No changes to sliders.
Mandy takes money from her friend and takes a full course of healing.
0
Options
blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
Gain $1.
Fight/Will to 4/3.
Move to Merchant District to kill the Witch. Battle with Witch, using the Revolver and Enchanted Blade: FAIL! Down to 1 stamina. Round 2: SUCCESS! Ding dong, the Witch is dead. My car emerges from the fight unscathed.
Take out the witch and I'll leave both my weapons and a holy water before I go through R'lyeh, I'll take out the ghost and let myself be dropped into the portal.
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
Wield Holy water(+6) in one hand, 1 fight -3 (ghost). 4 Dice. Success
Face one Nightgaunt. Horror check 3 dice. Iron will.
Wield Axe(2) and Holy Water(6), 1 fight -2 (nightgaunt). 7 Dice. Need 2 successes. Just barely got 2
Face second Nightgaunt. Horror check 3 dice. Success.
Wield Axe(2) and Holy Water(6), 1 fight -2 (nightgaunt). 7 Dice. Need 2 success. 3 Success
Collect Ghost, Zombie and two Nigthgaunts. Being drawn through the gate to R'lyeh for my encounter.
I'll give three blessings if/when I get back. If someone with an elder sign and full health and sanity wants to follow me, I can't seal this gate...
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
edited September 2012
Holy Water takes two hands. But you got the successes you needed on the first 5 dice against the Nightgaunts, so I think it's probably fine. Up to mi-go, of course.
Wait what, oh damn I thought it was one hand... I normally don't like using one shot weapons.
Crud, well I can reroll or whatever.
As for any gasps of amazement, remember I borrowed two of those holy waters and the axe from others. Over equipped = win.
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!
Holy Water takes two hands. But you got the successes you needed on the first 5 dice against the Nightgaunts, so I think it's probably fine. Up to mi-go, of course.
Can I suggest we simply move him to a location with a red diamond (Gate possibility) so if one opens he gets sucked through without monster fighting and can seal it with his 9 clue tokens?
What do people think of just moving him next door?
If he has enough movement that would not be a bad place.
He could move to STL next turn also and try to swipe some items.
Then again this is the Mythos and the Historical Society has books.
Also change as much to luck as possible for old Pete.
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!
+1
Options
blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
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
Alright, encounters will come tomorrow... hopefully
mi-go hunterOnce again I'm back in the lab.Cleaning my knives, ready for stabs.Registered Userregular
Er, before I deal with encounters a few things:
@caliber should have $1, not $0 @Void Slayer, you moved your sliders 3 stops instead of 2. Since you maxed out Lore to use Voice of Ra, your Fight/Will will remain at 2/3. Also I assume since you used 3 Holy Waters in the fight against the monsters, you took one from @blahmcblah ?
mi-go hunterOnce again I'm back in the lab.Cleaning my knives, ready for stabs.Registered Userregular
ARKHAM ENCOUNTERS:
"Ashcan" Pete at the Historical Society:
Pay $3 fee to gain access to the private library. If you refuse, move to the street. If you pay, make a Luck (-1) check. If you pass, you learn an ancient spell from a dusty ledger. Draw 1 Spell. If you fail, you doze off and enter The Dreamlands. Have an encounter there, then immediately return here. @Greenbarons is forced to move to Southside Streets!
Kate Winthrop in Independence Square:
You touch Founder's Rock. Make a Luck (-1) check. If you pass, there is an electrifying shock that opens your mind to the elder things of eons past. Lose 1 Stamina, but gain 2 Clue tokens and draw 1 Spell. If you fail, you find a strange carving. As you finger the grooves, a gate opens here and you are drawn through it. @Cerberus to see what will happen to her.
mi-go hunterOnce again I'm back in the lab.Cleaning my knives, ready for stabs.Registered Userregular
edited October 2012
Gloria Goldberg in R'lyeh Area 1:
Choose one of two encounters @Void Slayer.
- You sleep, fitfully, and awaken to the sound of your own voice, chanting something. Make a Lore (-2) check. If you pass, you are able to retain what you are saying. Draw 1 Spell and gain 2 Clue tokens. If you fail, the chant attracts something unsavory. A monster appears!
- A horrible visage captures your gaze. Pass a Will (+0) check to look away or lose 1 Stamina and stay here next turn.
Not using any more clues. Let us see what this place can throw at 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!
Or I can use the reroll if it has not gone through yet.
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!
Alright then, just need one more clue and I can actually seal this thing!
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
Hmmmm, should I try to jump out of this hell hole early but not have enough clues or stick with it and hope to find clues inside here to seal the gate?
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
Run me over to the Asylum. I'll take an encounter there this round and buy full sanity next round.
(For my own reference purposes, because I keep forgetting what I have ...)
Stamina: 4
Sanity: 2
Money: $1
Speed/Sneak: 5/1 (+2 Speed from Eric Colt)
Fight/Will: 3/3
Lore/Luck: 4/3 (+1 from Luck)
Clues: 1
Posts
Mandy takes money from her friend and takes a full course of healing.
