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Carolyn can read book + smash maniac in Merchant; then Amanda can grab my gear + $2, come down to Miskatonic, smash the Cultist + Star Spawn, also delivering my stuff. I can then go heal and help Gloria get out of the woods next round (unless she just self-KOs ElderSign). In either case, Jenny is free to either do some damage at the woods, or dive into a gate - as long as monsters keep dying..
Murder murder murder!
That sounds like a good plan. Here we go:
Upkeep: Heal one point of sanity
Spend 2 movement points and read King in Yellow:
Geth, roll 3d6t5
Move down to Merchant District and engage the Maniac wielding the Enchanted Blade and .38:
Jack flushes and nearly faints... "My hero!" he fawns over Amanda. "Oh you were ever so brave!"
With Jack's shiz safely back in his pocket, and enough cash for a doc, do not adjust sliders, move to Uptown Streets, then to Hospital. Use $2 for the printed ability instead of an encounter.
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FaranguI am a beardy manWith a beardy planRegistered Userregular
FaranguI am a beardy manWith a beardy planRegistered Userregular
Actually, the encounters are pretty simple.
@Auralynx to decide if Gloria goes unconscious from using the Elder Sign or not.
@Capfalcon You are attacked by a shadowy being, but a large man leaps out of the darkness and drives it off. He introduces himself as Tom "Mountain" Murphy. Make a Luck(-2) check, or discard a Whiskey to pass it automatically. If you pass, he joins your investigation. Take his ally card. If you fail, nothing happens.
@mi-go hunter Brushing up against an object in the hall, you feel stretched and thin, like your skin is too tight. Pass a Luck(-1) check or you are Cursed.
Monterey Jack gets healthy, while Carolyn and Amanda are in the streets.
You can regular-close, sure. But you will need to sneak or fight out next turn anyway. I can come help with 2 sneak, 3 will and enough power to kill the shiz here.
I can tank the sanity damage from either ghost or chthonian, but not both. Hound will drive me insane immediately. 1 die each and no clues. Since Chthonian is +1 sneak, that one is easy to avoid if I have to take sanity damage from ghost (which was the original plan). The point here is: if you regular-close, you're going to die next turn anyway unless you're very lucky. Anyone who comes to help will need to either kill all 3, or evade all 3, or combination. The odds are very much against that person, and they will get KO'ed or driven insane. Since one of the characters will go out either way, it might as well be sealing a gate...
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AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
I may be remembering wrong, but doesn't just closing the gate clear the Hound?
0
FaranguI am a beardy manWith a beardy planRegistered Userregular
FaranguI am a beardy manWith a beardy planRegistered Userregular
Mythos:
Alien Technology is replaced by Planetary Alignment. A clue appears at the Black Cave, which Harvey immediately picks up.
A Gate to an unknown place opens at the Witch House! The Doom track is at 4/13.
A Cultist and a Byakhee emerge from the Gate. The Byakhee moves to the Sky.
Upkeep: Jenny gains $3.
Minion, roll 1d6 for keeping her retainer.
Everyone else, position sliders.
Alright, combat over. Gloria, if you feel like pulling off another BS shot at combat, feel free to grab my gear. Otherwise - sneak should be doable. Also, can I scab $2? I'll need to heal next round again
Posts
That sounds like a good plan. Here we go:
Upkeep: Heal one point of sanity
Spend 2 movement points and read King in Yellow:
Geth, roll 3d6t5
Move down to Merchant District and engage the Maniac wielding the Enchanted Blade and .38:
Geth, roll 11d6t5
Chicago Megagame group
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Chicago Megagame group
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No real chance at passing the Horror check on that star spawn anyways so lets
Adjust Sliders
Fight/Will 4/1
Move to Miskatonic University streets. Grab Jacks stuff (Enchanted Blade, .38 Revolver and Healing Stone +$2) from Jenny on the way by.
First Ill engage the Cultist with the Blade and Revolver
Geth Roll 10d6t5
Geth roll 9d6t5
Geth Roll 2d6t5
Geth Roll 2d6t5
"I thought you were the one who rescued the damsel in distress not the other way around?"
Chicago Megagame group
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I might as well move to the Silver Twilight Lodge and collect the clue token.
SPEED/SNEAK: 3/1
FIGHT/WILL: 4/2
LORE/LUCK: 3/3
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Chicago Megagame group
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Jack flushes and nearly faints... "My hero!" he fawns over Amanda. "Oh you were ever so brave!"
