Scrolling through my past messages, I see that I must have angered the Arkham Horror gods by bad mouthing the ancient one this go round. Please accept the sacrifice of my phat lewts oh malevolent ones! I meant no disrespect!
Sliders remain the same > move to independence square > Id go for gate but monsters are a bit of an issue for me > if there are some keen people who will get rid of one or both ill happily jump through and seal the gate
I forget how lost works precisely. I'm out for this turn right? I guess leave sliders as they are. I assume I still get my +$1?
(For my own reference purposes, because I keep forgetting what I have ...)
Stamina: 1
Sanity: 2
Money: $3
Speed/Sneak: 4/2 (+2 Speed from Eric Colt)
Fight/Will: 3/3
Lore/Luck: 4/3 (+1 from Luck)
Clues: 1
Yeah R'yleh needs to be closed with an elder sign, not even trying that.
I was planning on going to collect the clue at the science building, did anyone else want that one?
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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Options
mi-go hunterOnce again I'm back in the lab.Cleaning my knives, ready for stabs.Registered Userregular
I forget how lost works precisely. I'm out for this turn right? I guess leave sliders as they are. I assume I still get my +$1?
(For my own reference purposes, because I keep forgetting what I have ...)
Stamina: 1
Sanity: 2
Money: $3
Speed/Sneak: 4/2 (+2 Speed from Eric Colt)
Fight/Will: 3/3
Lore/Luck: 4/3 (+1 from Luck)
Clues: 1
(For my own reference purposes, because I keep forgetting what I have ...)
Stamina: 1
Sanity: 2
Money: $2
Speed/Sneak: 4/2 (+2 Speed from Eric Colt)
Fight/Will: 3/3
Lore/Luck: 4/3 (+1 from Luck)
Clues: 1
Move to Science Building, have a normal encounter.
I did not see a new environment card, did the eclipse end?
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!
0
Options
mi-go hunterOnce again I'm back in the lab.Cleaning my knives, ready for stabs.Registered Userregular
mi-go hunterOnce again I'm back in the lab.Cleaning my knives, ready for stabs.Registered Userregular
ARKHAM ENCOUNTERS:
Gloria Goldberg in Science Building:
A professor of the occult asks you to hold a hideous statue that he believes to have strange powers while he reads a scroll. Energy shoots through your body. Make a Luck (-1) check. If you pass, your spirit rises from your body and you feel that you have the power to switch bodies with another investigator. You may choose another investigator from the pile of unused investigators and bring it into play as a new character, discarding your current investigator (along with all of his items, skills, trophies, etc.). If you fail, nothing happens. @Void Slayer to take part in this strange experiment!
"Ashcan" Pete in the Woods:
A gate and a monster appear!
Thankfully, an Elder Sign is there so nothing happens!
Kate Winthrop in Independence Square:
Pass a Fight (-1) check to intimidate a policeman or he rousts you from the park. Move to the street. @Cerberus to resist the police.
Mandy Thompson in the Witch House: @Daemonis uses the Elder Sign to seal the gate to Another Dimension! There are now 4 elder signs on the board, the doom track is at 2/13, and Mandy receives a gate trophy. Unfortunately, the power was too great for Mandy to handle and she loses one Sanity and one Stamina. Knocked unconscious, she loses 4 clue tokens and her last remaining weapon, an Axe. She is moved to St. Mary's Hospital.
Bob Jenkins in the Science Building:
You find a student pounding on a strange device that he has hooked up to massive machinery. He states that it is a dimensional beam machine. If you offer to help him, make a Lore (-2) check. If you pass, beams shoot out in all directions, disrupting the gates open throughout the board. Roll a die for each open gate one at a time. On a success the gate is closed. However, you may not take it as a trophy, but instead return it to the pile of gate markers. If you fail, the machinery overheats and explodes. Roll a die and lose that much Stamina, then move to St. Mary's Hospital. @blahmcblah , do you wish to try out the machine?
