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Thawmus
03/16/2010, 14:19
Welcome to Arkham.

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?

Arkham Horror is a game for 1 to 8 players (3 to 5 recommended), playable in 2 to 4 hours. The game is set in the fictional town of Arkham, Massachusetts, made famous by H.P. Lovecraft in his writings about the
Cthulhu mythos.


As it is game 1, the rules are subject to change on the fly, as we discover what works and what doesn't. I'll do my best to update them here:

1. Have fun - most important rule with this game, really. As it is a cooperative board game, you are not competing with one another. You are not trying to one-up each other. You are trying to work as a team to kick some cosmic ###. And should you fail, which you most likely will, don't get down about it, laugh it off. Get 'em next time.

2. If you are not playing, you are free to comment in the thread, but please keep it at a minimum. If you wish to give advice, that's okay, but again, try to refrain from posting 10 times on one page of the thread. The thread should mostly be reserved for player discussion. If there seems to be a need for more non-player discussion as the game continues, we may start a thread for it.

3. Not so much a rule, as a suggestion - discuss. Players should discuss almost everything they do, down to item purchases, with their fellow players. With it being an 8 player game, you have the deck stacked against you, unless you are organized.

4. I'll be doing all of your rolling for you. If this makes game progress more difficult, I may change this. The intent is to try to keep the rounds flowing.

5. Refer to rule #1



As for how Arkham Asylum works...

At the beginning of the game, I draw an Ancient One from my deck of bastard alien cosmic entities, and that is who you are playing against during the game. You will each use a number randomizer, starting with 1/16 for the first player, and ending with 1/9 for the last player. The investigator cards will be shuffled, so no, I don't care if you cheated and tried to give me Walter's number. :laugh:

I will then have you all post your investigator's character sheet, complete with possessions. I will draw your possessions for you, with the exception of asking you how to handle your draw powers, if you have any.

Following all of this, you will be put in your starting locations.

{This section to be improved, at a later time, with list of locations}

The game is split up into 5 phases:

1. Upkeep
2. Movement
3. Arkham Encounters
4. Other World Encounters
5. Mythos

Upkeep is the phase in which all players use their focus value, to change their stat sliders as necessary. You will signify this by letting me know if you are sliding a stat one way or the other, and by how much. I will reflect this on the Investigator Card post, by bolding your choice. Any cards your investigator posesses, that have "Upkeep phase" written on them, are also triggered at this time.

Movement is exactly what it sounds like. All players move their investigator, by using the speed value they are currently on, to a location on the board. Any cards triggered by the Movement Phase are also now in effect. Tomes, in particular, are typically only usable during the Movement phase.

Arkham Encounters is when all characters draw an Encounter card, if they are at an Arkham location. Some locations have alternatives to the Encounter cards, such as the stores, where you can instead purchase an item from the item decks instead. Your fellow players and I will explain more of this in-game.

Other World Encounters are for any characters that have gone through a portal, and are in an Other World. They must draw an Other World Encounter card that corresponds with their Other World's color, and engage in that encounter.

Mythos is when we draw a new Mythos card. This will typically spawn a gate and/or monsters, or worse. They are the main antagonistic mechanic in the game, and have the sole purpose of making it more difficult to keep the Ancient One at bay. These cards also usually advance the Doom Track on the Ancient One's card.


To start the game, we actually draw a Mythos card, and open a gate, with a monster.


The game ends in either victory or defeat.

Victory is achieved when you either:

1. Kill the Ancient One - this is done by waking him up, and actually defeating him in the final battle.

2. Close Gates - In order for this to work, two things have to happen:

a. The last gate has to be closed.

b. The investigators, collectively, own as many gate trophies, as there are players. This can include the one from the last gate, but does not include trophies that were spent during the game.

3. Seal Gates - If you seal 6 gate locations, the game ends in victory.

Defeat occurs when the Ancient One awakens, and defeats the investigators during the final battle.


=====================================


Game 1- Yog-Sothoth

http://www.arkhamhorrorwiki.com/wiki/images/4/45/Yog-Sothoth.png


Yog Sothoth's abilities:

1. Cultists have Magical Immunity, meaning spells do not count for attack dice against them. They also get a combat rating of -1, as opposed to their normal combat rating of +1.

2. The difficulty for closing and sealing gates, is increased by one. You will need 2 successes in order to close and seal gates, instead of one.

3. Any investigator that is Lost in Time and Space, is devoured. This is a bad deal. Should you be devoured during the game, you will lose all of your cards, as well as your investigator, and will be forced to draw a new one, starting over.

4. If Yog-Sothoth wakes up, any investigators without gate trophies are devoured. It is highly suggested that you have as many investigators as possible, with gate trophies. (Devoured players during the final battle are gone for good. You do not draw a new character.)

5. When Yog-Sothoth attacks during the final battle, should there be one, he will make you take a progressively more difficult will save. Should you fail the will save, you will lose a gate trophy. If you lose your last one, you are devoured. (Again, this means you're done for the game)

Yog-Sothoth has a 12-tile Doom Track, and a combat rating of -5. Since there are 8 players, it takes 8 successes to do 1 damage to him.

Ancient Ones are woken up by several different stimuli:

1. The Doom Track fills up.

2. Too Many Gates - with 8 players, if there are 5 open gates, the Ancient One wakes up.

3. No Gate Markers - if you guys hoard the gate markers as trophies, and I can't put one down, the Ancient One wakes up (although, in the case of Yog, there are worse ways to go into the end battle)

4. No Monsters - if you guys hoard the monster trophies, and I can't produce any monsters, Ancient One wakes up.

5. Terror Level is at 10, and we have twice as many monsters as the monster limit - The monster limit for 8 players is 11, so there would have to be 22 monsters on the board for this to happen.


===============================

Kalel21
03/16/2010, 14:27
My random number: 9

PaxZRake
03/16/2010, 14:27
I rolled a 1.

Lame.

