blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
Lore/Luck to 3/2
Move to Woods, pick up clue token and have an encounter.
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blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
Sorry for the delay, all.
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mi-go hunterOnce again I'm back in the lab.Cleaning my knives, ready for stabs.Registered Userregular
ARKHAM ENCOUNTERS:
Roland Banks at the Black Cave:
You see runes carved on the cave wall, but then... is it a trick of the light, or are the walls dripping silver? Make a Speed (-2) check to copy the runes in time. If you pass, draw a number of Spells equal to the number of successes rolled. You may keep one, and must discard the rest. @Void Slayer to make the check to obtain some tidbits of arcane knowledge!
Agnes Baker at Hibb's Roadhouse:
"So, what's your story, friend?" A smiling man inquires about your adventures over a glass of gin. You tell him your story. If you spend 3 Clue Tokens, he introduces himself as Ryan Dean and asks to join you. Take his Ally card. If it's not available, he gives you some useful items instead. Draw 2 Common Items. @Daemonis , will you tell him?
Silas Marsh at the Ye Olde Magick Shoppe:
Paying $5, Miriam Beecher offers to teach @caliber two spells, both exactly the same: the Voice of Ra!
Norman Withers at the Science Building:
Assisting a professor in his research, you find a valuable Spell. Draw 1 Spell. However, you must make a Fight (-1) check or some sticky-fingered student steals one of your items. Lose 1 Item of your choice. @Cerberus receives the spell Wither! But can he keep it?
Hank Samson in the Graveyard:
You find a man painting a picture on one of the horrible gargoyles lining the walls of the graveyard. Seeing you, he introduces himself as Richard Upton Pickman, a painter visiting from Boston. If you spend monster trophies that have a total of 5 toughness, Pickman takes a liking to you. Take his Ally card. If it is not available, he teaches you an incantation instead. Draw 1 Spell.
Unfortunately for @jdarksun , he is not interested in joining.
Akachi Onyele in the Woods:
You come across a cringing dog. Pass a Sneak (-1) check to catch him and calm him. If you have Food, you can discard that to automatically pass the check instead of rolling. You see by his collar that he is named Duke. Take his Ally card. If it isn't available, gain $3 as a reward for returning him to his owner, instead.
Can @blahmcblah catch him?
Years of crime scene note taking do not let Banks down. 1 success.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
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mi-go hunterOnce again I'm back in the lab.Cleaning my knives, ready for stabs.Registered Userregular
I will deal with the encounter results when I get home. Meanwhile, @Cerberus to finish.
mi-go hunterOnce again I'm back in the lab.Cleaning my knives, ready for stabs.Registered Userregular
MYTHOS PHASE:
A gate to the Plateau of Leng (Symbol: Diamond, Modifier: -1) in the Unnamable! The doom track is now at 3/11.
A Deep One appears in the Unnamable
A Dimensional Shambler appears and moves to Northside Streets.
A clue appears in the Woods, which @blahmcblah immediately collects.
An Activity Marker is placed in Northside Streets.
Huh, we can wait for a square gate to beat the two square monsters, but we need to defeat Mr. Marsh as soon as possible so that we can remove that doom token.
I am ready to jump into either gate but will end up losing my horror check almost certainly so might as well increase my fight.
Just tell me which horrifying gate to the unknown you want, Ms shaman.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Agnes Baker
I'll take care of the Shambler, useful for my story and then pick up a clue from the carnival. I mean, I'll try... Move Fight/Will slider to 2/2.
Move to Northside street.
Horror check (3 + 1 for Cross - 2) = 2 - Not scared!
Cast Wither (6) - Shambler is withering now
Fight (2 + 3 for Wither + 1 hand bonus - 2) = 4 - Shamble to another dimension, beast!
Let's talk a little strategery here. Silas is ready to dive through a gate and I'll take either one. I think the Deep One/Leng would be a bit better from my story's perspective, but without seeing anyone else's sheet, I may have the best chance against old Uncle Marsh. So what do you guys think?
Meanwhile ...