I'll grab the clue instead of blahmcblah putting me at 5, I would lose the clues if I switched characters right?
I think I'll just pass on the outcome so the roll is meaningless. That's the one card I didn't want.
I can try to clear the monsters from the R'yleh gate next turn, with two holy waters, 5 clues and full sanity I am pretty sure I can take them out, but I doubt I would be able to actually close it with those crazy difficult requirements. Someone with an elder sign would have to drop through after me.
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!
0
Options
blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
You can take a third holy water from me just in case one of your rolls fails. You will have ALL the holy water!
I'll grab that holy water (next movement phase) and maybe get you a blessing at south church if your still cursed when I get back from R'yleh.
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!
0
Options
mi-go hunterOnce again I'm back in the lab.Cleaning my knives, ready for stabs.Registered Userregular
mi-go hunterOnce again I'm back in the lab.Cleaning my knives, ready for stabs.Registered Userregular
MYTHOS PHASE:
A monster surge occurs in the Unnameable! All six monsters spawn from R'lyeh!
Two Nightgaunts appear in the Unnameable!
A Shoggoth appears, and both Shoggoths in the Unnameable and moves to Northside Streets!
A Witch appears and moves to Merchant District Streets!
A Dimensional Shambler appears and moves to Northside Streets!
A Zombie appears in Unnameable!
A clue appears in the Woods which Pete automatically collects.
An activity marker is placed in Northside! The Solar Eclipse ends spell interference.
The toothless Rumor does not increase the terror level!
I'm still super hurt, so bring me in at the hospital. I'll probably hit the Asylum next round to heal, after which I could bust monsters/make another go for a gate. Not too useful in current state though.
Upkeep: +$1, sliders stay.
Will be buying full health for $2. (-$2, +3 Stamina)
(For my own reference purposes, because I keep forgetting what I have ...)
Stamina: 4
Sanity: 2
Money: $1
Speed/Sneak: 4/2 (+2 Speed from Eric Colt)
Fight/Will: 3/3
Lore/Luck: 4/3 (+1 from Luck)
Clues: 1
I am going for R'lyeh, trying to sneak past the witch (but would prefer if someone else can kill it) and kill a zombie, night gaunt, a night gaunt and a ghost, wowie this will be a doozy.
Alternatively I can just get dropped in the gate by the nightgaunt and not fight the ghost, but I will try to take out one night gaunt and a zombie.
I can heal bob if he needs it but would rather save the sanity.
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!
0
Options
blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
Okay then, moving sliders to lore/luck 4/2 fight/will to 1/4
Using Voice of Ra, paying 1 sanity, down to 5, rolling 3 dice. Fail
Okay without the spell effect I need someone to kill the witch now before I move.
Closing the gate will send no monsters back. No miracles here.
And I will not even be able to seal it.
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!
I can do it, but it involves using my Bind Monster Spell
Therefore I suggest that someone else kills the Witch, if there are no volunteers then I will do it.
Bind Monster - costs 2 sanity - Lore(3) plus 4 modifier, roll number of successes equal to the toughness of the monster(1) to automatically pass the combat check, then discard the spell.
So 1 success on 7 dice to kill the witch at the cost of 2 sanity which I have max.
Obviously since that is the last of my equipment since it was largely use and discard, that means I am totally defenseless in any other monster move to me!
Sure, you can have my last buck. Jenny believes in giving to charity!
Trade: -$1
(For my own reference purposes, because I keep forgetting what I have ...)
Stamina: 4
Sanity: 2
Money: $0
Speed/Sneak: 4/2 (+2 Speed from Eric Colt)
Fight/Will: 3/3
Lore/Luck: 4/3 (+1 from Luck)
Clues: 1
Posts
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
A gate to R'lyeh (Modifier: -3, Symbol: Cross) opens in the Unnamable! The doom track is now at 3/13.