Melkhor
03/16/2010, 14:32
Just a quick rules comment. Increasing the difficulty for closing gates doesn't affect the number of dice you get to roll at all. It means you need one additional success to close the gate rather. Which, technically, is much worse :)

Thawmus
03/16/2010, 14:34
Just a quick rules comment. Increasing the difficulty for closing gates doesn't affect the number of dice you get to roll at all. It means you need one additional success to close the gate rather. Which, technically, is much worse :)

You are correct. I will modify that.

charlesx
03/16/2010, 14:35
My random number: the fish.

Just kidding. It is 12.

Melkhor
03/16/2010, 15:05
Oh, and random number rolled: 7

JackAssterson
03/16/2010, 15:08
I got a rock. :disappointed:

And 10.

Smudge
03/16/2010, 15:23
Friday the 13th

Thawmus
03/16/2010, 16:31
Just need Doom and Rokk to give me a random roll. If I don't have one by the time I get off work, I'll do it myself.

Matter of fact, I'm not sure why I didn't in the first place.

Thawmus
03/16/2010, 16:47
As I assembled the board for Arkham Horror over my lunch hour, and put all the cards and stuff where I need them, I looked fondly over one of the Investigator cards.

http://www.arkhamhorrorwiki.com/wiki/images/1/12/MichaelMcGlen.png

This dude is 3/5 in going toe-to-toe with Ancient Ones. He's like a hero to my personal copy of the board game. Someone draws this guy, and you guys will be in good shape.

Thawmus
03/16/2010, 18:01
Also, if you guys fail, I have a backup plan:

http://www.nuklearpower.com/comics/8-bit-theater/100309.png

Thawmus
03/16/2010, 20:45
Okay, I need opinions. Should I do all of the posting of all of these items, and what they are, and manage all of this? Or should I tell you what you draw, and have you each manage your own character sheet?

Smudge
03/16/2010, 21:53
I guess I just assumed that we would be keeping track of our own characters. Still going through the rules, but what I have read suggests that applying Focus points and such might be easier if we managed our own. That takes some of the weight off of you, as well.

JackAssterson
03/16/2010, 22:01
(Character) Sheet happens...to be something I think I can keep track of.

Of course, having the game handy helps.

Thawmus
03/16/2010, 22:21
K, I'll have you guys handle your own sheets then. If you don't own the game, you'll just be using the wiki for your information. It's easier access anyways.

I'll post what you guys got for characters in another post. Rokk gets to be first player first, so he will be getting his possessions first. I've already taken the fixed positions out of the decks for all characters, so we can do it all in one round.

Thawmus
03/16/2010, 22:31
Rokk_Krinn - Bob Jenkins, the salesman

http://www.arkhamhorrorwiki.com/wiki/images/c/c6/BobJenkins.png

CharlesX - "Ashcan" Pete, the drifter

http://www.arkhamhorrorwiki.com/wiki/images/6/6a/AshcanPete.png

JackAssterson - Darrel Simmons, the photographer

http://www.arkhamhorrorwiki.com/wiki/images/b/b4/DarrellSimmons.png

Smudge - Vincent Lee, the doctor

http://www.arkhamhorrorwiki.com/wiki/images/c/c6/VincentLee.png

DocDoom187 - Michael "I eat Ancient Ones for breakfast" McGlen, the gangster
http://www.arkhamhorrorwiki.com/wiki/images/1/12/MichaelMcGlen.png

PaxZRake - Harvey "broken" Walters, the professor

http://www.arkhamhorrorwiki.com/wiki/images/1/15/HarveyWalters.png

Kalel21 - Sister "Yog can't touch this" Mary, the nun

http://www.arkhamhorrorwiki.com/wiki/images/9/91/SisterMary.png

Melkhor - Amanda Sharpe, the student

http://www.arkhamhorrorwiki.com/wiki/images/6/60/AmandaSharpe.png

Thawmus
03/16/2010, 22:47
Okay, now you have your character cards. A few things:

1. Post your character information. You can practically copy-paste it all from the wiki page. Whether you own the game or not, you should probably have a tab open for the wiki whenever you're doing stuff in here, because I can't post everything. It should look something like this:

Thawmus - Joe Diamond

Sanity - 4/4
Stamina - 6/6

Ability - Hunches - Any Phase: Joe rolls one extra bonus die when he spends a Clue token to add to a roll.

Focus - 3

Stats: (the bolded parts are what I currently have selected. If you have not played before, we will explain this when we get to our first upkeep phase)

Sp. 3 4 5 6
Sn. 4 3 2 1
Fi. 2 3 4 5
Wi. 3 2 1 0
Lo. 0 1 2 3
Lu. 3 2 1 0


Possessions: (You don't have these yet, but this is how I'd like you to post them when you get them)

$8
3 Clues

Commons - .45 Automatic, Lantern, Map of Arkham
Skill - +1 Will


Of course, take the liberty to change any of that as you will, but please include all of the above information, at minimum, on your character sheet. This will be the only time you post your sheet. You will only post the updates you'll be making, and editing your sheet when you do.

May seem like a lot of work, but when you want to make moves, and you don't have the game handy, you'll be glad you did it.

It was a hell of a lot more work if I did it all. :ermm:




2. Rokk, since you are Bob Jenkins, I drew 3 common items - Tommy Gun, Dynamite, and Whiskey. Please let me know which item you would like to discard. :classic:

Melkhor
03/16/2010, 23:14
Did you remember the Errata posted for Bob Jenkins, by the way? He starts with an extra dollar, not that it really matters, but still :)

And you think Harvey is broken? His ability only works for losses, not costs. Mandy Thompson has him beaten six ways from Sunday!

JackAssterson
03/16/2010, 23:41
JackAssterson - Darrell Simmons
Sanity - 4/4
Stamina - 6/6

Ability - Hometown Advantage - When drawing location encounters in Arkham, Darrell draws two cards and may choose whichever one of the two he wants. This ability does not work when drawing gate encounters in Other Worlds.