Shaking his head at the strange dreams he'd had, Silas chanted the words the old lady had taught him. The chant made him feel better, somehow, and helped explain some of the things he had been dreaming of ...
Upkeep: Adjust Lore/Luck slider to 4/0. Cast Voice of Ra successfully. Lose 1 Sanity.
Able Seaman - Move between Aquatic locations for 2 move, +2 to checks in Aquatic locations
Tainted Blood - Always draw one extra card when drawing Innsmouth Look cards
Common Items - Bullwhip (1 hand, phys wep, +1 combat, reroll 1 die from combat check), .18 Derringer (1 hand, phys wep, +2 combat), Calvary Saber (1 hand, phys wep, +2 combat)
Unique Items - Nameless Cults (1 move, Lore(-1), +1 spell, -1 San)
Skills - Marksman (reroll a combat check)
Spells - Voice of Ra (upkeep, Lore(-1), -1 San, +1 to all checks for round)
My plan, if I rush Marsh and the Lloigor, is to hide. But I can't seal a gate either, I just think we need to get someone closing. Worse case, if I can get a monster, a gate, and 3 clues, I can seal a gate the hard way.
blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
edited January 2013
If you guys think we should be more concerned with closing gates than sealing them (I'm still one clue short), sure, I can jump in whichever gate is clear. Just kill something for me and I'll jump in. But if I Find Gate to come back and close it, whoever jumped in before me will probably end up lost in time and space.
Edit: I think I'd rather pick up one more clue before going so I can seal, unless everyone thinks I shouldn't wait.
Right, caliber was talking about taking out the Deep One and hitting Leng. It'll give him most of what he needs for his Personal Story.
The problem with someone hitting Marsh and hiding from the Lloigor is that they'd be stuck there until we closed a square gate or scrounged up a Dread Curse.
Ok, so I'm going to tackle the Deep One and Leng, on track to setting my personal story up.
Relaxed by his chant, Silas let his feet carry him where they may and unsurprisingly found himself back in the old Merchant District. Always to sea, he thought idly to himself, always to water ...
Then he spotted something, shaped vaguely as man but not run into that crazy house the locals all said was haunted. He knew he had to run in after it ...
Finding himself confronting a horrendous fish man, he found himself strangely unfazed, almost as if he had seen such creatures before. The beast's head whipped around, snarling in response to Silas's entrance, and charged forward. It was fast, and ducked out of the way of the first shot of Silas's derringer. Unluckily for it, Silas was a marksman. Downing the beast, Silas noticed a strange glow coming from deeper in the house. For a moment he thought of turning back, but he had already seen too much today to think about not taking just one step further ...
Shit that was close. Although I realize not I forgot to roll an extra die due to Voice of Ra during the Fight checks. Ah well, made it through anyway. As for gate closing, I just think we should all wait until we can seal them up, plus it works out with how Silas is setup in play. Agnes, I'll drop off the book to you when I get back.
Able Seaman - Move between Aquatic locations for 2 move, +2 to checks in Aquatic locations
Tainted Blood - Always draw one extra card when drawing Innsmouth Look cards
Common Items - Bullwhip (1 hand, phys wep, +1 combat, reroll 1 die from combat check), .18 Derringer (1 hand, phys wep, +2 combat), Calvary Saber (1 hand, phys wep, +2 combat)
Unique Items - Nameless Cults (1 move, Lore(-1), +1 spell, -1 San)
Skills - Marksman (reroll a combat check, exhausted)
Spells - Voice of Ra (upkeep, Lore(-1), -1 San, +1 to all checks for round)
Monsters - Deep One (2t)
Hank wanders over to the Silver Twilight Lodge looking for Pa.
Hank Samson
Thick-skulled - Any Phase: Hank does not make a Horror check when he first encounters a monster. Instead, he only makes a Horror check if he first fails a Combat or Evade check against a monster.
Common Items Food - Discard Food to reduce any Stamina loss by 1. Knife - Physical, +1 Combat, 1H Lucky Cigarette Case - Discard Lucky Cigarette Case to re-roll any one Skill check.
