Dying is rarely preferable, even if you don't seal the gate completely. Even just closing a gate is usually less terrible than leaving a space open for another monster surge. Furthermore, if the gate's icon matches any of the monster's icons, those monsters are instantly banished.
np, sorry I've been super detached from things. I usually come to update things here and then get involved in something else and forget until it's too late in the evening =/
If the rest of you want to continue I'll be happy to keep up with it when I can, I just can't guarantee regular updates.
Okay so before any encounters can be done there is one more thing to resolve, @Mr. Mojo Risin has a bunch of monsters to fight.
Mojo, the board is here. Short version of what's going on is that there are three gates open, two of them are explored (you're standing on one, have been for many, many turns now) and the third is about to be entered by @stever777. There were a bunch of monsters in play but the team did a nice job of cleaning most of them up. So for your turn, you need to fight or evade the 3 monsters on your location (namely, a Ghoul, a Fire Vampire, and a Ghost) in order to consider yourself "safe" for this turn and then will be able to make an attempt at closing the gate. There are no other immediately pressing horrible effects on the board.
Posts
1d6=3
1d6=1, 1d6=6
Is it dead?
Henri Emmanuel Gratien St Pierre in Where No Man Has Gone Before
Lord Augustus Cumberbatch in Eclipse Phase
A list of things, should you be of the gifting persuasion
A list of things, should you be of the gifting persuasion
A list of things, should you be of the gifting persuasion
Penny Arcade Rockstar Social Club / This is why I despise cyclists
A list of things, should you be of the gifting persuasion
A list of things, should you be of the gifting persuasion
Will -1 (2 die) roll against hims
2d6 → [6,1] = (7)
I'm keepin my brains, boy!
Now for the fightin'
Fight -1 (3 die) roll
3d6 → [4,3,6] = (13)
GIT YOU SOME
SPEED/SNEAK: 2/3
FIGHT/WILL: 1/3 -> 0/4
LORE/LUCK: 3/4
Gain 1 Sanity from Healing Stone.
Move to Independence Square.
See Hound.
Horror check 4 Will +1 for cross - 2 rating = 3.
[1,1,4] Succeeds.
Cast Dread Curse.
-2 Sanity cost.
3 Lore -2 casting difficulty = 1.
[3] Fails.
Clue token re-roll.
[3] Fails.
Last Clue token re-roll.
[5] Succeeds!
Fight Hound.
0 Fight + 9 Curse -1 combat rating = 8.
[2,3,1,6,6,3,4,2] Killed!
Rest...
The Black Hole of Cygnus X-1
I'll try to get everything else updated tonight.
A list of things, should you be of the gifting persuasion
Penny Arcade Rockstar Social Club / This is why I despise cyclists
[/setup for Nullzone]
I withdraw.
Sorry but things are getting a bit hectic and I just dont have the time anymore.
Hopefully I can throw down some phallas with you lot in the future. Till then, take care.
If the rest of you want to continue I'll be happy to keep up with it when I can, I just can't guarantee regular updates.
A list of things, should you be of the gifting persuasion
Yup, that's me on Steam.
If you are interested in playing, discussing, or hosting Arkham Horror, click here!
Yog is our bitch!
The Black Hole of Cygnus X-1
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Henri Emmanuel Gratien St Pierre in Where No Man Has Gone Before
Lord Augustus Cumberbatch in Eclipse Phase
Okay so before any encounters can be done there is one more thing to resolve, @Mr. Mojo Risin has a bunch of monsters to fight.
Mojo, the board is here. Short version of what's going on is that there are three gates open, two of them are explored (you're standing on one, have been for many, many turns now) and the third is about to be entered by @stever777. There were a bunch of monsters in play but the team did a nice job of cleaning most of them up. So for your turn, you need to fight or evade the 3 monsters on your location (namely, a Ghoul, a Fire Vampire, and a Ghost) in order to consider yourself "safe" for this turn and then will be able to make an attempt at closing the gate. There are no other immediately pressing horrible effects on the board.
A list of things, should you be of the gifting persuasion
The Black Hole of Cygnus X-1
Ghoul first
Horror Check (1d6=2, 1d6=5)
Good start now to try out this shotgun
Combat (1d6=4, 1d6=3, 1d6=3, 1d6=3, 1d6=1, 1d6=4, 1d6=5)
A bit close for comfort but thats one down now on to the fire vampire Ill try to evade first
Evade check (1d6=3, 1d6=4)
Oh well worth a shot now for some fighting
Combat (1d6=6, 1d6=3)
Two for two now lets channel Harold Ramis and bust a ghost.
First cast wither Spell (1d6=6, 1d6=2, 1d6=3, 1d6=1)
Now to blast the ghost with it
Combat (1d6=2, 1d6=5, 1d6=1, 1d6=2)
Ladies and gentlemen you are now free to move about the unvisited isle. Lets get this show back on the road shall we?
The Black Hole of Cygnus X-1
Nah, you just got lost in time and space. =P
Yup, that's me on Steam.
If you are interested in playing, discussing, or hosting Arkham Horror, click here!
The Black Hole of Cygnus X-1
With Yog, getting lost in time and space = devoured.
So Yog did devour you all...
Yup, that's me on Steam.
If you are interested in playing, discussing, or hosting Arkham Horror, click here!
The Black Hole of Cygnus X-1
(Is it over?)
The Black Hole of Cygnus X-1
Sorry, I completely forgot about this
I can probably pick it up if you want, just have to figure out where we were. I think we were due for encounters.
A list of things, should you be of the gifting persuasion