Focus - 2

Stats:

Sp. 2 3 4 5
Sn. 3 2 1 0
Fi. 2 3 4 5
Wi. 4 3 2 1
Lo. 0 1 2 3
Lu. 4 3 2 1

(Current Stats: Speed 5, Sneak 0, Fight 3, Will 3, Lore 1, Luck 3)

Possessions:

$4

1 Clue token

Retainer (special) Upkeep: Gain $2, then roll a die. Discard this card on a 1.

Food: (any phase) Discard Food to reduce any Stamina loss by one.

Flute of the Outer Gods: (any phase) Lose 3 Sanity and 3 Stamina and discard Flute of the Outer Gods before making a Combat check to defeat all monsters in your current area. This does not affect Ancient Ones.

Sword of Glory: (two hands, Magical Weapon) +6 to Combat checks

Expert Occultist: (any phase) Exhaust to re-roll a Spell check

Thawmus
03/16/2010, 23:58
Did you remember the Errata posted for Bob Jenkins, by the way? He starts with an extra dollar, not that it really matters, but still :)

Yep, my copy of the game's fixed. :classic:

And you think Harvey is broken? His ability only works for losses, not costs. Mandy Thompson has him beaten six ways from Sunday!

Then my friend and I have been playing him wrong for a long, long time.... :disappointed:

Melkhor
03/17/2010, 00:03
Yep, my copy of the game's fixed. :classic:



Then my friend and I have been playing him wrong for a long, long time.... :disappointed:

It's a quite common misconception really. The new Librarian from the Innsmouth expansion, now SHE'S broken, especially with the Necronomicon, but old Harvey just don't scare easy. He still has to pay full cost for all spells. Only actual sanity loss from monsters, events, Ancient One attacks etc. are reduced by his ability

Melkhor
03/17/2010, 00:20
Melkhor - Amanda Sharpe
Sanity - 5/5
Stamina - 5/5

Ability - Studious - Whenever Amanda Sharpe draws one or more cards from the Skill deck she draws one additional and discards one of her choice

Focus - 3

Stats:

Sp. 1 2 3 4
Sn. 4 3 2 1
Fi. 1 2 3 4
Wi. 4 3 2 1
Lo. 1 2 3 4
Lu. 4 3 2 1

(Current Stats: Speed 4, Sneak 1, Fight 2, Will 3, Lore 2, Luck 4)

Possessions:

$1

1 Clue token

Common: Motorcycle (Exhaust for +2 speed)

Unique: Powder of Ihbn-Ghazi (magical weapon, 2 hands, discard after use, +9 combat, loose one sanity)

Spells: Find Gate (Cost 1 San, casting modifier -1, cast and exhaust during movement phase to return to Arkham from an Other World)

Skills: +1 Lore (gain one extra die when spending clues on Lore rolls), Stealth (exhaust to re-roll a concealment roll)

Thawmus
03/17/2010, 00:29
It's a quite common misconception really. The new Librarian from the Innsmouth expansion, now SHE'S broken, especially with the Necronomicon, but old Harvey just don't scare easy. He still has to pay full cost for all spells. Only actual sanity loss from monsters, events, Ancient One attacks etc. are reduced by his ability

Can you point me to something that I can show to him, at a later time? He has a tendency to not believe me with game rules.

Rokk_Krinn
03/17/2010, 00:52
Sorry folks; went to go do all this and got paged away and been rather tied up.

If I still need a number it's 16.

Rokk_Krinn
03/17/2010, 00:54
Er, ignore the last post. I was a bit behind. :nervous:

Melkhor
03/17/2010, 00:54
Can you point me to something that I can show to him, at a later time? He has a tendency to not believe me with game rules.

From the official Arkham Horror FAQ:

Investigator Abilities
Q: Does the Strong Mind ability (reduce all Sanity loss
by 1) of the professor, Harvey Walters, apply to the casting
of spells?
A: No. The professor’s ability works on losses, not costs.
The same distinction applies to the gangster, Michael
McGlen, and his ability to reduce Stamina losses.

Link here: http://new.fantasyflightgames.com/ffg_content/Arkham_Horror/AHfaq.pdf

Thawmus
03/17/2010, 01:08
From the official Arkham Horror FAQ:

Investigator Abilities
Q: Does the Strong Mind ability (reduce all Sanity loss
by 1) of the professor, Harvey Walters, apply to the casting
of spells?
A: No. The professor’s ability works on losses, not costs.
The same distinction applies to the gangster, Michael
McGlen, and his ability to reduce Stamina losses.

Link here: http://new.fantasyflightgames.com/ffg_content/Arkham_Horror/AHfaq.pdf

Excellent, thanks.

Thawmus
03/17/2010, 01:10
Sorry folks; went to go do all this and got paged away and been rather tied up.

If I still need a number it's 16.

Er, ignore the last post. I was a bit behind. :nervous:

No big deal. Not sure why I asked everyone to do it. I'm doing your dice rolls throughout the game anyways.

Only thing I need from you at this point is:

2. Rokk, since you are Bob Jenkins, I drew 3 common items - Tommy Gun, Dynamite, and Whiskey. Please let me know which item you would like to discard. :classic:

Rokk_Krinn
03/17/2010, 02:00
Rokk - Bob Jenkins, Salesman

Sanity - 4/4
Stamina - 6/6

Ability - Shrewd Dealer: Any Phase. Whenever Bob draws one or more cards from the Common Items deck, he draws one extra card and then discards one of the cards.

