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[Arkham Horror] Victory has come!

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Posts

  • TayrunTayrun Registered User regular
    jdarksun wrote: »
    Holy crap. I had no idea that I had an elder sign.

    Crack squad, us.

  • PsychoLarry1PsychoLarry1 Registered User regular
    edited March 2013
    Upkeep: Speed/Sneak to 4/2
    Movement: Move to Hibbs Roadhouse and grab that sweet sweet clue. move to the Unvisited Isle.

    edit for reading comprehension

    PsychoLarry1 on
  • mi-go huntermi-go hunter Once again I'm back in the lab. Cleaning my knives, ready for stabs.Registered User regular
    You guys went comment crazy when I was gone!

    So.... any suggestions where this intrepid adventurer should head next?

  • PsychoLarry1PsychoLarry1 Registered User regular
    Vs. Vampire:
    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?

  • jdarksunjdarksun Struggler CORegistered User regular
    Heh, it's your reroll. I've got another couple clue tokens I can burn. I'm not sure if it's harder to come by stamina or clue tokens at the moment.

    You should finish off your combat either way, to make sure you don't need it to survive.

  • TayrunTayrun Registered User regular
    jdarksun wrote: »
    Heh, it's your reroll. I've got another couple clue tokens I can burn. I'm not sure if it's harder to come by stamina or clue tokens at the moment.

    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!

  • TayrunTayrun Registered User regular
    jdarksun wrote: »
    Heh, it's your reroll. I've got another couple clue tokens I can burn. I'm not sure if it's harder to come by stamina or clue tokens at the moment.

    You should finish off your combat either way, to make sure you don't need it to survive.

    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.

  • TayrunTayrun Registered User regular
    You guys went comment crazy when I was gone!

    So.... any suggestions where this intrepid adventurer should head next?

    Kill things. Kill all the things.

  • jdarksunjdarksun Struggler CORegistered User regular
    Tayrun wrote: »
    jdarksun wrote: »
    Heh, it's your reroll. I've got another couple clue tokens I can burn. I'm not sure if it's harder to come by stamina or clue tokens at the moment.

    You should finish off your combat either way, to make sure you don't need it to survive.

    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.
    Depends on expected clue token refresh rate. Right now, I have 2 tokens. I'd need 3+ to seal another gate. Under the current circumstances, that's 3+ turns of chasing clue tokens, plus two turns in outer ick.

    Is it worth upping that to 4 turns? Does that basically put me on the "do not call" list for gate closing? etc, etc

  • TayrunTayrun Registered User regular
    jdarksun wrote: »
    Tayrun wrote: »
    jdarksun wrote: »
    Heh, it's your reroll. I've got another couple clue tokens I can burn. I'm not sure if it's harder to come by stamina or clue tokens at the moment.

    You should finish off your combat either way, to make sure you don't need it to survive.

    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.
    Depends on expected clue token refresh rate. Right now, I have 2 tokens. I'd need 3+ to seal another gate. Under the current circumstances, that's 3+ turns of chasing clue tokens, plus two turns in outer ick.

    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!

  • mi-go huntermi-go hunter Once again I'm back in the lab. Cleaning my knives, ready for stabs.Registered User regular
    Hm, no change to skill sliders. Move to the Curiositie Shoppe to shop shop shop! Farming for Elder signs, to be more precise.

    And uh, if you have an Elder Sign, @jdarksun, don't you automatically seal the gate???

  • DaemonisDaemonis Registered User regular
    edited March 2013
    And uh, if you have an Elder Sign, @jdarksun, don't you automatically seal the gate???
    Nope. They can not be sealed

    Daemonis on
  • mi-go huntermi-go hunter Once again I'm back in the lab. Cleaning my knives, ready for stabs.Registered User regular
    Daemonis wrote: »
    And uh, if you have an Elder Sign, @jdarksun, don't you automatically seal the gate???
    Nope. They can not be sealed

    Riight. No one can help us...

  • DaemonisDaemonis Registered User regular
    Tayrun wrote: »
    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!
    As I said everyone gets a skill when movement phase (and combat) is finshed, and, as it is already started, after Harvey finishes with the gate

  • mi-go huntermi-go hunter Once again I'm back in the lab. Cleaning my knives, ready for stabs.Registered User regular
    Daemonis wrote: »
    Tayrun wrote: »
    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!
    As I said everyone gets a skill when movement phase (and combat) is finshed, and, as it is already started, after Harvey finishes with the gate

    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.

  • DaemonisDaemonis Registered User regular
    This skill gift also happens during the Arkham Encounter Phase. And as Harvey already started rolling to close the gate, it would be unfair to get, say, Lore skill in the middle of it.

  • ChrysisChrysis Registered User regular
    Not to mention that technically Harvey is the First Player, so he is trying to close the gate before anyone else has had an encounter.

    Tri-Optimum reminds you that there are only one-hundred-sixty-three shopping days until Christmas. Just 1 extra work cycle twice a week will give you the spending money you need to make this holiday a very special one.
  • jdarksunjdarksun Struggler CORegistered User regular
    Executive decision.
    Clue token #3: 1d6t5 0
    Clue token #4: 1d6t5 0

    Sigh

  • jdarksunjdarksun Struggler CORegistered User regular
    edited March 2013
    Reroll:
    Close gate reroll: 7d6t5 2

    Finally.

    jdarksun on
  • PsychoLarry1PsychoLarry1 Registered User regular
    Mandy loses 2 Stamina
    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.

