade: -3, Horror: -2 / 2 Sanity, Combat: -3 / 1 Toughness / 2 Stamina; Physical Immunity, Undead.
Nightgaunt (The Witch House): Movement: Flying / Backslash, Evade: -2, Horror: -1 / 1 Sanity, Combat: -2 / 2 Toughness / 0 Stamina; When you fail a Combat or Evade check against Nightgaunt, you are drawn through the nearest open gate. If two or more gates are the same distance from you, you choose which gate you are drawn through.
Star Spawn (Merchant District): Movement: Normal / Cross, Evade: -1, Horror: -3 / 2 Sanity, Combat: -3 / 4 Toughness / 3 Stamina; Modified by Environment.
Witch (The Unnamable): Movement: Normal / Circle, Evade: -1, Horror: None, Combat: -3 / 1 Toughness / 2 Stamina; Magical Resistance.
Dimensional Shambler (The Unnamable): Movement: Fast / Square, Evade: -3, Horror: -2 / 1 Sanity, Combat: -2 / 1 Toughness / 0 Stamina; If you fail a Combat or Evade check against Dimensional Shambler, you are Lost in Time and Space.
Hound of Tindalos (Merchant District): Movement: Special / Square, Evade: -1, Horror: -2 / 4 Sanity, Combat: -1 / 2 Toughness / 3 Stamina; Physical Immunity; When it moves, the Hound of Tindalos moves directly to the nearest investigator inside a location in Arkham (Other than the Hospital or Asylum).
Shoggoth (Merchant District): Movement: Fast / Diamond, Evade: -1, Horror: -1 / 3 Sanity, Combat: -1 / 3 Toughness / 3 Stamina; Physical Resistance, Nightmarish 1.
Outskirts: 2/3 monsters (Byakhee, Maniac)


Aestrix, please choose to shop or hang out.
Aestrix
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Post by Aestrix »

Whoops, didn't realize this was waiting on me.

Shop, please. I don't like my hang out options with my current luck level.
Thatwasademo
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Post by Thatwasademo »

Apologies for the delay, I just really haven't been feeling like doing much of anything recently (or may have possibly encountered a temporal anomaly and/or forgotten how to host this game). Should be able to get back into a rhythm soon though. Oh, and again, if you notice any errors please speak up.

Turn 4: Arkham Encounters
Carolyn Fern (Aestrix) is offered these fine items:
  • Lamp of Alhazred (Magical Weapon, 2 Hands, $7 Unique Item): +5 Combat check.
  • Enchanted Jewelry ($3 Unique Item): Any Phase: Put 1 Stamina token from the bank on Enchanted Jewelry to avoid losing 1 Stamina. If there are 3 Stamina tokens on it, discard Enchanted Jewelry.
  • 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.
Unfortunately, she can't afford anything.

Turn 4: Mythos
Witch Burning Anniversary!
A gate to Yuggoth opens in the Unvisited Isle, advancing the Doom Track (4/13) and releasing a Byakhee. A Chthonian appears in the Outskirts.
A Clue appears at the Science Building.
The Star Spawn moves to the Miskatonic University streets.
An ancient curse strikes Arkham, releasing 2 monsters into the Rivertown streets: A Star Spawn appears in the Outskirts, advancing the Terror Track (1/10) and resetting the Outskirts. Richard Upton Pickman flees town. A Cultist appears in the Outskirts.
Kate Winthrop (pistachi0n) becomes First Player.

Turn 5: Upkeep
Kate Winthrop (pistachi0n) keeps her Blessing (6).

Image

Kate Winthrop (pistachi0n): 6/6 Sanity, 4/4 Stamina, 1 Focus, $13, 0 Clues, First Player

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.
Blessing: Upkeep: Roll a die and discard this card on a 1. When rolling dice, you score successes on a 4, 5, or 6. If you are Cursed, discard this card instead of gaining a Curse card.


Carolyn Fern (Aestrix): 4/6 Sanity, 4/4 Stamina, 2 Focus, $2, 3 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.
.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.
Elder Sign ($5 Unique Item): Any Phase: Whenever you could make a Fight or Lore check to close a gate, you may instead spend 1 Stamina and 1 Sanity and remove this card from the game. If you do, close and immediately seal that gate, and remove 1 doom token from the Ancient One's doom track.
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.