Focus - 1

Speed 2 3 4 5
Sneak 3 2 1 0
Fight 1 2 3 4
Will 6 5 4 3
Lore 0 1 2 3
Luck 4 3 2 1

Possessions:
$9
Tommy Gun
Whiskey
1 Unique Item
1 Skill

(Note this means I've chosen to discard the dynamite)

PaxZRake
03/17/2010, 06:44
PaxZRake – Harvey Walter

Sanity - 7/7
Stamina - 3/3

Ability - Strong Mind - Any Phase: Harvey reduces all Sanity losses he suffers by 1, to a minimum of 0. Focus - 2

Stats:

Sp. 0 1 2 3
Sn. 5 4 3 2
Fi. 0 1 2 3
Wi. 3 2 1 0
Lo. 3 4 5 6
Lu. 4 3 2 1


Possessions:

$5
1 Clues

2 Unique
2 Spells
1 Skill

charlesx
03/17/2010, 07:19
Hey guys, the firewall at work is not allowing me to access the AH Wiki. Can someone please help me out by posting the stats on good ol' "Ashcan"? Thanks much.

Thawmus
03/17/2010, 08:26
Hey guys, the firewall at work is not allowing me to access the AH Wiki. Can someone please help me out by posting the stats on good ol' "Ashcan"? Thanks much.

Direct copy-paste, feel free to format it as you see fit:

Unique Ability: Scrounge - When Pete draws from the Common item, Unique item, or Spell deck, he may draw from either the top or the bottom of that deck, his choice. Pete may look at the bottom card of those decks at any time.

Status

* Sanity: 4
* Stamina: 6

Fixed Possessions

* $1

* 3 Clue tokens
* 1 Ally (Duke)

Random Possessions

* 1 Common item

* 1 Unique item
* 1 Skill

Focus: 1
Skills Speed 0 1 2 3
Sneak 6 5 4 3
Fight 2 3 4 5
Will 5 4 3 2
Lore 0 1 2 3
Luck 3 2 1 0



========================================


1. Rokk: You drew an Elder Sign (w00t!), Alien Statue, and +1 Fight

2. Charles: Since you are Ashcan, you can draw from the bottom of the deck, and look at the bottom of the deck, for your common and unique draw, or you can draw from the top. The common deck has dynamite (+8 combat, one-shot) at the bottom, and the unique deck has the powder of Ibn-Ghazi (+9 combat, one-shot) at the bottom. Let me know what you want to do.

3. Charles: You draw Duke, obviously, which increases your maximum sanity by 1. Your sanity should be 5/5 now.

4. Charles: You draw +1 speed for your skill (good card for Ashcan)

5. Jack: I'll draw for you once Charles has made his decision on his draws.


Charles is the last of the draw powers until we get all the way to Melk, so it should be pretty easy to set everyone else up after that. :classic:

charlesx
03/17/2010, 09:03
Thanks, Thawm. Bottom of the unique deck, please. The powder of Ibn-Ghazi sounds fantabulous. Though a boom-stick would have been most excellent. BTW, just call me Ash.

Hail to the king, baby. :cool:

Melkhor
03/17/2010, 09:09
Thanks, Thawm. Bottom of the unique deck, please. The powder of Ibn-Ghazi sounds fantabulous. Though a boom-stick would have been most excellent. BTW, just call me Ash.

Hail to the king, baby. :cool:

If you want my advice, take the top cards instead. One-shot weapons are NOT worth it in the long run. Better to gamble for something permanent, or even better, an Elder Sign. But that's just me ;)

charlesx
03/17/2010, 09:12
If you want my advice, take the top cards instead. One-shot weapons are NOT worth it in the long run. Better to gamble for something permanent, or even better, an Elder Sign. But that's just me ;)

OK, thanks. Since I am a n00b I will go with Melkhy's advice.

Top of the deck, please, Thawm. Let's see what cards are in store for me.

Thawmus
03/17/2010, 09:12
If you want my advice, take the top cards instead. One-shot weapons are NOT worth it in the long run. Better to gamble for something permanent, or even better, an Elder Sign. But that's just me ;)

I agree with Melk. In an 8 player game, you need consistency, not superior firepower. You guys have to pretty much just throw yourselves into gates just to keep the game alive, as it is.

Thawmus
03/17/2010, 09:12
OK, thanks. Since I am a n00b I will go with Melkhy's advice.

Top of the deck, please, Thawm. Let's see what cards are in store for me.

Okay. :classic:


*is at work*

:disappointed:

*wants to go home now*

Thawmus
03/17/2010, 09:17
Also, I took pictures of the board last night, but they don't come out well. The board has some nasty glare if you try and take pictures of it. I'm attempting to find a good board image online, that I can just GIMP up.

Thawmus
03/17/2010, 09:24
Found one.

http://www.hcrealms.com/forum/picture.php?albumid=804&pictureid=8810

Kalel21
03/17/2010, 10:14
Sister Mary:

Occupation: the Nun

Home: South Church

Unique Ability: Guardian Angel - Any Phase: Sister Mary is never Lost in Time and Space. Instead, if her Sanity is 0, she returns to Arkham Asylum. If her Stamina is 0, she returns to St. Mary's Hospital. If neither her Sanity or her Stamina are 0, she returns to South Church.

Status

* Sanity: 7
* Stamina: 3

Fixed Possessions

* $0

* Blessing
* 1 Common item (Cross)
* 1 Unique item (Holy Water)

Random Possessions

Wither, Flesh Ward, Expert Occultist

Focus: 1
Skills Speed 1 2 3 4
Sneak 4 3 2 1
Fight 0 1 2 3
Will 4 3 2 1
Lore 1 2 3 4
Luck 6 5 4 3

Thawmus
03/17/2010, 10:19
Sister Mary:

Occupation: the Nun

Home: South Church

Unique Ability: Guardian Angel - Any Phase: Sister Mary is never Lost in Time and Space. Instead, if her Sanity is 0, she returns to Arkham Asylum. If her Stamina is 0, she returns to St. Mary's Hospital. If neither her Sanity or her Stamina are 0, she returns to South Church.

