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Re: Arkham Horror: Great Old One? Eh, just shoot it.
Posted: Thu May 28, 2015 12:15 pm
by Aestrix
Eh, I'll be here a while anyway. No clue spending for me.
Re: Arkham Horror: Great Old One? Eh, just shoot it.
Posted: Thu May 28, 2015 10:00 pm
by Bethesda
I don't think I will attempt to close the gate. I'd rather have wasted some turns than risk another gate opening here.
Re: Arkham Horror: Great Old One? Eh, just shoot it.
Posted: Fri May 29, 2015 2:27 am
by Thatwasademo
Turn 3: Arkham Encounters
Carolyn Fern (Aestrix) is offered these fine items:
- 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.
- Alien Statue ($5 Unique Item): Movement: Exhaust and spend 2 movement points and 1 Sanity to roll a die. If the die is a success, draw 1 Spell or gain 3 Clue tokens. If it is a failure, lose 2 Stamina.
- Holy Water (Magical Weapon, 2 Hands, $4 Unique Item): +6 to one Combat check. (Discard after use)
The wording on the Elder Sign card as printed is absolutely terrible, so I fixed it.
Aestrix, please make your purchase.
jalapeno_dude, please confirm if you intend to continue using the Curiositie Shoppe's ability instead of having an encounter.
Re: Arkham Horror: Great Old One? Eh, just shoot it.
Posted: Fri May 29, 2015 4:53 am
by Aestrix
I would like to buy the elder sign.
(If you pay attention, you can hear the sound of my cackling, from far, far away.)
Re: Arkham Horror: Great Old One? Eh, just shoot it.
Posted: Fri May 29, 2015 2:28 pm
by jalapeno_dude
Sure, might as well see if there's anything else worth buying.
Re: Arkham Horror: Great Old One? Eh, just shoot it.
Posted: Sat May 30, 2015 6:51 am
by Thatwasademo
Turn 3: Arkham Encounters
Carolyn Fern (Aestrix) purchases the Elder Sign ($2 remain).
Gloria Goldberg (jalapeno_dude) is offered these fine items:
- Dragon's Eye ($6 Unique Item): Any Phase: Exhaust and lose 1 Sanity after drawing an Arkham or Other World Encounter card to draw a new card in its place.
- Enchanted Knife (Magical Weapon, 1 Hand, $5 Unique Item): +3 Combat check.
- 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.
Turn 3: Mythos
R'lyeh Rising
A monster surge occurs! A
Cultist appears in the
Woods, a
Nightgaunt appears in
The Witch House, a
Dimensional Shambler appears in
The Unnamable, and a
Byakhee and
Maniac roam the Outskirts.
Normally, the First Player would choose where the monsters are placed, but since at least one monster must be placed at each gate if possible, and exactly 3 monsters can be placed in Arkham, there is no decision to be made about monster placement.
A Clue appears at the
Historical Society.
The Nightgaunt moves to the Sky.
(Environment, Mystic) Star Spawn and Maniacs have their toughness increased by 1. The difficulty to seal or close gates to R'lyeh is increased by 1.
Michael McGlen (Bethesda) becomes
First Player.
Turn 4: Upkeep
Possessions ready.
Carolyn Fern (Aestrix) restores 1 Sanity to
Gloria Goldberg (jalapeno_dude). (6/6)
Kate Winthrop (pistachi0n) is no longer
Lost in Time and Space.
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)
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, $2, 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.
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.
Gloria Goldberg (jalapeno_dude): 6/6 Sanity, 4/4 Stamina, 2 Focus, $7, 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.
Trophies: Cultist(1T), Dark Young(3T)
Mandy Thompson (Tamien): 4/5 Sanity, 3/5 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): 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.
Cultist (Woods): Movement: Flying / Crescent, Evade: -3, Horror: None, Combat: -2 / 1 Toughness / 1 Damage; Modified by Hastur.
jalapeno_dude, please make your purchase.
Everyone may spend Focus.
pistachi0n, please select a location or street area in Arkham to return to.
Bethesda, please post your intended movement.
Re: Arkham Horror: Great Old One? Eh, just shoot it.
Posted: Sat May 30, 2015 9:59 am
by pistachi0n
I will return to downtown.
Re: Arkham Horror: Great Old One? Eh, just shoot it.
Posted: Sat May 30, 2015 4:02 pm
by jalapeno_dude
FUCK YES. Buy the Elder Sign, of course.
Re: Arkham Horror: Great Old One? Eh, just shoot it.
Posted: Sun May 31, 2015 1:04 am
by Bethesda
I think I'll
move to the Merchant District
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
Re: Arkham Horror: Great Old One? Eh, just shoot it.
Posted: Sun May 31, 2015 4:20 pm
by Thatwasademo
Bethesda wrote:I think I'll move to the Merchant District
You might have some difficulty doing that, since there's a cultist in your location. You could lower your speed instead of raising it and try to sneak by to get somewhere, or you could fight the cultist and stay where you are.
Edit: I should note that fighting the cultist will automatically succeed, since its 1 Stamina damage is reduced to 0; thus you can reroll the Combat check as many times as necessary. Similarly, attempting to evade it and failing will have no penalty other than the loss of your remaining movement points.