I'm sorry to say that I am going to need to withdraw from this game. I'm unsure how often I will be at home in front of a computer for the next few weeks and this is not a game I can play just using my phone. Apologises for the inconveniance.
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mi-go hunterOnce again I'm back in the lab.Cleaning my knives, ready for stabs.Registered Userregular
I'm sorry to say that I am going to need to withdraw from this game. I'm unsure how often I will be at home in front of a computer for the next few weeks and this is not a game I can play just using my phone. Apologises for the inconveniance.
mi-go hunterOnce again I'm back in the lab.Cleaning my knives, ready for stabs.Registered Userregular
Sweeet, thanks @stever777 ! You are assigned the role of Norman Withers and you have yet to perform Movement and Upkeep. No rush though, become familiar with the situation at hand first.
Plunging expansion newbies straight into the hardest ancient one of the hardest expansion?
So very cruel.
Blame the RNG! Huehuehue
And to be fair, Zhar and Atlach-Nacha are equally brutal.
Atlach (Kingsport expansion, not Innsmouth) is nearly impossible for a low number of investigators, but since gate closing victories get easier the more players there are he's not too bad with large groups.
Zhar's slumber effect is actually kind of relatively harmless. It's just his low doom token count combined with the 98% chance of losing final battle to him. It would depend on how many cultists were drawn but Rhan can easily be harder.
(Pretty much every Innsmouth AO is about a 98% chance to lose final battle, except for Quachil who is 100%. Ghatanothoa was always my favorite because he had a fun slumber effect and was possible to beat in final battle without letting you gear up to tank his attack.)
My advice: DO NOT PLAN ON FIGHTING RHAN. Treat him like Azathoth.
OK.
Not sure what Norman Withers was up to.
Was there a plan among the players or should I just go for what I think is best, which is, umm, i dunno....
Posts
From the Cultes des Goules, @Daemonis receives 1 clue token and the spell Enchant Weapon!
@Void Slayer passes his personal story, and the card is in play next to his investigator sheet.
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Move to Woods, pick up clue token and have an encounter.
Roland Banks at the Black Cave:
You see runes carved on the cave wall, but then... is it a trick of the light, or are the walls dripping silver? Make a Speed (-2) check to copy the runes in time. If you pass, draw a number of Spells equal to the number of successes rolled. You may keep one, and must discard the rest.
@Void Slayer to make the check to obtain some tidbits of arcane knowledge!
Agnes Baker at Hibb's Roadhouse:
"So, what's your story, friend?" A smiling man inquires about your adventures over a glass of gin. You tell him your story. If you spend 3 Clue Tokens, he introduces himself as Ryan Dean and asks to join you. Take his Ally card. If it's not available, he gives you some useful items instead. Draw 2 Common Items.
@Daemonis , will you tell him?
Silas Marsh at the Ye Olde Magick Shoppe:
Paying $5, Miriam Beecher offers to teach @caliber two spells, both exactly the same: the Voice of Ra!
Norman Withers at the Science Building:
Assisting a professor in his research, you find a valuable Spell. Draw 1 Spell. However, you must make a Fight (-1) check or some sticky-fingered student steals one of your items. Lose 1 Item of your choice.
@Cerberus receives the spell Wither! But can he keep it?
Hank Samson in the Graveyard:
You find a man painting a picture on one of the horrible gargoyles lining the walls of the graveyard. Seeing you, he introduces himself as Richard Upton Pickman, a painter visiting from Boston. If you spend monster trophies that have a total of 5 toughness, Pickman takes a liking to you. Take his Ally card. If it is not available, he teaches you an incantation instead. Draw 1 Spell.
Unfortunately for @jdarksun , he is not interested in joining.
Akachi Onyele in the Woods:
You come across a cringing dog. Pass a Sneak (-1) check to catch him and calm him. If you have Food, you can discard that to automatically pass the check instead of rolling. You see by his collar that he is named Duke. Take his Ally card. If it isn't available, gain $3 as a reward for returning him to his owner, instead.