Status

* Sanity: 7
* Stamina: 3

Fixed Possessions

* $0

* Blessing
* 1 Common item (Cross)
* 1 Unique item (Holy Water)

Random Possessions

* 2 Spells

* 1 Skill

Focus: 1
Skills Speed 1 2 3 4
Sneak 4 3 2 1
Fight 0 1 2 3
Will 4 3 2 1
Lore 1 2 3 4
Luck 6 5 4 3

BTW, guys, you don't have to separate your fixed and random possessions. That's just set-up information. Just call them all possessions, so you don't get confused. I've got the rest covered. :classic:

Smudge
03/17/2010, 15:24
Vincent Lee

Occupation: the Doctor

Home: St. Mary's Hospital

Unique Ability: Physician - Upkeep: Dr. Lee may restore 1 Stamina to himself or another character in his location. He cannot raise a character's Stamina higher than that character's maximum Stamina.

Status-
Sanity: 5
Stamina: 5

Possessions-
$9
1 Clue token

2 Common items - Calvary Sabre, Research Materials
2 Spells - Shriveling, Shriveling
1 Skill - +1 Sneak

Focus: 2

Speed: 0 1 2 3
Sneak: 5 4 3 2
Fight: 0 1 2 3
Will: 4 3 2 1
Lore: 2 3 4 5
Luck: 4 3 2 1

Thawmus
03/17/2010, 17:05
I drew everything at home over my lunch hour, but my internet was disabled when I got home, and I didn't have time to call them about it. I should be home in an hour, to do that.

Thawmus
03/17/2010, 18:59
Okay, draw time!

1. Ash - You drew a Map of Arkham, Elder Sign (This is getting ridiculous!), and +1 Speed

2. Jack - You drew Food, Flute of the Outer Gods, Sword of Glory, and Expert Occultist

3. Pax - you drew Holy Water, Elder Sign (Who the hell shuffled??), Flesh Ward, Mists of Releh, and Bravery

4. Smudge - you drew Calvary Sabre, Research Materials, Shriveling, Shriveling, and +1 Sneak

5. Doom - you have, of course, your Tommy Gun and Dynamite, but you also have Book of Dzyan, and +1 Fight

6. Kalel - you have, of course, your Cross and Holy Water, but you also have Wither, Flesh Ward, and Expert Occultist

7. Melk - you have Motorcycle, Powder of Ibn-Gazi, Find Gate, and your skills drawn were +1 Lore, Bravery, and Stealth, of which you need to discard one.

I have to go now, and I doubt I'll be back until later tonight. Feel free to discuss with one another what you have, how you'll use it, if you intend to trade with one another at some point, strategy, etc.

Still not sure how I'm going to handle the board, especially for those of you who don't own the game. Think I'm gonna GIMP it up, but it's a rather colorful board, so I'm not sure how clear my markings will be. Suggestions welcome.

Melkhor
03/17/2010, 19:07
I'll drop Bravery and keep Stealth and +1 Lore thanks.

Well, with 3 Elder Signs that's half our victory condition right there provided we can get them all in place without any of us getting swallowed by The Gate and The Key so I'd say that's a good start. Might be a good idea to get one of our Signs to Sister Mary (Kal) since we know he won't get eaten by an unlucky Otherworld Encounter, and since I have Find Gate, a decent stealth and move (thanks to my Motor Cycle) it might be a good idea to get another one of them to me as I can shut a gate down one full turn faster than normal

charlesx
03/18/2010, 07:45
Cool deal! When can I give my Elder Sign to Sistah Souljah? Do we each get a turn at an action each round? Thanks for helping this n00b along. :)

Thawmus
03/18/2010, 08:18
Cool deal! When can I give my Elder Sign to Sistah Souljah? Do we each get a turn at an action each round? Thanks for helping this n00b along. :)

The way it works, is that you go through the 5 phases described in the OP. But, when it's the upkeep phase, everyone does their upkeep. When it's the movement phase, everyone moves, starting with Rokk. This is also when you can trade stuff, by being in the same space as another character. Arkham Encounter and Other World Encounter, same thing. Everyone takes those turns together, starting with the first player. After a full round is over, the first player marker goes to the next player (you), and we do it all again.

charlesx
03/18/2010, 08:43
The way it works, is that you go through the 5 phases described in the OP. But, when it's the upkeep phase, everyone does their upkeep. When it's the movement phase, everyone moves, starting with Rokk. This is also when you can trade stuff, by being in the same space as another character. Arkham Encounter and Other World Encounter, same thing. Everyone takes those turns together, starting with the first player. After a full round is over, the first player marker goes to the next player (you), and we do it all again.

Cool, thanks! Let's do the time warp again!

Melkhor
03/18/2010, 09:06
Cool deal! When can I give my Elder Sign to Sistah Souljah? Do we each get a turn at an action each round? Thanks for helping this n00b along. :)

In order to trade items you simply have to be in the same square on the board at some point during the turn. You don't have to end your turn in your trade partners square either. Simply having either character move through the others square during the movement phase is enough :)

PaxZRake
03/18/2010, 09:10
Any advice on my equipment?

I totally don't want to be responsible for anything important :) So who wants my Elder Sign?

Kalel21
03/18/2010, 10:13
Everything I have seems potentially useful. Am I obligated to discard one?

Quebbster
03/18/2010, 10:16
Everything I have seems potentially useful. Am I obligated to discard one?

Spoken like a true hoarder. :)
Oh wait, I didn't get to play... *leaves*

PaxZRake
03/18/2010, 10:17
Everything I have seems potentially useful. Am I obligated to discard one?

Just hold the extra card under the table and don't tell anybody.

Munchkin rules, baby!

Kalel21
03/18/2010, 10:22
If I gotta get rid of one, I'll discard Wither.


By the way, since I'm a nun, shouldn't I have a "rapping Cthulu on the knuckles with a ruler" power?

Thawmus
03/18/2010, 10:32
No, you don't have to discard one.

Rokk and Melkhor have special abilities that let them draw extra cards, but have to discard cards. That's why they had to discard.

