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[Arkham Horror]Game#...uh...yea! Tenth turn!

FaranguFarangu I am a beardy manWith a beardy planRegistered User regular
edited August 2013 in Critical Failures
arkhamhorror_02.jpg

The year is 1926, and it is the height of the Roaring
Twenties. Flappers dance till dawn in smoke-filled
speakeasies drinking alcohol supplied by rum runners
and the mob. It’s a celebration to end all celebrations in
the aftermath of the War to end all Wars.
Yet a dark shadow grows in the city of Arkham. Alien
entities known as Ancient Ones lurk in the emptiness
beyond space and time, writhing at the gates between
worlds. These gates have begun to open and must be
closed before the Ancient Ones make our world their
ruined dominion.
Only a handful of investigators stand against the
Arkham Horror. Will they prevail?


The Rules: http://www.fantasyflightgames.com/ffg_content/Arkham_Horror/Support/Arkham_Horror_Rules_Lo-Res.pdf


Gameboard:
oddh.jpg

Other World Locations from Top to Bottom:
R'lyeh

Plateau of Leng

The Dreamlands

Great Hall of Celeano

Yuggoth

City of the Great Race

Abyss

Another Dimension

Location Special Abilities:
CURIOSITIE SHOPPE:
Shop: Instead of having an encounter here, you may draw 3 Unique Items and purchase one of them for its list price. Discard the other two items.

BANK OF ARKHAM:
Bank Loan: Instead of having an encounter here, you may take out a Bank Loan if you don't have one yet.

ARKHAM ASYLUM:
Psychiatric Care: Instead of having an encounter here, you may recover Sanity by receiving psychiatric care. You may either regain 1 Sanity for free, or pay $2 to restore your Sanity to its maximum value.

POLICE STATION:
Deputized: Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to become the Deputy of Arkham. Take the Deputy of Arkham card.

GENERAL STORE:
Shop: Instead of having an encounter here, you may draw 3 Common Items and purchase one of them for its list price. Discard the other two items.

SILVER TWILIGHT LODGE:
Inner Sanctum: If you have a Silver Twilight Membership, then you look at the Inner Sanctum entry when having encounters here.

MA'S BOARDING HOUSE:
Recruit: Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to take any 1 Ally of your choice from the Ally deck.

SOUTH CHURCH:
Blessing: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to have any investigator you choose be blessed

YE OLD MAGICK SHOPPE:
Magic Lessons: Instead of having an encounter here, you may pay $5 to draw 2 Spells. Keep one of them and discard the other.

ST. MARY's HOSPITAL:
Medical Care: Instead of having an encounter here, you may recover Stamina by receiving medical care. You may either regain 1 Stamina for free, or pay $2 to restore your Stamina to its maximum value.

ADMINISTRATION:
Classes: Instead of having an encounter here, you may pay $8 to draw 2 Skills. Keep one of them and discard the other.

SCIENCE BUILDING:
Dissection: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to gain 2 Clue tokens.

RIVER DOCKS:
Shady Character: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to gain $5.

Gamestate:
ACTIVITY: Rivertown Streets

CLOSED: General Store

ALLIES IN THE BOX: Eric Colt, Sir William Brinton, Ruby Standish, John Legrasse

2 MONSTERS DRAWN FROM EACH GATE OPENING

Gate and Monster Locations:
GATES OPEN:
Independence Square
Witch House
Woods
Hibb's Roadhouse

MONSTERS IN ARKHAM: Shoggoth
MONSTERS IN THE OUTSKIRTS: Cultist

MONSTERS IN THE SKY:

Investigators:
Capfalcon is HARVEY WALTERS
3 clues, the Cultes des Goules, the Red Sign of Shudde M'ell, the Shrivelling spell, the Mists of Releh spell, the Shrivelling spell and the Bravery skill.
Trophies: Dark Young
San/Stam: 1/3

Faraz is CAROYLN FERN
@Faraz - Caroyln Fern has the following:
$7, 4 clues, an axe, a Lucky Cigarette case, an Enchanted Blade, an Ancient Tome, a .38 Revolver, the Flesh Ward spell, a Blessing, and the Bravery skill.
Trophies: Great Hall of Celeano, Witch x2, Nightgaunt, x2 Maniac, Hound of Tindalos
San/Stam: 6/4

Auralynx is GLORIA GOLDBERG
$7, a Map of Arkham, a Rifle, an Ancient Tablet, an Alien Statue and an Elder Sign, the Enchant Weapon spell and the Sneak skill.
Trophies: Another Dimension
San/Stam: 5/4

Mr. Mojo Risin is AMANDA SHARPE
5 clues, $1, a Cavalry Saber, the Cabala of Saboth, the Red Sign of Shudde M'ell spell, and the Expert Occultist and Lore skills.
Trophies: 2 Cultists
San/Stam: 3/5

Kaneski is MONTEREY JACK
$9, a Bullwhip, an Enchanted Knife and the Luck skill.
Trophies: Byakhee, Flying Polyp, Ghost, Zombie
San/Stam: 2/7

mi-go hunter is JENNY BARNES
$5, The Lamp of Alhazred, a Rifle, an Ancient Tome, the Powder of Ibn Ghazi, the Find Gate spell, a Healing Stone, and the Marksman skill.
Trophies: Elder Thing, Formless Spawn, Fire Vampire
San/Stam: 2/4

Ancient One:
Hastur.png

DOOM TRACK: 6/13

ELDER SIGNS: 1

GATE TROPHIES COLLECTED: Another Dimension, Great Hall of Celeano, Yuggoth


Enviroment, Rumors, and Modifiers:
ENVIROMENT: Blood Magic - Investigators who end their movement in Rivertown streets may choose to delve into dark mysteries using their life force. They roll dice equal to their current Stamina, and for every failed die, they lose 1 Stamina. If this reduces them to 0 Stamina, they are devoured and the player must start a new character. Otherwise, they gain 3 Clue tokens.

RUMOR:

MODIFIERS:
Asylum 24/7 : There will always be encounters in Arkham Asylum, except for those choose to spend $2 to get fully healed. Off
Brave the Unknown World : Gates come into play flipped, destinations are unknown until someone go through it. On
How did you watch the eclipse through all this fog? : Environments stack, will only be replaced by the same subtype (weather, mystic, urban) Off
Hello stranger, wanna buy somethin? : You may buy more then one item in shops, up to the standard draw limit (3 for common and unique) On
My clues, let me show you them : Player may trade clues like other items. You will not lose clues for being hospitalized Off

Special Cards: http://www.arkhamhorrorwiki.com/Special

Common Items: http://www.arkhamhorrorwiki.com/Common_item

Unique Items: http://www.arkhamhorrorwiki.com/Unique_item

Spells: http://www.arkhamhorrorwiki.com/Spell

Skills: http://www.arkhamhorrorwiki.com/Skill

Allies: http://www.arkhamhorrorwiki.com/Ally

Monster Encylopedia: http://www.arkhamhorrorwiki.com/Monster

The Worlds Beyond: http://www.arkhamhorrorwiki.com/Gate_marker

Players:
@Mr. Mojo Risin
@Kaneski
@mi-go hunter
@Capfalcon
@Faraz
@Auralynx

We'll be using the forum roller for this, so when you make a roll, type "Geth, roll Xd6tY" for your checks, where X is the number of dice you are rolling, and Y is the number you need for a success(5 normally, 4 when Blessed, 6 when Cursed).

Farangu on
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