Can @blahmcblah catch him?
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Penny Arcade Rockstar Social Club / This is why I despise cyclists
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After spending 3 clue tokens, Ryan Dean joins @Daemonis! He gives you some Research Materials.
@Void Slayer now knows the ritual to perform a Heal spell!
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A gate to the Plateau of Leng (Symbol: Diamond, Modifier: -1) in the Unnamable! The doom track is now at 3/11.
A Deep One appears in the Unnamable
A Dimensional Shambler appears and moves to Northside Streets.
A clue appears in the Woods, which @blahmcblah immediately collects.
An Activity Marker is placed in Northside Streets.
Board incoming.
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GAME4UPDATE2 by konheong, on Flickr
Innsmouth:
GAME4INNSMOUTH1 by konheong, on Flickr
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@Void Slayer
@blahmcblah
@caliber
@jdarksun
@Daemonis
Feel free to perform Upkeep and Movement in any order!
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I am ready to jump into either gate but will end up losing my horror check almost certainly so might as well increase my fight.
Just tell me which horrifying gate to the unknown you want, Ms shaman.
I'll take care of the Shambler, useful for my story and then pick up a clue from the carnival. I mean, I'll try...
Move Fight/Will slider to 2/2.
Move to Northside street.
Horror check (3 + 1 for Cross - 2) = 2 - Not scared!
Cast Wither (6) - Shambler is withering now
Fight (2 + 3 for Wither + 1 hand bonus - 2) = 4 - Shamble to another dimension, beast!
Agnes picks the clue not hurting her mind
Meanwhile ...
Shaking his head at the strange dreams he'd had, Silas chanted the words the old lady had taught him. The chant made him feel better, somehow, and helped explain some of the things he had been dreaming of ...
Upkeep: Adjust Lore/Luck slider to 4/0. Cast Voice of Ra successfully. Lose 1 Sanity.
Speed/Sneak: 4/1 (+1 checks, Voice of Ra)
Fight/Will: 4/3 (+1 checks, Voice of Ra)
Lore/Luck: 4/0 (+1 checks, Voice of Ra)
Sanity: 3
Stamina: 6
Money: $2
Clues: 2
Able Seaman - Move between Aquatic locations for 2 move, +2 to checks in Aquatic locations
Tainted Blood - Always draw one extra card when drawing Innsmouth Look cards
Common Items - Bullwhip (1 hand, phys wep, +1 combat, reroll 1 die from combat check), .18 Derringer (1 hand, phys wep, +2 combat), Calvary Saber (1 hand, phys wep, +2 combat)
Unique Items - Nameless Cults (1 move, Lore(-1), +1 spell, -1 San)
Skills - Marksman (reroll a combat check)
Spells - Voice of Ra (upkeep, Lore(-1), -1 San, +1 to all checks for round)
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
I still need 3 clues - should I head to Innsmouth, or stick around Arkham for now?
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Edit: I think I'd rather pick up one more clue before going so I can seal, unless everyone thinks I shouldn't wait.
Penny Arcade Rockstar Social Club / This is why I despise cyclists
The problem with someone hitting Marsh and hiding from the Lloigor is that they'd be stuck there until we closed a square gate or scrounged up a Dread Curse.
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Relaxed by his chant, Silas let his feet carry him where they may and unsurprisingly found himself back in the old Merchant District. Always to sea, he thought idly to himself, always to water ...
Then he spotted something, shaped vaguely as man but not run into that crazy house the locals all said was haunted. He knew he had to run in after it ...
Finding himself confronting a horrendous fish man, he found himself strangely unfazed, almost as if he had seen such creatures before. The beast's head whipped around, snarling in response to Silas's entrance, and charged forward. It was fast, and ducked out of the way of the first shot of Silas's derringer. Unluckily for it, Silas was a marksman. Downing the beast, Silas noticed a strange glow coming from deeper in the house. For a moment he thought of turning back, but he had already seen too much today to think about not taking just one step further ...