Charles has a special ability that lets him look at the bottom of most decks, and, if he wants, draw from the bottom of those decks.

Jack has a special ability that is going to let him draw two Arkham encounter cards each time he has one, and take the one that sucks less.

Pax and Doom ignore some sanity and stamina damage, respectively.

Smudge can heal stamina, so he'll likely want to pair up with someone who's getting hit a lot. Walter's probably going to need it the most, but Walter also doesn't take much time to get back up to normal health.

Your special ability makes you Yog's bane - you can't be lost in Time and Space. One of the things that makes him dangerous, is that when that happens, you die. This is rather easy to have happen, particularly if you go into a gate with low stamina or sanity. Other World encounters can be grueling, and if they drop you, you get Lost in Time and Space. That's why Melk's first order of business was to find a way to get you to seal a gate with an Elder Sign.

Kalel21
03/18/2010, 10:39
Yes, but can I or can't I rap Cthulu on the knuckles with a ruler?

Quebbster
03/18/2010, 10:43
Yes, but can I or can't I rap Cthulu on the knuckles with a ruler?

I'm going to go with "not bloody likely", since in order to do that you need to
1) Find Chthulhu, who's not in this game session
2) Find his knuckles, which I am not sure exists either

*gets out of game again*

charlesx
03/18/2010, 10:57
While I believe that Cthulhu HAS knuckles in those dragon-like claws of his, I seriously doubt that the good Sistah is tall enough to reach them. Unless the ruler is very, very long indeed.

Thawmus
03/18/2010, 10:58
Any advice on my equipment?

I totally don't want to be responsible for anything important :) So who wants my Elder Sign?

Everything I have seems potentially useful. Am I obligated to discard one?

You are both lacking a bit on the offensive front. If you got into a fight, you'd be forced to use your holy water, most likely, which is a one-shot. Kalel at least has the benefit of an actual attack spell, and a 0 sanity cost one at that, but you're both going to want to get your hands on a bigger attack spell, like Shriveling or Dread Curse of Azathoth, since you're both sitting with good Lore scores, Walter having the highest in the game, and Sister Mary gets to re-roll her spell checks.

Mists of Releh, however, should get Walter around the board. One of my favorite spells, and he'll be able to put it to excellent use.

Kalel21
03/18/2010, 11:06
Raps Thawmus on the knuckles with a ruler.

Thawmus
03/18/2010, 11:32
Don't be bringing back my Catholic school days. Lutherans in Catholic schools don't have the best experiences with nuns. Although that's usually completely our fault. :laugh:

Smudge
03/18/2010, 11:35
Okay, draw time!

1. Ash - You drew a Map of Arkham, Elder Sign (This is getting ridiculous!), and +1 Speed

2. Jack - You drew Food, Flute of the Outer Gods, Sword of Glory, and Expert Occultist

3. Pax - you drew Holy Water, Elder Sign (Who the hell shuffled??), Flesh Ward, Mists of Releh, and Bravery

4. Smudge - you drew Calvary Sabre, Research Materials, Shriveling, Shriveling, and +1 Sneak

5. Doom - you have, of course, your Tommy Gun and Dynamite, but you also have Book of Dzyan, and +1 Fight

6. Kalel - you have, of course, your Cross and Holy Water, but you also have Wither, Flesh Ward, and Expert Occultist

7. Melk - you have Motorcycle, Powder of Ibn-Gazi, Find Gate, and your skills drawn were +1 Lore, Bravery, and Stealth, of which you need to discard one.

I have to go now, and I doubt I'll be back until later tonight. Feel free to discuss with one another what you have, how you'll use it, if you intend to trade with one another at some point, strategy, etc.

Still not sure how I'm going to handle the board, especially for those of you who don't own the game. Think I'm gonna GIMP it up, but it's a rather colorful board, so I'm not sure how clear my markings will be. Suggestions welcome.

Should we update our character list post with the items that were drawn for us?

Melkhor
03/18/2010, 11:53
I already did :)

Smudge
03/18/2010, 12:06
I already did :)

Than so shall I!

Thawmus
03/18/2010, 12:14
Should we update our character list post with the items that were drawn for us?

Yes, please!

I have already drawn the first Mythos card, and the monsters, but I wanted to wait for you guys to all get a chance to get settled, before I tell you what's up.

I also wanted you guys to take note of your starting locations, and I still need suggestions on the board. GIMPing....while most effective, is the least efficient. I know those of you who either own or play the game will have no problem, but I don't know about everyone else. Changing a board with GIMP will be too time consuming. It'll burn me out faster than....something comparable to burning in a short period of time.

My current idea is to take a page out of the online Heroclix leagues, give you all an image you can look at whenever, and just tell you where everything is. That shouldn't be so hard. All I have to keep track of is where you 8 are, where the gates and monsters are, clue tokens, and rumor locations. The rest, I've left to you guys to manage, so I suppose I could handle that, if that was sufficient for the rest of you.


Also: Doom has yet to make an appearance. I know he gets busy, so I'll play for him for a little bit. If he misses too much action, I'll replace him with Quebbs or Wade, or I'll just replace him myself.

Kalel21
03/18/2010, 12:24
I'm one of the players who does not own the game (and thus only barely know what's going on), so I'm always open to taking advice from other players.

If the advice turns out to be bad, I'll rap the advice-giver on the knuckles with my ruler.

Kalel21
03/18/2010, 12:30
Here's an adaptation of one of Lovecraft's stories done on the radio show Suspense in 1945:

THE DUNWICH HORROR
(http://www.box.net/shared/7nzp8qpozj)

Thawmus
03/18/2010, 12:37
I'm one of the players who does not own the game (and thus only barely know what's going on), so I'm always open to taking advice from other players.

If the advice turns out to be bad, I'll rap the advice-giver on the knuckles with my ruler.

I'll try, but to be honest, my confidence in my knowledge of the rules is a little shaken, now that Melk's corrected me twice. Somehow, I'm certain I've been doing other stuff wrong as well.