Gloria Goldberg (jalapeno_dude): 6/6 Sanity, 4/4 Stamina, 2 Focus, $2, 2 Clues

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.
Elder Sign ($5 Unique Item): Any Phase: Whenever you could make a Fight or Lore check to close a gate, you may instead spend 1 Stamina and 1 Sanity and remove this card from the game. If you do, close and immediately seal that gate, and remove 1 doom token from the Ancient One's doom track.
Trophies: Cultist(1T), Dark Young(3T)


Mandy Thompson (Tamien): 4/5 Sanity, 3/5 Stamina, 2 Focus, $6, 7 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): 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)


Monster/Gate List:
City of the Great Race (Woods): +0 / Triangle
R'lyeh (The Witch House): -3[2] / Cross
Another Dimension (The Unnamable): +0 / Square
Yuggoth (Unvisited Isle): -2 / Circle
Ghost (The Witch House): Movement: Stationary / Crescent, Evade: -3, Horror: -2 / 2 Sanity, Combat: -3 / 1 Toughness / 2 Stamina; Physical Immunity, Undead.
Nightgaunt (The Witch House): Movement: Flying / Backslash, Evade: -2, Horror: -1 / 1 Sanity, Combat: -2 / 2 Toughness / 0 Stamina; When you fail a Combat or Evade check against Nightgaunt, you are drawn through the nearest open gate. If two or more gates are the same distance from you, you choose which gate you are drawn through.
Star Spawn (Miskatonic University): Movement: Normal / Cross, Evade: -1, Horror: -3 / 2 Sanity, Combat: -3 / 4 Toughness / 3 Stamina; Modified by Environment.
Witch (The Unnamable): Movement: Normal / Circle, Evade: -1, Horror: None, Combat: -3 / 1 Toughness / 2 Stamina; Magical Resistance.
Dimensional Shambler (The Unnamable): Movement: Fast / Square, Evade: -3, Horror: -2 / 1 Sanity, Combat: -2 / 1 Toughness / 0 Stamina; If you fail a Combat or Evade check against Dimensional Shambler, you are Lost in Time and Space.
Hound of Tindalos (Merchant District): Movement: Special / Square, Evade: -1, Horror: -2 / 4 Sanity, Combat: -1 / 2 Toughness / 3 Stamina; Physical Immunity; When it moves, the Hound of Tindalos moves directly to the nearest investigator inside a location in Arkham (Other than the Hospital or Asylum).
Shoggoth (Merchant District): Movement: Fast / Diamond, Evade: -1, Horror: -1 / 3 Sanity, Combat: -1 / 3 Toughness / 3 Stamina; Physical Resistance, Nightmarish 1.
Byakhee (Unvisited Isle): Movement: Flying / Circle, Evade: -2, Horror: -1 / 1 Sanity, Combat: +0 / 1 Toughness / 2 Stamina.
Outskirts: 1/3 monsters (Cultist)


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), Cultist(1T)


Everyone may spend focus.
pistachi0n, please state your intended movement.
Last edited by Thatwasademo on Sat Aug 08, 2015 8:06 pm, edited 1 time in total.
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Post by Tamien »

I'm keeping my stats the same.

On my turn, I will attempt to use the Cabala of Saboth, then move to the Graveyard and end my turn to obtain the Clue there.
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Post by Aestrix »

I'd like to change my stats to:

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
Right, so, obviously I need to go scurrying off to close a gate, but the monsters in the merchant district are somewhat scary. I can likely take the two present there, but I'm worried about their friends from the unvisted isle and the unnamable coming to pay me a visit after. Think I should go for it anyway?
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Post by pistachi0n »

I spend no focus. I move to Independence Square.
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Post by Tamien »

Aestrix, which gate are you aiming to close? Note that the arrows of travel only ever point towards districts, not specific locations. I forget when monster movement happens, but once you're at the Unvisited Isle or the Unnamable, no further monsters are gonna move onto you. But maybe you mean the monsters that are already there, whom you will be paying a visit to? I think it's probable that you'll go through the gate and by the time you get back they'll have moved on? (Take this advice with a grain of salt, I am feeling pretty confused right now.)
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Post by Aestrix »

Unvisited Isle, it's got less monsters in it and is a very common gate location, seems like the best bet of my options available.

Once I get to the merchant district, I'll have to fight, thus ending my move, because my sneak's awful and I'd have to kill my speed for it. I could have switched my speed to two and my sneak to one, but I figured I'd loose a sneak check against two monsters anyway, and with two move I wouldn't be able to make it to the gate location anyway. Besides, I sort of vaguely would like them off the streets so someone else can get the gate I'm not getting. So, not going to try it, I have decent equipment (I think) and a heal spell, I can probably take them.

Regardless, once I've fought the monsters (and hopefully won) I will be stuck in the merchant district road, and there are three (well, four really) more monsters that could wander towards where I am, and I'm not sure I could take two monsters in one turn, and then turn around and take however many more when I am likely bleeding all over everything. So basically the question I'm asking is, "Do you think I could take the monsters that show up after I kill the two in the merchant district?"
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