Spend 8 clues (down to 1) to seal the gate with an elder sign and take the gate as a trophy.
We are halfway there people.
Also Pete has lots of whiskey. Times are good.
Except the dead rising of course.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
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mi-go hunterOnce again I'm back in the lab.Cleaning my knives, ready for stabs.Registered Userregular
edited August 2012
An Elder Sign is added to the Graveyard, and Gloria collects the gate as a trophy! The investigators are halfway to their goal, but the Rumor threatens to destroy their well-laid plans...
Mandy feels that she needs to tell someone about things that has happend to her. Was it real? Was it a dream? She is not sure now. Keep sliders as is. Move to Asylum for some mental help.
What I have seen, what I have done, no one will believe it. Fail on retainer roll, lose retainer
+$2 to $9
Change speed sneak to 3/1.
Gotta patch up these broken ribs, head to the hospital and pay $2 to heal stamina to full.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
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blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
I want to go kill the Witch, but don't want to take the clue token from anyone who needs it to seal a gate. I need another turn of Deputy pay to afford an Elder Sign if we finally draw one from the Curiositie Shoppe, so I'll need another idea for something useful to do this turn. Maybe some free mental care at the asylum?
I'll be AFK in about 17 hours from now, until some time Monday. Will try and phone post as much as possible, but will be slower. Just so you know.
If I slow things down a lot and the group wants to take a turn for me, I would be totally fine with that.
Refreshed and a little more relaxed by the day in the park, Jenny packed up. "Just a moment Eric, something caught my eye in that store window ..."
Move to Curiositie Shoppe and shop.
(For my own reference purposes, because I keep forgetting what I have ...)
Stamina: 3
Sanity: 4
Money: $5
Speed/Sneak: 5/1 (+2 from Eric Colt)
Fight/Will: 3/3
Lore/Luck: 4/3 (+1 from Luck)
Clues: 1
Items: Shotgun (2h, +4 phys, 6's count double), Lucky Cigarette Case (discard, re-roll skill check), Curious Lamp (2h, +5 mag), Blue Watcher (2 stam + discard, auto pass combat or gate closure)
Skills: Luck (+1 Luck, +1 die/clue on Luck rolls)
Spells: Flesh Ward (-2 cast, 1 stam, exhaust, ignore all stam loss from 1 effect)
Allies: Eric Colt (+2 Speed, nightmarish immunity)
mi-go hunterOnce again I'm back in the lab.Cleaning my knives, ready for stabs.Registered Userregular
ARKHAM ENCOUNTERS:
Jenny Barnes in the Curiositie Shoppe:
Oliver Thomas has some interesting items: A Cabala of Saboth, a strange [url=""]mask[/url], and an Elder Sign! The choice seems obvious, but @caliber should decide anyway.
Mandy Thompson in Arkham Asylum:
Recovering her mental health takes time.
Bob Jenkins in the Unvisited Isle:
The willows sway in a wind that you cannot hear or feel, and for a moment, the hatred of these ancient trees for the invader who has come to their island drives you to your knees. Pass a Will (-2) check or lose 3 Sanity. @blahmcblah to steel himself against evil forces.
Gloria Goldberg in St. Mary's Hospital:
Reparing some broken ribs.
"Ashcan" Pete in Arkham Asylum:
Receiving mental care.
Ha ha, well that wont do lets force the gates open and bring the battle to hell!
So someone has 8 clues and we have 2 elder signs.
If a particularly dangerous or sanity killing gate comes up I can grab a elder sign and run in, in the meantime I will check on south church and give someone (bob or pete) a blessing so he can take on any more monsters. Then maybe look for more clue or try and sneak some items out of the sliver twilight inner sanctum.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
The strangely shaped symbol had an immediate and irresistible pull to Jenny. She practically threw her money at the shopkeep as she snatched it up.
(For my own reference purposes, because I keep forgetting what I have ...)
Stamina: 3
Sanity: 4
Money: $0
Speed/Sneak: 5/1 (+2 from Eric Colt)
Fight/Will: 3/3
Lore/Luck: 4/3 (+1 from Luck)
Clues: 1
Items: Shotgun (2h, +4 phys, 6's count double), Lucky Cigarette Case (discard, re-roll skill check), Curious Lamp (2h, +5 mag), Blue Watcher (2 stam + discard, auto pass combat or gate closure), Elder Sign (auto-seal gate)
Skills: Luck (+1 Luck, +1 die/clue on Luck rolls)
Spells: Flesh Ward (-2 cast, 1 stam, exhaust, ignore all stam loss from 1 effect)
Allies: Eric Colt (+2 Speed, nightmarish immunity)
So work is taking me away for the weekend. I probally won't be able to post from this evening until late Monday or Tuesday. I'm going to include all my stuff below in the spoiler. If you guys want to move me thats cool.