A Ghost and a Shoggoth appear in the Unnamable!
A clue appears in the Woods.
The terror level does not increase. AGAIN.
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GAME3UPDATE11 by konheong, on Flickr
@caliber
@Cerberus
@Daemonis
@Void Slayer
@blahmcblah
@Greenbarons
Begin Upkeep and Movement! Remember to roll for your Curse, blahmcblah
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Mandy returns to her dimension, seals the gate with the Elder Sign and falls unconscious.
Stamina: 1
Sanity: 2
Money: $3
Speed/Sneak: 4/2 (+2 Speed from Eric Colt)
Fight/Will: 3/3
Lore/Luck: 4/3 (+1 from Luck)
Clues: 1
Commons: Shotgun (2h, +4 phys, 6's count double)
Uniques: Curious Lamp (2h, +5 mag), 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)
Trophies: Formless Spawn (2t), Ghost (1t)
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 was planning on going to collect the clue at the science building, did anyone else want that one?
You do not get $1 since your turn is skipped entirely. Sorry!
@blahmcblah
@Void Slayer
@Greenbarons
Active.
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Stamina: 1
Sanity: 2
Money: $2
Speed/Sneak: 4/2 (+2 Speed from Eric Colt)
Fight/Will: 3/3
Lore/Luck: 4/3 (+1 from Luck)
Clues: 1
Commons: Shotgun (2h, +4 phys, 6's count double)
Uniques: Curious Lamp (2h, +5 mag), 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)
Trophies: Formless Spawn (2t), Ghost (1t)
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
Change Fight/Will to 2/3
Move to Science Building, have a normal encounter.
I did not see a new environment card, did the eclipse end?
The Eclipse is still in effect. The Mythos card is a temporary effect, in which you cannot be arrested this turn.
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Go to Woods
Go to Woods
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Gain $1
No change to sliders.
I'd go fight monsters at the gate, but with my curse I'll probably fail to kill anything. Join Gloria at the Science Building, have an encounter.
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Gloria Goldberg in Science Building:
A professor of the occult asks you to hold a hideous statue that he believes to have strange powers while he reads a scroll. Energy shoots through your body. Make a Luck (-1) check. If you pass, your spirit rises from your body and you feel that you have the power to switch bodies with another investigator. You may choose another investigator from the pile of unused investigators and bring it into play as a new character, discarding your current investigator (along with all of his items, skills, trophies, etc.). If you fail, nothing happens.
@Void Slayer to take part in this strange experiment!
"Ashcan" Pete in the Woods:
A gate and a monster appear!
Thankfully, an Elder Sign is there so nothing happens!
Kate Winthrop in Independence Square:
Pass a Fight (-1) check to intimidate a policeman or he rousts you from the park. Move to the street.
@Cerberus to resist the police.
Mandy Thompson in the Witch House:
@Daemonis uses the Elder Sign to seal the gate to Another Dimension! There are now 4 elder signs on the board, the doom track is at 2/13, and Mandy receives a gate trophy. Unfortunately, the power was too great for Mandy to handle and she loses one Sanity and one Stamina. Knocked unconscious, she loses 4 clue tokens and her last remaining weapon, an Axe. She is moved to St. Mary's Hospital.
Bob Jenkins in the Science Building:
You find a student pounding on a strange device that he has hooked up to massive machinery. He states that it is a dimensional beam machine. If you offer to help him, make a Lore (-2) check. If you pass, beams shoot out in all directions, disrupting the gates open throughout the board. Roll a die for each open gate one at a time. On a success the gate is closed. However, you may not take it as a trophy, but instead return it to the pile of gate markers. If you fail, the machinery overheats and explodes. Roll a die and lose that much Stamina, then move to St. Mary's Hospital.
@blahmcblah , do you wish to try out the machine?
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I think I'll just pass on the outcome so the roll is meaningless. That's the one card I didn't want.
