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[Arkham Horror] Victory has come!
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So Upkeep as before, heal 1 Sanity, move Speed/Sneak to 3/3. We're going to try and move to the Boarding House.
So, Evading Fire Vampire 1. 3 Dice, 2 Successes.
So far so good.
Evading Fire Vampire 2. 3 dice again, 1 Success.
Excellent. I'll be back for you two later.
We're going to slope off to the Boarding House, but I think we'll hire Thomas F. Malone rather than the Professor. The extra Fight, and a Spell is probably better than a point of Lore and circumventing Magical Resistance. If I get lucky and draw a Wither those Fire Vampires should be a piece of cake. Provided they don't bugger off into the sky again. Then I can start mopping up monsters.
Movement: Move to the red streets with the Fire Vampires
Combat: Fire Vampire #1 -
Cast Wither: 6d6t5 1, success (oops, forget Blessed - meh)
3 Fight + 3 Wither = 6 Combat - 2 Fire Vampire = 4 dice
Combat Check vs. Fire Vampire #1: 4d6t4 3, Fire Vampire #1 is dead.
Combat: Fire Vampire #2 -
Cast Shrivelling: 5d6t4 2, success
3 Fight + 6 Shrivelling - 2 Fire Vampire = 7 dice
Combat Check vs. Fire Vampire #2: 7d6t4 2, Fire Vampire #2 is dead.
Still moving my Lore/Luck to 4(5)/0
Close gate: Lore 5 - 2
Total Failure
Extra Clue is no help
Burn another clue for 5 rerolled dice, or just reroll the 4 dice?
Burn!
Ok then, I'll reroll all 5.
A cruel joke, 1 success
A final clue gets it
Alright, well that was an expensive gate right there.
So, note that I will be really mad at you if that ends up happening. :P
I have faith that @mi-go hunter will warn people if it's likely to occur.
You'll be fine.
Fight 5-1, Diff 4: 3 successes
Don't worry, the only way you would die from LiTaS is when you exit from an OW and find no matching gate, OR if you are knocked unconscious or driven insane in an OW. Make sure to be in good health before you enter a gate, Yog-Sothoth really punishes you for going into gates unprepared.
I think it would be a good idea to take a stab at reading the King in Yellow.
Bump Lore/Luck to 4/2.
Success! I'll gain 4 clue tokens, thank you very much.
I'll use my remaining 3 movement to head to Arkham Asylum and top off my Sanity.
Also @Daemonis, Chrysis should receive two Spells and choose one.
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I did my best! The ground opened up under me!
@Daemonis is gonna pull a horrible encounter for me now. *sadface gangster*
Mandy Thompson and Sister Mary check if they really closed the gates. Do not repeat Harvey's mistake!
Harvey Walters is barbeques on Fire Vampires' remains
Dexter Drake discusses with his new friend which spell is better - Enchant Weapon or Flesh Ward. @Chrysis to choose one
Monterey Jack tells his shrink about the terrible book he has just read. And about his mother.
OW encounters:
Even Michael McGlen finds a quiet spot to rest and recuperate. Gain 1 Stamina.
So I'm thinking next turn or maybe the turn after, unless the Environment changes, Drake jumps into the Dreamlands gate at the Witch House. I can get a gate closed in two turns with Find Gate, and the Dreamlands should be easy. But I'd have to sneak past the Witch and probably the Ghost. I'll have 3 Sanity left at the start of next turn, and I have the sneaking suspicion (can't check at the moment) the Ghost has an awful terror check.
Environment stays!
Gate opens at the Unnamable - Yuggoth. Maniac and Byakhee come to protect it.
No clue.
Monsters stay on their places.
No one was lost.
University is open again.
Doom track: 7/12
Monsters: 7/9
Open gates: 3/6
To be fair, it's pretty peaceful so far.
It's a little chilly though, so hopefully you brought a jacket.
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Tomorrow morning.
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1. Go kill the witch. This will bring the number of monsters down, but not enough to prevent a terror level increase if we surge. It will also clear the streets.
2. Go kill the Maniac and Byakhee. This will bring the number of monsters down a lot, I can probably manage it without using Sanity, and I'll be able to try and close the gate next turn. Killing the Maniac before he super-charges is probably also a good idea. With only 3 Sanity going in though, the Other World encounter might kill Drake.
I'm leaning towards number 2, but want some second opinions before committing.
Shooting a Maniac:
No horror check
Fight 2, +1 (Maniac), +3 (Enchanted Blade), +4 (.45)
Shockingly, the Maniac dies
No upkeep. :rotate:
I believe this is when I move to the second half of the Other World, unless I've gotten confused about where I've been on what turn.
Move to French Quarter.
Combat Witch.
Cast Wither: 6d6t4 3, success
3 Fight + (3/2=2) Wither - 3 Witch's Combat Rating = 2
Combat Witch: 2d6t4 0, fail. Lose 2 Stamina.
Dammit. Fine.
Spend 1 Sanity to Cast Shrivelling: 6d6t4 2, success.
3 Fight + 2 Wither + 3 Shrivelling - 3 Witch's Combat Rating = 5
Combat Witch, round 2: 5d6t4 4, success. Witch is dead.
Could use some Stamina if anybody has some to spare.
Move Lore/Luck slider to 3/3.
Move to the Unnamable and fight!
First the Maniac: I've met dames who fought better!
On to the Byakhee. Horror check: That's, uh, disturbing. Using Bravery to reroll: On second thought, it looks kinda cute.
Combat: He put up a surprisingly good fight!
Enter Yuggoth...
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Upkeep, heal 1 Sanity, no change to sliders.
Move to the Historical Society, pick up a clue, check out the old stuff.
Please no sanity loss please no sanity loss...
Upkeep: Keep Bless (6)
Move: Rivertown, the French Quarter, the Witch House.
Fight: 3 (Base)+2 (The Mountain)+3 (Cross)-3 (Ghost)= Close One5d6 (1 success)
Eat it, Ghost
Then she's sucked through the Gate?
Psh. Why would I have to make a horror check? The power of Christ compels him.
Or not. -2 sanity. (5 left?)