Sneak/Speed 3/3
Fight/Will 4/4
Lore/Luck 1/2
Items - Dark Cloak (+1 sneak, 2 dice if you add a clue token)
Duke (Ally) (+1 Max Sanity, Discard to restore all sanity)
Enchanted Blade ( 1 hand +4 Fight magic)
2 Whiskey (Discard to reduce sanity loss by 1
Stats - Sanity 5/5 (with Duke) Stamina 6/6
8 clue tokens
I will be around until late tonight so I should be able to take my turn for the next round at least.
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mi-go hunterOnce again I'm back in the lab.Cleaning my knives, ready for stabs.Registered Userregular
Sorry I haven't updated in a while. The phalla takes up a lot of my time
I promise that updates will be back to normal once its over.
As a heads up, Hurricane Isaac is due in my neck of the woods in a day or two which may mean I'll be without power/internet for some interminable amount of time.
mi-go hunterOnce again I'm back in the lab.Cleaning my knives, ready for stabs.Registered Userregular
edited August 2012
MYTHOS PHASE:
A gate to Another Dimension (Symbol: Square, Modifier: +0) opens in the Witch House! The doom track is at 2/13.
A Ghost appears in the Witch House!
A Cultist takes flight in the Sky!
Mandy's mind is much clearer now, but she still see nightmares. So, she decided to stay in Asylum and continue her therapy. No changes to sliders. Stay in Arkham Asylum.
I need to put my notes on all this together, everything has been too strange.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Move to whatever the street with the 1 marker is (I can't remember the name)
I'll hope to bait the cultist down, if someone with a gate token already just needs the ghost cleared out I can probally take it and you can follow me into the in the next turn.
Posts
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Roll to seal the gate with Lore. [2]Success!
Spend 8 clues (down to 1) to seal the gate with an elder sign and take the gate as a trophy.
We are halfway there people.
Also Pete has lots of whiskey. Times are good.
Except the dead rising of course.
Mythos Phase to come later.
Yup, that's me on Steam.
If you are interested in playing, discussing, or hosting Arkham Horror, click here!
A gate bumps on Gloria's Elder Sign!
However "Ashcan" Pete (@Greenbarons) must pass a Luck (-1) check or be CURSED....
A clue appears in the Unvisited Isle. The terror level does not increase.
Yup, that's me on Steam.
If you are interested in playing, discussing, or hosting Arkham Horror, click here!
GAME3UPDATE7 by konheong, on Flickr
Investigtors may begin their turns!
@caliber
@Cerberus
@Daemonis
@Void Slayer (Remember to roll for Retainer)
@blahmcblah
@Greenbarons
Yup, that's me on Steam.
If you are interested in playing, discussing, or hosting Arkham Horror, click here!
Keep sliders as is. Move to Asylum for some mental help.
+$2 to $9
Change speed sneak to 3/1.
Gotta patch up these broken ribs, head to the hospital and pay $2 to heal stamina to full.
If I slow things down a lot and the group wants to take a turn for me, I would be totally fine with that.
Guess I'm feeling lucky today!
Move to Asylum, get some free healthcare.
@caliber
Active
Yup, that's me on Steam.
If you are interested in playing, discussing, or hosting Arkham Horror, click here!
Gain $1
Speed/Sneak to 4/1
Move to Unvisited Isle to do battle with the Witch
Combat check, using the Deputy's Revolver: FAILED!
This time I'll ask Mandy for some help before going to round 2. @Daemonis
You could wield the Enchanted Blade in the other hand, granting you 2 more dice. @blahmcblah
Since the Witch has M. Resistance (which reduces bonuses by half) rather than Immunity.
Yup, that's me on Steam.
If you are interested in playing, discussing, or hosting Arkham Horror, click here!
One of the few times I ever see the board devoid of monsters or gates with exception to the start of the game...
Bob's patrol wagon doesn't break down.
Yup, that's me on Steam.
If you are interested in playing, discussing, or hosting Arkham Horror, click here!
Refreshed and a little more relaxed by the day in the park, Jenny packed up. "Just a moment Eric, something caught my eye in that store window ..."
Move to Curiositie Shoppe and shop.
Stamina: 3
Sanity: 4
Money: $5
Speed/Sneak: 5/1 (+2 from Eric Colt)
Fight/Will: 3/3
Lore/Luck: 4/3 (+1 from Luck)
Clues: 1
Items: Shotgun (2h, +4 phys, 6's count double), Lucky Cigarette Case (discard, re-roll skill check), Curious Lamp (2h, +5 mag), Blue Watcher (2 stam + discard, auto pass combat or gate closure)
Skills: Luck (+1 Luck, +1 die/clue on Luck rolls)
Spells: Flesh Ward (-2 cast, 1 stam, exhaust, ignore all stam loss from 1 effect)
Allies: Eric Colt (+2 Speed, nightmarish immunity)
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
Yup, that's me on Steam.