Oh well.

Rokk_Krinn
03/18/2010, 14:51
Honestly Thawmus, I'm not even sure what GIMP'ing is so I'm trusting you on this. :)

Trying to think if I've any way to scan and upload my gameboards when I return to the house where they're at but I'm not the most tech savvy person....plus I'd force you to use the Dunwich, Innsmouth and Kingsport boards. :grin:

Smudge
03/18/2010, 16:44
Honestly Thawmus, I'm not even sure what GIMP'ing is so I'm trusting you on this.

I'm the gimp. Once we really start playing, you'll see.

Melkhor
03/18/2010, 16:49
I'll try, but to be honest, my confidence in my knowledge of the rules is a little shaken, now that Melk's corrected me twice. Somehow, I'm certain I've been doing other stuff wrong as well.

Oh well.

You should know how it is with me and rules ;)

If anything comes up, or anyone is unsure of anything rules-wise I'll be more than happy to help.

Thawmus
03/18/2010, 17:14
GIMP is an open-source program that rivals Photoshop, and is precisely 800 dollars cheaper. I got a lot of experience with it when I tried doing my MSPA stuff, and I have an electronic tablet to draw on, etc. My idea was to take an image of the Arkham board, and then just draw markers on it whenever stuff happened, and update it. But, since I can't do that at work, and it's unreasonably time consuming to constantly upload a garbled image with a bunch of scribbles, I'm disinclined to do it.

What I think might be easier, is to give you guys a high-res image of the board, so that you can print it off for your own convenience, or keep a local copy, or whatever, and just simply copy-paste a listing of where everything is on the board. Every space on the board has a name, so it's not like we have to come up with a grid or something.

Thawmus
03/18/2010, 17:16
You should know how it is with me and rules ;)

If anything comes up, or anyone is unsure of anything rules-wise I'll be more than happy to help.

Yeah, I think it comes from when I was such a rules guru with Heroclix, and had it nailed down cold. I never went that in-depth with any other games, so when I get corrected, my initial subconscious reaction is: "Like hell I am!!!" :angry:

When, really, um, yes, I am. :laugh:

Rokk_Krinn
03/18/2010, 17:20
By the way, based on the fact we've got ol' Yog as our first game I think the next one should be the Dunwich expansion as it just seems apropos. :)

Thawmus
03/18/2010, 17:22
By the way, based on the fact we've got ol' Yog as our first game I think the next one should be the Dunwich expansion as it just seems apropos. :)

I haven't got any of the expansions.

I'm a bad person, I know. :(


I'm actually gonna order the King in Yellow tonight or tomorrow. I've been wanting to get that one for a while.

Smudge
03/18/2010, 17:26
What I think might be easier, is to give you guys a high-res image of the board,
so that you can print it off for your own convenience, or keep a local copy, or whatever, and just simply
copy-paste a listing of where everything is on the board. Every space on the board has a name, so it's not
like we have to come up with a grid or something.

I've been cruising teh interwebz for one of these (figured it would be easier to follow along) and haven't found one
that is as clear as I would like. If I happen upon one, I'll let you know.

Melkhor
03/18/2010, 17:28
The expansions all add great stuff to the game, even if you aren't planning on using all the maps all the time (bad idea really!), especially Insmouth adds a TON of great stuff to update many of the original elements too, including personal quests for all the investigators currently in the game :)

Thawmus
03/18/2010, 17:29
I've been cruising teh interwebz for one of these (figured it would be easier to follow along) and haven't found one that is as clear as I would like. If I happen upon one, I'll let you know.

Oh, I already have one.
http://picasaweb.google.com/lh/photo/j3RhvSFEXrpYVJpBLuFlQg?feat=directlink


http://lh6.ggpht.com/_-YygqUNj2IM/S6KbTl0tV8I/AAAAAAAAALQ/YryzKshjw6U/pic422947.jpg

Rokk_Krinn
03/18/2010, 17:34
I'm actually gonna order the King in Yellow tonight or tomorrow. I've been wanting to get that one for a while.

The King in Yellow was both my most sought-after and the hardest at the time for me to obtain (fortunately it's much more common now). Fantastic expansion but, I admit, I'm biased.

I do have to echo Melkhor that Innsmouth adds a lot to the game with the personal quests if you're wanting one of the bigger expansion sets but aren't interested in using the extended board. If you do want to go with the extended board set-ups than Kingsmouth may be the better bang for your buck as it delves heavier into the dimensional-scapes.

I would save the Black Goat of the Woods for the last. It's alright - none of the sets are bad - but outside of lots of combat it probably adds the least to the game.

Rokk_Krinn
03/18/2010, 17:35
It could be because I'm more used to the board than I should be unembarrassed to admit but it looks just fine to me Thawmus; perfectly legible and not "glaring".

(This is where I have to come clean and admit it'll be nice to play Arkham with actual other players as opposed to solo games.)

Melkhor
03/18/2010, 17:42
The King in Yellow was both my most sought-after and the hardest at the time for me to obtain (fortunately it's much more common now). Fantastic expansion but, I admit, I'm biased.

I do have to echo Melkhor that Innsmouth adds a lot to the game with the personal quests if you're wanting one of the bigger expansion sets but aren't interested in using the extended board. If you do want to go with the extended board set-ups than Kingsmouth may be the better bang for your buck as it delves heavier into the dimensional-scapes.

I would save the Black Goat of the Woods for the last. It's alright - none of the sets are bad - but outside of lots of combat it probably adds the least to the game.

Agreed, Kingsport is by far my favoured add-on board as well. Excellent expansion.

And no, I can't possibly imagine playing Arkham Horror with yourself would be nearly as interesting as with a group of friends which is how I semi-regularly play it :)

charlesx
03/18/2010, 17:45
Just updating my character! :)

"Ashcan" Pete, the Drifter

Unique Ability: Scrounge - When Pete draws from the Common item, Unique item, or Spell deck, he may draw from either the top or the bottom of that deck, his choice. Pete may look at the bottom card of those decks at any time.