With Jack's shiz safely back in his pocket, and enough cash for a doc, do not adjust sliders, move to Uptown Streets, then to Hospital. Use $2 for the printed ability instead of an encounter.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
@Auralynx to decide if Gloria goes unconscious from using the Elder Sign or not.
@Capfalcon You are attacked by a shadowy being, but a large man leaps out of the darkness and drives it off. He introduces himself as Tom "Mountain" Murphy. Make a Luck(-2) check, or discard a Whiskey to pass it automatically. If you pass, he joins your investigation. Take his ally card. If you fail, nothing happens.
@mi-go hunter Brushing up against an object in the hall, you feel stretched and thin, like your skin is too tight. Pass a Luck(-1) check or you are Cursed.
Monterey Jack gets healthy, while Carolyn and Amanda are in the streets.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
If you eldersign, the hound will go and I can take my chances with ghost/chtonian to thin the place out... So yeah, I'd say K yourself O.
I can tank the sanity damage from either ghost or chthonian, but not both. Hound will drive me insane immediately. 1 die each and no clues. Since Chthonian is +1 sneak, that one is easy to avoid if I have to take sanity damage from ghost (which was the original plan). The point here is: if you regular-close, you're going to die next turn anyway unless you're very lucky. Anyone who comes to help will need to either kill all 3, or evade all 3, or combination. The odds are very much against that person, and they will get KO'ed or driven insane. Since one of the characters will go out either way, it might as well be sealing a gate...
Chicago Megagame group
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I'm an idiot. Yes. It does. Close it, I'll kill the ghost and (if needed) we can both sneak past the Chthonian.
Chicago Megagame group
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Let's just regular-close the Gate with Lore?
Geth roll 3d6t5
Let's try using a clue: Phew!
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Chicago Megagame group
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Geth roll 1d6.
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Geth roll 1d6
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Alien Technology is replaced by Planetary Alignment. A clue appears at the Black Cave, which Harvey immediately picks up.
A Gate to an unknown place opens at the Witch House! The Doom track is at 4/13.
A Cultist and a Byakhee emerge from the Gate. The Byakhee moves to the Sky.
Upkeep: Jenny gains $3.
Minion, roll 1d6 for keeping her retainer.
Everyone else, position sliders.
Board:
Chicago Megagame group
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Sliders:
Speed/Sneak: 3/0
Fight/Will: 2/3
Lore/Luck: 5/2
Then I'll try to read the King in Yellow again:
Geth roll 3d6t5
Move to the Unvisited Isle and engage the Nightgaunt. First the horror check:
Geth roll 2d6t5
Upkeep:
Heal 1 Sanity from Healing Stone
Move Sliders: Speed/Sneak to 2/2
Movement
Move to Uptown, then to the Woods.
Engage the Ghost first.
Horror Check
Geth roll 1d6t5
Combat Check
Fight 2 + Enchanted Blade 4 - combat modifier 3 = 3 dice?
Geth roll 3d6t5
Humm... why didn't it like the horror check? Retry
Geth roll 1d6t5 for HOOORRRRROOOOR
Wooo! If I got it right, Ghost down, with no Sanity lost.
Engage the Chthonian.
Horror check
Geth roll 1d6t5 for Horror MK2
Combat check
Combat 2 + Enchanted Blade 4 + .38 revolver 3 - combat modifier 3 = 6 dice?
7th die on check = exhaust bullwhip for a reroll (only if there are 2 successes before the 7th die)
Geth roll 7d6t5 for Chthonian
Crap. Take 3 Stamina damage. Bullwhip exhaused. Keep fighting.
Geth roll 6d6t5 for Chthonian
Bah, really?
run away, little girl-style.
Sneak check
Geth roll 3d6t5
Alright, combat over. Gloria, if you feel like pulling off another BS shot at combat, feel free to grab my gear. Otherwise - sneak should be doable. Also, can I scab $2? I'll need to heal next round again
Stay at the woods for an encounter, I guess...
Stamina: 1/7
Sanity: 1/3
Cash: $0
Clues: 0
Stats
Speed 1 2 3 4
Sneak 3 2 1 0
Fight 2 3 4 5
Will 3 2 1 0
Lore 1 2 3 4
Luck 5 4 3 2
Stuff & Conditions
Bullwhip (Exhausted)
.38 Revolver
Enchanted Blade
Healing Stone
Skill: Luck
Adjust Sliders
fight/will 3/2
lore/luck 3/2
Ill head to the historical society to grab some clues!