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[Arkham Horror] Victory has come!
Posts
Crack squad, us.
Movement: Move to Hibbs Roadhouse and grab that sweet sweet clue. move to the Unvisited Isle.
edit for reading comprehension
So.... any suggestions where this intrepid adventurer should head next?
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Horror Check: Will 3 - 1 Success
Combat Check: Fight 2 + 3 (Ench. Knife) + 2 (half of .45) - 3 1 Success wah wah.
You guys want that reroll, or should I try to save myself 2 stamina?
You should finish off your combat either way, to make sure you don't need it to survive.
Regarding burning clue tokens - remember that when @Daemonis gets back we all get a new skill, so that might change stuff that has already happened!
Also, @jdarksun, is it maybe worth spending the clue tokens before a reroll anyway? At present we can't spend them to seal gates, and if (gods forbid) you don't get the needed successes on the clue tokens, the reroll will affect more dice.
Kill things. Kill all the things.
Is it worth upping that to 4 turns? Does that basically put me on the "do not call" list for gate closing? etc, etc
Good points, definitely. Something else to consider is that if we don't get this gate closed, then there's a greater chance of monster surges and such. It's already going to take me a fair while to get the monster population back under control - especially seeing as how I don't want to engage anything where there's a gate...
I can't see what's best really. Need the opinion of one more experienced than I!
And uh, if you have an Elder Sign, @jdarksun, don't you automatically seal the gate???
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Riight. No one can help us...
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Actually, closing/sealing gates do happen after the movement phase and during the Arkham Encounter Phase. So everyone does receive a skill at this time, @Daemonis.
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Clue token #3: 1d6t5 0
Clue token #4: 1d6t5 0
Sigh
Close gate reroll: 7d6t5 2
Finally.
Round 2: 4d6 vs. Vampire 3 Successes
I just shot a vampire in the face, and it worked! Now I get to gaze into the abyss.
That everyone, @Daemonis?
Sliders staying
Stand Up
This time the shopkeeper brings all four things at once. Monterey Jack may purchase Obsidian Statue ($4), Silver Key ($4), Alien Statue ($5) or Nameless Cults ($3). No signs of signs. @mi-go hunter what do you wish to buy?
Harvey Walters closed the gate! Byakhee flies away from the Arkhem
Michael McGlen stopped the terrible experiment! Everyone become more skillful:
Harvey Walters - Expert Occultist (he certanly likes doubles!)
Sister Mary - Stealth
Mandy Thompson - Bravery
Dexter Drake - Marksman
Monterey Jack - Bravery
Michael McGlen - Lore
Mandy Thompson walks through the gate to the Abyss.
Dexter Drake was ready to everything when came into Hibb's roadhouse but he did not expect that! A horrible monster appears! Nightgaunt! @Chrysis to buy it a beer
OW encounters:
Stars are right!
Sister Mary is disoriented. The colors around are blinding. Pass Lore(-1) check or stay here next turn. @Snowdown to perform the check
Mandy Thompson is lost in the darkness. Pass Luck(-2) check or lose 1 Sanity and stay here next turn. @PsychoLarry1 to find a light in the darkness
First step, will check. One hit.
Next step, cast shrivelling. -1 Sanity, 2 dice, 1 hit again.
Now, desiccate the nightgaunt. Using the Derringer and Shrivelling, 2 + 2 + 6 - 2 = 8 dice.2 Successes, just. Nightgaunt desiccated.
Burn 1 clue roll 1d6 - Success!
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Lore (-1) 3d6(4): 1 Success
I'd appreciate it if you'd leave Duke for me - my sanity is maxed at three, not my will.
Gate aready open at the Witch House. Monster surge! 6 monsters to appear, 3 go to Arkhem, 3 to Outskirts. I'm going to distribute the first 3 evenly between gates, correct me if I'm wrong.
Witch appears at the Witch House
Maniac comes on the Unvisited Isle
Flying Polyp flies out of the Black Cave
Cultist goes to the Outskirts. Terror level raises! John Legrasse leaves the city.
Chthonian and Gug occupy the outskirts now.
Clue does not appear
Witch walks to the French Hill streets
@Chrysis
@mi-go hunter
@Tayrun
@jdarksun
@Snowdown
You may start your turn
So during Upkeep, crank Speed/Sneak to 5/1 and heal 1 Sanity with the Healing Stone, bringing Drake to 4.
During Movement, move to the Uptown streets, avoiding the Witch.
Time to battle the Spawn.
Terror Check, 2 Dice, No Hits. That's not good, but manageable. -2 Sanity, 2 remaining.
Cast Shrivelling, 2 dice, 1 hit. Excellent, although only 1 Sanity remaining now.
Fight Spawn. 2 Base + 6 Shrivelling, -2 = 6 dice. No hits. Spend clue token for 2 dice. Still nothing. Reroll with Marksman. Finally.
That cost far more than I'd hoped. Going to have to take a trip to the loony bin and get put back together.
I copy. Now that the gate is gone from that location I can head over there.
Upkeep: No changes.
> Move to the Woods.
> Engage Cultist.
No horror check.
Fight check: Toughness 1. Fight 9. Cultist combat rating -1.
8 dice: 4 successes
> Claim Cultist as monster trophy.
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Being able to combat multiple things was just for The Terrible Experiment, right? Or can I engage the other Cultist this turn?
Edit: Also, you are an insane beast of a mobster, and I'm glad you're on our side.