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

Not the kind with cardstock and pawns. Mostly play by post Mafia so far.

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

Postby Thatwasademo » Fri Aug 14, 2015 3:11 pm

Tamien wrote: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?


Thank you for mentioning this, it was indeed an error. What had happened was that Bethesda's place in the turn order got messed up and correcting it caused me to jump to his turn. Your movement, and revised Encounter (from the same card) will occur shortly...
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Postby Thatwasademo » Fri Aug 14, 2015 3:50 pm

Turn 5: Movement
Mandy Thompson (Tamien) has, in fact, been in the Graveyard this entire time (8 Clues, 4/5 Sanity). (route: {Rivertown, Graveyard}; cabala: {4; FAIL})
Michael McGlen (Bethesda) loses items.

Turn 5: Arkham Encounters
Mandy Thompson (Tamien): "Testifying" Cooter Falwell latches onto you and rambles on about his spiritual beliefs. Make a Lore (-1) check {4,5; PASS}. If you pass, then somewhere in Cooter's words you find a clue to the Mythos threat. Gain 1 Clue token (9), but lose 1 Sanity (3/5).

Turn 5: Other World Encounters
Gloria Goldberg (jalapeno_dude): The shadowy entity gives up the chase. Lose 1 Stamina (3/4) from exhaustion.

Turn 5: Mythos
Miskatonic Arctic Expedition Returns!
A gate to The Dreamlands opens in Hibb's Roadhouse, destroying 1 Clue, advancing the Doom Track (5/13), and releasing a Ghost and a Dark Young.
A Clue appears at Independence Square, where Kate Winthrop (pistachi0n) collects it.
The Star Spawn moves to the Uptown streets.
Any Elder Things previously claimed as monster trophies by players return to life and are placed in the River Docks. Fortunately, there are no such Elder Things.
Carolyn Fern (Aestrix) becomes First Player.

Turn 6: Upkeep
Possessions ready.
Carolyn Fern (Aestrix) gains 1 Sanity (3/6).
Kate Winthrop (pistachi0n) keeps her Blessing {3}.

Image

Carolyn Fern (Aestrix): 3/6 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): 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, 3/4 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), Ghost(1T)


Mandy Thompson (Tamien): 3/5 Sanity, 3/5 Stamina, 2 Focus, $6, 9 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)


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.
Tommy Gun (Physical Weapon, 2 Hands, $7 Common Item): +6 Combat check.
Trophies: Formless Spawn(2T), Cultist(1T)


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.


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
The Dreamlands (Hibb's Roadhouse): +1 / Backslash
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.
Ghost (Hibb's Roadhouse): Movement: Stationary / Crescent, Evade: -3, Horror: -2 / 2 Sanity, Combat: -3 / 1 Toughness / 2 Stamina; Physical Immunity, Undead.
Dark Young (Hibb's Roadhouse): Movement: Stationary / Hexagon, Evade: -2, Horror: +0 / 3 Sanity, Combat: -1 / 3 Toughness / 3 Stamina; Physical Resistance, Nightmarish 1.
Outskirts: 1/3 monsters (Cultist)


Mandy Thompson (Tamien) may spend Clues.
Everyone may spend Focus.
Aestrix, you will be casting Heal as requested after spending Focus. Please state your intended movement.
jalapeno_dude may also cast Heal, if desired.
pistachi0n may gain 1 Stamina or 1 Sanity.
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Postby Aestrix » Fri Aug 14, 2015 6:03 pm

Oh good, my insane risk did not backfire spectacularly. The star spawn even moved away from me. I consider myself incredibly lucky and would like to thank the RNG for its uncharacteristic mercy.

Spending focus as follows:
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


I will wait to decide my movement based on how the heal goes and how my fellow players feel about my future movement, because uh. I hate to be narcissistic but I am kind of doing a major thing here and am carrying a precious, precious elder sign.

Everyone, I think I can take the Byakhee at the Unvisited Isle without much trouble, but I acknowledge I'm inexperienced and therefore might be bad at judging things. Even if I lose the horror check I'll be reduced to 1 sanity, which while unpleasant, and setting me up for possible trouble when I'm through the gate, will not in itself take me out. The Byakhee has no physical resistance abilities, no combat pluses, 1 toughness, and I am reasonably well equipped and have an emergency clue should I fail a check (I really shouldn't), but it could happen. If I wait and flee to recover, I could end up fighting more monsters, and I waste valuable time as we kind of need to get gates closed yesterday.

Basically, does it seem wise for me to go on a magical murder adventure to the Unvisited Isle?
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Postby Bethesda » Sun Aug 16, 2015 6:41 pm

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


Demo, how does using an Elder Sign work when one (Aestrix/Carolyn) has only 1 Stamina? Or 1 Stamina and 1 Sanity, if all does not go well?
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Postby Thatwasademo » Mon Aug 17, 2015 7:45 pm

Bethesda wrote:Demo, how does using an Elder Sign work when one (Aestrix/Carolyn) has only 1 Stamina? Or 1 Stamina and 1 Sanity, if all does not go well?


From p. 18: "The player removes 1 Sanity and 1 Stamina from his investigator sheet. This may knock the investigator unconscious or drive him insane, but the elder sign still takes effect."

If you pay your last Sanity or Stamina to use it, you remove it from the game before calculating how many items you must discard. You're sent to the Hospital or the Asylum, but the gate is closed and sealed, and you keep its trophy.

If you pay your last Sanity AND Stamina to use it, you are devoured. You discard all of your cards, but keep your trophies, including the gate you just closed and sealed. During upkeep on the next turn, you draw a new investigator and do setup.

If you're Carolyn Fern, of course, you can also wait in the location with an explored token for an upkeep to pass before sealing the gate. This may or may not be tactically sound. The timing of the whole deal happens to make it very unlikely that Carolyn Fern (or the investigator who restores Health at upkeep) would be devoured from using an Elder Sign in the first place, also: Carolyn would have to somehow lose Sanity between Upkeep and closing the gate without gaining Stamina, and I can't think of any way that would happen aside from failing a Heal that wouldn't be a good idea to cast in the first place.
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Postby pistachi0n » Wed Aug 19, 2015 8:01 am

I want a stamina. I'm missing one of each but I had less of that to begin with.
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Postby Aestrix » Wed Aug 19, 2015 8:34 am

Demo, how does the heal go?
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Postby Thatwasademo » Thu Aug 20, 2015 12:31 am

Turn 6: Upkeep
Carolyn Fern (Aestrix) casts Heal (2/6 Sanity) {6,1,3,3,1} and gains 1 Stamina (2/4)
Kate Winthrop (pistachi0n) gains 1 Stamina from her Healing Stone (4/4).

jalapeno_dude, Tamien, and pistachi0n may spend Focus.
Aestrix, state your intended movement when ready.
jalapeno_dude may cast Heal, if desired.
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Postby jalapeno_dude » Thu Aug 20, 2015 2:03 am

Definitely not going to cast Heal. Don't think I'll spend focus either.
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Postby Aestrix » Sat Aug 22, 2015 5:42 pm

...

Okay. It is tempting as hell to jump into that gate now, but I think since the heal only gave me one health, I really should uh. Not risk it. I'd likely win, but if I lose, I fall unconscious.

I will go to the newspaper. I'll be back when I'm less hurt and crazy.
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