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 » Tue May 19, 2015 11:12 pm

pistachi0n wrote:I'd like to go to the administration building. I'm aiming to get skills.


You mean from a random encounter, right? You don't have $8 to use the Administration Building's ability.

(also, since I'm already double-checking that, bear in mind that gates never appear in locations with a green diamond above them on the map, so this would take your Science! ability offline for the turn)
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Postby pistachi0n » Tue May 19, 2015 11:26 pm

Scratch that. I'm going to the river docks.
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Postby Thatwasademo » Tue May 19, 2015 11:52 pm

Turn 1: Movement
Kate Winthrop (pistachi0n) travels {Miskatonic University, Merchant District, River Docks}.

Turn 1: Arkham Encounters
Carolyn Fern (Aestrix): A shadow falls across you from no apparent source and you shiver with more than just cold. Pass a Will (-1) check {5; PASS} or lose 1 Stamina and 1 Sanity.

Mandy Thompson (Tamien): Brushing up against a strange object in the hall, you feel stretched and thin, like your skin is too tight. Pass a Luck (-1) check {FAIL} or you are Cursed.

Michael McGlen (Bethesda) enters the City of the Great Race.

Kate Winthrop (pistachi0n): The dock workers are short-handed and offer you a job as a stevedore for the day. Make a Fight (+0) check. {6, 6; PASS} If you pass, gain $3 for every success you rolled. (Gain $6, new total $13) If you fail, the boss gets tired of your lollygagging and throws you out. Lose 1 Stamina and move to the street.

Turn 1: Other World Encounters
Michael McGlen (Bethesda): (Green, City of the Great Race) You find yourself in an ancient and abandoned temple. Pass a Luck (-1) check {4; FAIL} to find a golden statue worth $10. However, if you take it, you are Cursed.

Image
Carolyn Fern (Aestrix): 5/6 Sanity, 4/4 Stamina, 2 Focus, $7, 2 Clues, First Player
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.


Gloria Goldberg (jalapeno_dude): 4/6 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, 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.
Trophies: Cultist(1T), Dark Young(3T)


Mandy Thompson (Tamien): 5/5 Sanity, 5/5 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, 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, Exhausted): 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.
Curse: Upkeep: Roll a die and discard this card on a 1. Any Phase: When rolling dice, you only score successes on a 6. If you are Blessed, discard this card instead of gaining a Blessing card.


Michael McGlen (Bethesda): 1/3 Sanity, 7/7 Stamina, 1 Focus, $8, 2 Clues
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, 2 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.


Monster/Gate List:
City of the Great Race (Woods): +0 / Triangle


Tamien, pistachi0n, and Bethesda may spend clues if they wish (Bethesda on either preventing 2 Sanity loss or on obtaining the cursed treasure).
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Postby pistachi0n » Tue May 19, 2015 11:56 pm

I choose not to spend a clue.
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Postby Tamien » Wed May 20, 2015 2:25 am

Thatwasademo wrote:Mandy Thompson (Tamien): Brushing up against a strange object in the hall, you feel stretched and thin, like your skin is too tight. Pass a Luck (-1) check {FAIL} or you are Cursed.

Well, fuck. That's what I get for setting my Luck so low, I guess. Stupid cabala tempting me...

I only just got this clue, but I think this is worth spending it; being cursed is miserable. *crosses fingers*
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Postby Thatwasademo » Wed May 20, 2015 3:24 am

Mandy Thompson (Tamien): {Spending clue (4): 6; PASS} You recall something in your notes about the strange object ahead of you in the hall and just turn around and walk away rather than risk coming anywhere near it. Nothing happens.
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Postby Bethesda » Wed May 20, 2015 4:25 am

I think I should spend a clue to regain sanity, unless someone has objections?
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Postby Aestrix » Thu May 21, 2015 7:02 am

I think you probably should, considering where you are.
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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Postby Bethesda » Thu May 21, 2015 1:40 pm

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

Postby Thatwasademo » Thu May 21, 2015 2:43 pm

Right... I was just about to say "that's 24 hours without any objections, so you're doing that". Unfortunately, you rolled a 1. Spend your other clue?

(In-format writeup and Mythos phase after this)

Edit: Actually, I just realized that I can speed up the game across boundaries like this if I just play it forward and keep the results secret if they would be affected, since even though that might give you information early that, for example, either a Clue or Sanity would be required by the Mythos phase, that doesn't tell you whether you should keep or spend the clue. But perhaps that would be confusing? Opinions?
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