Page 21 of 24
Re: Arkham Horror: Great Old One? Eh, just shoot it.
Posted: Sat Aug 08, 2015 6:31 pm
by Aestrix
Well that hurt. A lot. But I did know this would be risky...
During my upkeep I would like to use heal. In case it wasn't uh. Super obvious that I was going to do that thing.
Re: Arkham Horror: Great Old One? Eh, just shoot it.
Posted: Sat Aug 08, 2015 6:52 pm
by jalapeno_dude
I will spend focus to increase my Lore and Fight by 1 each, and move to the Witch House as planned. I will obviously cast Shrivelling to fight the ghost. (Sanity? Who needs that?)
Re: Arkham Horror: Great Old One? Eh, just shoot it.
Posted: Sat Aug 08, 2015 8:01 pm
by Thatwasademo
Turn 5: Movement
Gloria Goldberg (jalapeno_dude) travels {French Hill, The Witch House} and challenges the
Ghost:
Horror: {
FAIL} (4/6 Sanity)
Shrivelling (3/6 Sanity): {
6,2,4,1;
PASS}
Combat: {
6,
5,
6,3,
5,3;
PASS}
She collects it as a trophy (1T).
Gloria Goldberg (jalapeno_dude): 3/6 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, Exhausted): 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), Ghost(1T)
Bethesda, please confirm your skill allocation and state your intended movement.
Re: Arkham Horror: Great Old One? Eh, just shoot it.
Posted: Sat Aug 08, 2015 9:36 pm
by Bethesda
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
I will head to the Merchant District and engage in combat with the Star Spawn.
Edit: Yeah, head to Miskatonic University. In my defense, they both start with 'M'. Just the Tommy Gun.
Re: Arkham Horror: Great Old One? Eh, just shoot it.
Posted: Sat Aug 08, 2015 10:41 pm
by Thatwasademo
Assuming you meant Miskatonic University...
Edit: You cannot pass the Star Spawn's Horror check (-3) with your current Will. I would suggest lowering your Fight or choosing a different destination, since this means you would immediately go insane and lose two items. If you do decide to adjust that slider and confront the Star Spawn, you will have a 1 in 3 chance of not going insane, and I'll also need to know if you wish to use your dynamite for 8 total combat or just shoot it with your Tommy Gun for 6 combat.
Edit: I see your edit and will post an update soon-ish.
Re: Arkham Horror: Great Old One? Eh, just shoot it.
Posted: Wed Aug 12, 2015 8:19 pm
by Thatwasademo
Turn 5: Movement
Michael McGlen (Bethesda) travels {Uptown, Miskatonic University} and challenges the
Star Spawn:
Horror: {2;
FAIL}
He remembers nothing from his encounter, awakening in
Arkham Asylum with some of his weapons confiscated.
Turn 5: Arkham Encounters
Kate Winthrop (pistachi0n): A shadow falls across you from no apparent source and you shiver with more than just cold. Pass a Will (-1) check {4;
FAIL} or lose 1 Stamina (5/6) and 1 Sanity (3/4).
Gloria Goldberg (jalapeno_dude) boldy enters R'lyeh, confident that her visions will guide her safely home.
Mandy Thompson (Tamien): The moaning winds in the cave whisper your name. Lose 1 Sanity (3/5).
Turn 5: Other World Encounters
Gloria Goldberg (jalapeno_dude) sees two roads:
One risks 1 Sanity and 1 Stamina to a Will(-1) check.
The other guarantees a loss of 1 Stamina.
Kate Winthrop (pistachi0n): 5/6 Sanity, 3/4 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): 2/6 Sanity, 1/4 Stamina, 2 Focus, $2, 1 Clue
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, Exhausted): 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.
Trophies: Hound of Tindalos(2T), Shoggoth(3T)
Gloria Goldberg (jalapeno_dude): 3/6 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, Exhausted): 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), Ghost(1T)
Mandy Thompson (Tamien): 3/5 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, 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)
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)
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
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.
Byakhee (Unvisited Isle): Movement: Flying / Circle, Evade: -2, Horror: -1 / 1 Sanity, Combat: +0 / 1 Toughness / 2 Stamina.
Outskirts: 1/3 monsters (Cultist)
Bethesda, please choose 2 items to lose.
pistachi0n may spend clues.
jalapeno_dude, please choose your path.
Re: Arkham Horror: Great Old One? Eh, just shoot it.
Posted: Wed Aug 12, 2015 8:51 pm
by jalapeno_dude
I will tank the Stamina loss.
Re: Arkham Horror: Great Old One? Eh, just shoot it.
Posted: Wed Aug 12, 2015 10:47 pm
by pistachi0n
I do not spend clues.
Re: Arkham Horror: Great Old One? Eh, just shoot it.
Posted: Thu Aug 13, 2015 6:28 pm
by Bethesda
Lose dynamite and holy water. Shooting eldritch monstrosities is pretty much the ideal lifestyle, so let's keep that up.
Re: Arkham Horror: Great Old One? Eh, just shoot it.
Posted: Fri Aug 14, 2015 12:38 am
by Tamien
I am confused. Did my turn get skipped? I'm not sure why I got a Black Cave encounter - my plan had been to try using the Cabala of Saboth, then head to the Graveyard and grab the Clue there. Did something stop me from moving?