Movement: Move to Unnamable. Pass Horror check. Fail Fight check, exhaust Marksman to reroll. Pass Fight check. Take Deep One Trophy and on to Leng!
Shit that was close. Although I realize not I forgot to roll an extra die due to Voice of Ra during the Fight checks. Ah well, made it through anyway. As for gate closing, I just think we should all wait until we can seal them up, plus it works out with how Silas is setup in play. Agnes, I'll drop off the book to you when I get back.
Speed/Sneak: 4/1 (+1 checks, Voice of Ra)
Fight/Will: 4/3 (+1 checks, Voice of Ra)
Lore/Luck: 4/0 (+1 checks, Voice of Ra)
Sanity: 3
Stamina: 6
Money: $2
Clues: 2
Able Seaman - Move between Aquatic locations for 2 move, +2 to checks in Aquatic locations
Tainted Blood - Always draw one extra card when drawing Innsmouth Look cards
Common Items - Bullwhip (1 hand, phys wep, +1 combat, reroll 1 die from combat check), .18 Derringer (1 hand, phys wep, +2 combat), Calvary Saber (1 hand, phys wep, +2 combat)
Unique Items - Nameless Cults (1 move, Lore(-1), +1 spell, -1 San)
Skills - Marksman (reroll a combat check, exhausted)
Spells - Voice of Ra (upkeep, Lore(-1), -1 San, +1 to all checks for round)
Monsters - Deep One (2t)
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
Hank wanders over to the Silver Twilight Lodge looking for Pa.
Thick-skulled - Any Phase: Hank does not make a Horror check when he first encounters a monster. Instead, he only makes a Horror check if he first fails a Combat or Evade check against a monster.
Status
Sanity: 5
Stamina: 6
Clues: 2
Money: $3
Skills
Speed/Sneak: 3/3
Fight/Will: 2/3
Lore/Luck: 2/2
Common Items
Food - Discard Food to reduce any Stamina loss by 1.
Knife - Physical, +1 Combat, 1H
Lucky Cigarette Case - Discard Lucky Cigarette Case to re-roll any one Skill check.
Unique Items
Enchanted Blade - Magical, +4 Combat, 1H
Skills
Bravery - Exhaust to re-roll a Horror check.
Penny Arcade Rockstar Social Club / This is why I despise cyclists
It's alright Cerb, I will find a replacement.
Anyone want to replace Cerberus?
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@blahmcblah
@Void Slayer
Left to make their moves.
And we need a replacement for Cerb!
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The Black Hole of Cygnus X-1
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I think he's playing CitOW!
The Black Hole of Cygnus X-1
So very cruel.
Blame the RNG! Huehuehue
And to be fair, Zhar and Atlach-Nacha are equally brutal.
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Atlach (Kingsport expansion, not Innsmouth) is nearly impossible for a low number of investigators, but since gate closing victories get easier the more players there are he's not too bad with large groups.
Zhar's slumber effect is actually kind of relatively harmless. It's just his low doom token count combined with the 98% chance of losing final battle to him. It would depend on how many cultists were drawn but Rhan can easily be harder.
(Pretty much every Innsmouth AO is about a 98% chance to lose final battle, except for Quachil who is 100%. Ghatanothoa was always my favorite because he had a fun slumber effect and was possible to beat in final battle without letting you gear up to tank his attack.)
My advice: DO NOT PLAN ON FIGHTING RHAN. Treat him like Azathoth.
Not sure what Norman Withers was up to.
Was there a plan among the players or should I just go for what I think is best, which is, umm, i dunno....
E - scary old ones
The Black Hole of Cygnus X-1
Stamina: 4/4
SPEED/SNEAK: 3/1
FIGHT/WILL: 1/3
LORE/LUCK: 4/3
CURRENT LOCATION: Unvisited Isle
MONEY: $3
CLUE TOKENS: 5
INVENTORY: Rifle
SPELLS: Find Gate, Shrivelling, Wither
SKILL: Marksman
SPECIAL:
ALLIES:
MONSTER TROPHIES:
GATE TROPHIES:
The Black Hole of Cygnus X-1