  • TayrunTayrun Registered User regular
    Excellent heroics happening this turn.

    That everyone, @Daemonis?

  • DaemonisDaemonis Registered User regular
    @Snowdown to keep his bless and confirm sliders

  • SnowdownSnowdown Registered User regular
    Keeping Bless 4 Success

    Sliders staying

    Stand Up

  • DaemonisDaemonis Registered User regular
    Arkham encounters:

    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

  • DaemonisDaemonis Registered User regular
    I'll update the OP later

  • ChrysisChrysis Registered User regular
    Have a drink on me!

    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.

    Tri-Optimum reminds you that there are only one-hundred-sixty-three shopping days until Christmas. Just 1 extra work cycle twice a week will give you the spending money you need to make this holiday a very special one.
  • jdarksunjdarksun Struggler CORegistered User regular
    Lol, well, I'll never miscast a spell.

  • PsychoLarry1PsychoLarry1 Registered User regular
    I swear, I'll move my slider to have more than 2 luck next turn, and I'll immediately start getting Lore -2 checks.
    Burn 1 clue roll 1d6 - Success!

  • mi-go huntermi-go hunter Once again I'm back in the lab. Cleaning my knives, ready for stabs.Registered User regular
    I think I will purchase a Silver Key. My Sneak is rather poor, so that will help compensate.

  • SnowdownSnowdown Registered User regular
    Driven by her faith, delivered from the hand of darkness; Sister Mary manages to keep her orientation despite the bright lights.

    Lore (-1) 3d6(4): 1 Success

  • DaemonisDaemonis Registered User regular
    Sorry, guys, mythos and update will be later

  • ChrysisChrysis Registered User regular
    So, I'm looking at this, and Drake now has a gate trophy and 3 toughness worth of monster bits. It shouldn't be hard for him to collect the last two toughness (I'm thinking that Formless Spawn) needed to trade them in for something fun, especially not now with the reroll. The obvious thing to try for would be an ally, and I'm thinking John Legrasse would be the one to go for, as +2 will would make up for Drake's terribly low natural Will of 3 Max. Alternatively Duke for more Sanity, or Thomas Malone or the Professor for more Lore, but ultimately I think Drake is OK on the Fight and Lore fronts, and 5 Sanity is enough provided I'm not burning through it on failed Will checks. Although sending Drake's Lore through the roof could be handy for closing gates.

    Tri-Optimum reminds you that there are only one-hundred-sixty-three shopping days until Christmas. Just 1 extra work cycle twice a week will give you the spending money you need to make this holiday a very special one.
  • TayrunTayrun Registered User regular
    Chrysis wrote: »
    So, I'm looking at this, and Drake now has a gate trophy and 3 toughness worth of monster bits. It shouldn't be hard for him to collect the last two toughness (I'm thinking that Formless Spawn) needed to trade them in for something fun, especially not now with the reroll. The obvious thing to try for would be an ally, and I'm thinking John Legrasse would be the one to go for, as +2 will would make up for Drake's terribly low natural Will of 3 Max. Alternatively Duke for more Sanity, or Thomas Malone or the Professor for more Lore, but ultimately I think Drake is OK on the Fight and Lore fronts, and 5 Sanity is enough provided I'm not burning through it on failed Will checks. Although sending Drake's Lore through the roof could be handy for closing gates.

    I'd appreciate it if you'd leave Duke for me - my sanity is maxed at three, not my will.

  • DaemonisDaemonis Registered User regular
    edited March 2013
    Mythos phase:
    Mythos24.png

    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

    Daemonis on
  • DaemonisDaemonis Registered User regular
    ahboard6.jpg

  • DaemonisDaemonis Registered User regular
  • ChrysisChrysis Registered User regular
    Well that's not good. We really need to clean up a bit. I can take care of the Spawn, or the witch, but the cultists are better suited to Michael Mcglen's tactics. I can take care of the Spawn, which means McGlen can take on the cultists and free Harvey up. I'm going to assume that's the plan and roll accordingly.

    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.

    Tri-Optimum reminds you that there are only one-hundred-sixty-three shopping days until Christmas. Just 1 extra work cycle twice a week will give you the spending money you need to make this holiday a very special one.
  • DaemonisDaemonis Registered User regular
    ahboard61.jpg

  • TayrunTayrun Registered User regular
    Chrysis wrote: »
    Well that's not good. We really need to clean up a bit. I can take care of the Spawn, or the witch, but the cultists are better suited to Michael Mcglen's tactics. I can take care of the Spawn, which means McGlen can take on the cultists and free Harvey up. I'm going to assume that's the plan and roll accordingly.

    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.


    ---


    Being able to combat multiple things was just for The Terrible Experiment, right? Or can I engage the other Cultist this turn?

  • jdarksunjdarksun Struggler CORegistered User regular
    edited March 2013
    You have to evade or fight each.

    Edit: Also, you are an insane beast of a mobster, and I'm glad you're on our side.

    jdarksun on
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