If you are interested in playing, discussing, or hosting Arkham Horror, click here!
Jenny Barnes in the Curiositie Shoppe:
Oliver Thomas has some interesting items: A Cabala of Saboth, a strange [url=""]mask[/url], and an Elder Sign! The choice seems obvious, but @caliber should decide anyway.
Kate Winthrop in the Curiositie Shoppe:
Oliver is generous and offers you another Elder Sign, the Cultes des Goules, and Enchanted Jewelry. @Cerberus to choose one item to purchase!
Mandy Thompson in Arkham Asylum:
Recovering her mental health takes time.
Bob Jenkins in the Unvisited Isle:
The willows sway in a wind that you cannot hear or feel, and for a moment, the hatred of these ancient trees for the invader who has come to their island drives you to your knees. Pass a Will (-2) check or lose 3 Sanity.
@blahmcblah to steel himself against evil forces.
Gloria Goldberg in St. Mary's Hospital:
Reparing some broken ribs.
"Ashcan" Pete in Arkham Asylum:
Receiving mental care.
Yup, that's me on Steam.
If you are interested in playing, discussing, or hosting Arkham Horror, click here!
Yup, that's me on Steam.
If you are interested in playing, discussing, or hosting Arkham Horror, click here!
So someone has 8 clues and we have 2 elder signs.
If a particularly dangerous or sanity killing gate comes up I can grab a elder sign and run in, in the meantime I will check on south church and give someone (bob or pete) a blessing so he can take on any more monsters. Then maybe look for more clue or try and sneak some items out of the sliver twilight inner sanctum.
The strangely shaped symbol had an immediate and irresistible pull to Jenny. She practically threw her money at the shopkeep as she snatched it up.
Stamina: 3
Sanity: 4
Money: $0
Speed/Sneak: 5/1 (+2 from Eric Colt)
Fight/Will: 3/3
Lore/Luck: 4/3 (+1 from Luck)
Clues: 1
Items: Shotgun (2h, +4 phys, 6's count double), Lucky Cigarette Case (discard, re-roll skill check), Curious Lamp (2h, +5 mag), Blue Watcher (2 stam + discard, auto pass combat or gate closure), Elder Sign (auto-seal gate)
Skills: Luck (+1 Luck, +1 die/clue on Luck rolls)
Spells: Flesh Ward (-2 cast, 1 stam, exhaust, ignore all stam loss from 1 effect)
Allies: Eric Colt (+2 Speed, nightmarish immunity)
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
Yup, that's me on Steam.
If you are interested in playing, discussing, or hosting Arkham Horror, click here!
Fight/Will 4/4
Lore/Luck 1/2
Items - Dark Cloak (+1 sneak, 2 dice if you add a clue token)
Duke (Ally) (+1 Max Sanity, Discard to restore all sanity)
Enchanted Blade ( 1 hand +4 Fight magic)
2 Whiskey (Discard to reduce sanity loss by 1
Stats - Sanity 5/5 (with Duke) Stamina 6/6
8 clue tokens
I will be around until late tonight so I should be able to take my turn for the next round at least.
I promise that updates will be back to normal once its over.
Yup, that's me on Steam.
If you are interested in playing, discussing, or hosting Arkham Horror, click here!
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
I'm done with the phalla so I can resume normal updates. Mythos phase will come later today.
Yup, that's me on Steam.
If you are interested in playing, discussing, or hosting Arkham Horror, click here!
A gate to Another Dimension (Symbol: Square, Modifier: +0) opens in the Witch House! The doom track is at 2/13.
A Ghost appears in the Witch House!
A Cultist takes flight in the Sky!
A clue appears at the Black Cave.
The terror level does not increase.
Merchant District Streets are closed! Board to follow.
Yup, that's me on Steam.
If you are interested in playing, discussing, or hosting Arkham Horror, click here!
GAME3UPDATE8 by konheong, on Flickr
@caliber
@Cerberus
@Daemonis
@Void Slayer
@blahmcblah
@Greenbarons
Can begin Movement and Upkeep!
Yup, that's me on Steam.
If you are interested in playing, discussing, or hosting Arkham Horror, click here!
Fight/Will to 3/4
Drive to Arkham Asylum and pay for full sanity
Not quite ready to take on that Ghost and can't think of anything better to do.
No changes to sliders. Stay in Arkham Asylum.
Move to Library.
I need to put my notes on all this together, everything has been too strange.
I'll hope to bait the cultist down, if someone with a gate token already just needs the ghost cleared out I can probally take it and you can follow me into the in the next turn.