Fight/Will to 4/3.
Move to Merchant District to kill the Witch. Battle with Witch, using the Revolver and Enchanted Blade: FAIL! Down to 1 stamina. Round 2: SUCCESS! Ding dong, the Witch is dead. My car emerges from the fight unscathed.
@Void Slayer
@Cerberus
Active.
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Give Map of Arkham to blahmcblah.
Move to the Unnameable.
Face Zombie first. Horror check 3 dice. Success.
Wield Axe(2) and Cavalry Saber(2), 1 fight -1 (zombie). 4 Dice. Dead Zombie.
Face the Ghost next. Horror check 2 dice. We ain't afraid of no Ghosts.
Wield Holy water(+6) in one hand, 1 fight -3 (ghost). 4 Dice. Success
Face one Nightgaunt. Horror check 3 dice. Iron will.
Wield Axe(2) and Holy Water(6), 1 fight -2 (nightgaunt). 7 Dice. Need 2 successes. Just barely got 2
Face second Nightgaunt. Horror check 3 dice. Success.
Wield Axe(2) and Holy Water(6), 1 fight -2 (nightgaunt). 7 Dice. Need 2 success. 3 Success
Collect Ghost, Zombie and two Nigthgaunts. Being drawn through the gate to R'lyeh for my encounter.
I'll give three blessings if/when I get back. If someone with an elder sign and full health and sanity wants to follow me, I can't seal this gate...
Crud, well I can reroll or whatever.
As for any gasps of amazement, remember I borrowed two of those holy waters and the axe from others. Over equipped = win.
No need to reroll!
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Is the only one active I think.
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Sorry updates have been slow... homework and looking into colleges have taken their toll.
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What do people think of just moving him next door?
If he has enough movement that would not be a bad place.
He could move to STL next turn also and try to swipe some items.
Then again this is the Mythos and the Historical Society has books.
Also change as much to luck as possible for old Pete.
Change Lore/Luck to 0/3
Move to Historical society.
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Thanks for running these.
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
@caliber should have $1, not $0
@Void Slayer, you moved your sliders 3 stops instead of 2. Since you maxed out Lore to use Voice of Ra, your Fight/Will will remain at 2/3. Also I assume since you used 3 Holy Waters in the fight against the monsters, you took one from @blahmcblah ?
On to encounters! Impressive monster clearance.
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"Ashcan" Pete at the Historical Society:
Pay $3 fee to gain access to the private library. If you refuse, move to the street. If you pay, make a Luck (-1) check. If you pass, you learn an ancient spell from a dusty ledger. Draw 1 Spell. If you fail, you doze off and enter The Dreamlands. Have an encounter there, then immediately return here.
@Greenbarons is forced to move to Southside Streets!
Kate Winthrop in Independence Square:
You touch Founder's Rock. Make a Luck (-1) check. If you pass, there is an electrifying shock that opens your mind to the elder things of eons past. Lose 1 Stamina, but gain 2 Clue tokens and draw 1 Spell. If you fail, you find a strange carving. As you finger the grooves, a gate opens here and you are drawn through it.
@Cerberus to see what will happen to her.
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If you are interested in playing, discussing, or hosting Arkham Horror, click here!
Choose one of two encounters @Void Slayer.
- You sleep, fitfully, and awaken to the sound of your own voice, chanting something. Make a Lore (-2) check. If you pass, you are able to retain what you are saying. Draw 1 Spell and gain 2 Clue tokens. If you fail, the chant attracts something unsavory. A monster appears!
- A horrible visage captures your gaze. Pass a Will (+0) check to look away or lose 1 Stamina and stay here next turn.
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If you are interested in playing, discussing, or hosting Arkham Horror, click here!
@Void Slayer
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Choose the first encounter, Rolling 2 Dice. Oh sure my Failures start INSIDE this place
Not using any more clues. Let us see what this place can throw at me.
Alright then, just need one more clue and I can actually seal this thing!
I will give you a spell later, Void.
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Sorry, totally forgot to do this, totally my bad!
Pass the Luck check
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Gloria Goldberg gains 2 clue tokens and the Find Gate spell.
Mythos Phase coming.
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A gate goes bump on an Elder Sign. Another fortunate break for the investigators!
A clue appears at Black Cave.
The monster trio all move to Easttown Streets
The Rumor fails, yet again, to disturb any dead. The environment has changed.
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GAME3UPDATE13 by konheong, on Flickr
@caliber
@Cerberus
@Daemonis
@Void Slayer
@blahmcblah
@Greenbarons
Begin Upkeep and Movement! Bob should roll for his Curse.
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Mandy moves to Rivertown streets and ensures that not-actually-disturbed-so-far dead will never be disturbed again.
Run me over to the Asylum. I'll take an encounter there this round and buy full sanity next round.
Stamina: 4
Sanity: 2
Money: $1
Speed/Sneak: 5/1 (+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