I can try to clear the monsters from the R'yleh gate next turn, with two holy waters, 5 clues and full sanity I am pretty sure I can take them out, but I doubt I would be able to actually close it with those crazy difficult requirements. Someone with an elder sign would have to drop through after me.
I'll grab that holy water (next movement phase) and maybe get you a blessing at south church if your still cursed when I get back from R'yleh.
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I will try to have it up tomorrow.
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OK! MYTHOS PHASE will be up soon.
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A monster surge occurs in the Unnameable! All six monsters spawn from R'lyeh!
Two Nightgaunts appear in the Unnameable!
A Shoggoth appears, and both Shoggoths in the Unnameable and moves to Northside Streets!
A Witch appears and moves to Merchant District Streets!
A Dimensional Shambler appears and moves to Northside Streets!
A Zombie appears in Unnameable!
A clue appears in the Woods which Pete automatically collects.
An activity marker is placed in Northside! The Solar Eclipse ends spell interference.
The toothless Rumor does not increase the terror level!
Board incoming.
Yup, that's me on Steam.
If you are interested in playing, discussing, or hosting Arkham Horror, click here!
GAME3UPDATE12 by konheong, on Flickr
@caliber
@Cerberus
@Daemonis
@Void Slayer
@blahmcblah
@Greenbarons
May begin Upkeep and Movement!
Jenny Barnes must choose a location or street area to begin her turn.
Bob Jenkins should roll for his Curse.
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Is that monster limit right?
This game actually got exciting again, it was far too much of a walk in the park for me!
So, lets plan, how shall we go about this?
Also, mi-go, didn't I get moved to the street?
Oh yeah....
@Cerberus , pretend you are in Downtown Streets
And you have reached the monster limit.
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Upkeep: +$1, sliders stay.
Will be buying full health for $2. (-$2, +3 Stamina)
Stamina: 4
Sanity: 2
Money: $1
Speed/Sneak: 4/2 (+2 Speed from Eric Colt)
Fight/Will: 3/3
Lore/Luck: 4/3 (+1 from Luck)
Clues: 1
Commons: Shotgun (2h, +4 phys, 6's count double)
Uniques: Curious Lamp (2h, +5 mag), 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)
Trophies: Formless Spawn (2t), Ghost (1t)
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 am going for R'lyeh, trying to sneak past the witch (but would prefer if someone else can kill it) and kill a zombie, night gaunt, a night gaunt and a ghost, wowie this will be a doozy.
Alternatively I can just get dropped in the gate by the nightgaunt and not fight the ghost, but I will try to take out one night gaunt and a zombie.
I can heal bob if he needs it but would rather save the sanity.
If we close the gate, what gets returned to the monster pool, this is something to consider as we don't want to kill monsters that will go anyway.
Using Voice of Ra, paying 1 sanity, down to 5, rolling 3 dice. Fail
Okay without the spell effect I need someone to kill the witch now before I move.
Closing the gate will send no monsters back. No miracles here.
And I will not even be able to seal it.
Therefore I suggest that someone else kills the Witch, if there are no volunteers then I will do it.
Bind Monster - costs 2 sanity - Lore(3) plus 4 modifier, roll number of successes equal to the toughness of the monster(1) to automatically pass the combat check, then discard the spell.
So 1 success on 7 dice to kill the witch at the cost of 2 sanity which I have max.
Obviously since that is the last of my equipment since it was largely use and discard, that means I am totally defenseless in any other monster move to me!
Trade: -$1
Stamina: 4
Sanity: 2
Money: $0
Speed/Sneak: 4/2 (+2 Speed from Eric Colt)
Fight/Will: 3/3
Lore/Luck: 4/3 (+1 from Luck)
Clues: 1
Commons: Shotgun (2h, +4 phys, 6's count double)
Uniques: Curious Lamp (2h, +5 mag), 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)
Trophies: Formless Spawn (2t), Ghost (1t)
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