Status

* Sanity: 4
* Stamina: 6

Fixed Possessions

* $1

* 3 Clue tokens
* 1 Ally (Duke)

Random Possessions

* Map of Arkham
* Elder Sign
* +1 to Speed

* 1 Common item
* 1 Unique item
* 1 Skill

Focus: 1
Skills Speed 0 1 2 3
Sneak 6 5 4 3
Fight 2 3 4 5
Will 5 4 3 2
Lore 0 1 2 3
Luck 3 2 1 0

Smudge
03/18/2010, 17:51
Oh, I already have one.

Awesome. That's exactly what I was looking for.

Rokk_Krinn
03/18/2010, 17:56
And no, I can't possibly imagine playing Arkham Horror with yourself would be nearly as interesting as with a group of friends which is how I semi-regularly play it :)

Yeah, well...you guys are the only people I know with similar interests. :) I did debate once telling interns that part of their grade would be based on how well they could play games but figured that was wrong...

...though not as bad as the time I thought it would be amusing to play Arkham Horrour or Call of Cthulhu with psych patients. :grin:




(Note that I just -thought- it....I would never do it.)

Thawmus
03/18/2010, 17:56
It could be because I'm more used to the board than I should be unembarrassed to admit but it looks just fine to me Thawmus; perfectly legible and not "glaring".

(This is where I have to come clean and admit it'll be nice to play Arkham with actual other players as opposed to solo games.)

It looks good, I just think that's all you guys are gonna get. While I'd like to be perfectionist and use GIMP to draw stuff on the map board, it's not realistic for me to think I'll have the time, nor that I'll want to spend the time. If I'm sitting there at night going, "Video games, board games, taking a nap, or drawing stuff on the board for the PbP?", it's going to get passed up. But drawing cards and playing stuff out? Trumps everything. :classic:

Us kids with ADD gotta work with what we got.

Thawmus
03/18/2010, 17:59
Yeah, well...you guys are the only people I know with similar interests. :) I did debate once telling interns that part of their grade would be based on how well they could play games but figured that was wrong...

...though not as bad as the time I thought it would be amusing to play Arkham Horrour or Call of Cthulhu with psych patients. :grin:




(Note that I just -thought- it....I would never do it.)


I pretty much always play it by myself... :ermm:


Oh, and the truth is, much like how Heroclix introduced me back into comics, this game introduced me to Lovecraft. I do stuff backwards. Before you ask why, remember my name. :cheeky:

Melkhor
03/18/2010, 18:03
Eh, Lovecraft's over-rated as it is. The mythos he created is brilliant, of course, but as an actual *writer* he's honestly awful!

He's pretty much the ONLY writer I've ever encountered I would rather read translated than in his own language, but that's just me.

Something can only be "indescribably Cyclopean" so many times before you get tired of it :P

Thawmus
03/18/2010, 23:58
Okay, so, LET'S GET THIS PARTY STARTED!!!!!!!!!!


Mythos!

Vigilante Guards the Night!
Headline

1. A gate to Yuggoth (-2) opens at The Unnamable

2. Two monsters spawn at the gate - A Warlock, and a Ghost. Both of them are yellow, so they will never move.

3. A clue appears at the Woods.

4. All monsters in the downtown streets are removed from the game. The whole zero of them. :cheeky:

5. Yuggy has one doom track token. He is 1/12th of the way done.


Placement:

Map of Arkham (http://lh6.ggpht.com/_-YygqUNj2IM/S6KbTl0tV8I/AAAAAAAAALQ/YryzKshjw6U/pic422947.jpg)

Investigators:

Bob - General Store
Ash - River Docks
Darrell - Newspaper
Harvey - Administration
Vincent - St. Mary's Hospital
Michael - Ma's Boarding House
Sister - South Church
Amanda - Bank of Arkham

Clue Tokens:

Independence Square - 1
Hibb's Roadhouse - 1
Graveyard - 1
Black Cave -1
The Witch House -1
Silver Twilight Lodge -1
Historical Society -1
Woods -2
Science Building -1
Unvisited Isle -1


Monsters:

The Unnamable - Warlock, Ghost

Gates:

The Unnamable - Yuggoth

======================================

It is the upkeep phase. Since this is our first time, I'll remind everyone what their upkeep stuff is.

1. Everyone may make incremental adjustments to their skill sliders, using their Focus points. For example, if you have 3, you may slide one skill by 2, and another by 1, or one by 3, or three by 1, or none at all, etc.

2. Darrell gains $2

3. Vincent heals someone in his space for 1 Stamina. Which does nothing at this point.




Once everyone is done and ready, we will begin the Movement phase. Please signify you are ready and upkept by saying "Ready". If everyone is ready, and we still haven't heard from Doom, I'll handle his upkeep.

Melkhor
03/19/2010, 00:14
You don't roll for Blessings and Retainers in turn 1 Thawmus ;)

Melkhor
03/19/2010, 00:36
Alright, as for Turn one, if anyone with an Elder Sign can end their move either at the Bank, Downtown, or Merchant District and hand it to me as I pass by I should be able to get to the gate, sneak past the Warlock and blow the ghost to Kingdom come with my Powder. Then next turn, provided I don't get horribly eaten in the Other World, I can cast Find Gate, get back to Arkham instantly and seal the gate :)

Thawmus
03/19/2010, 00:50
You don't roll for Blessings and Retainers in turn 1 Thawmus ;)

OMG, maybe we should move to checkers. Something I know. :disappointed:

Norb
03/19/2010, 00:54
Eh, Lovecraft's over-rated as it is. The mythos he created is brilliant, of course, but as an actual *writer* he's honestly awful!

He's pretty much the ONLY writer I've ever encountered I would rather read translated than in his own language, but that's just me.

Something can only be "indescribably Cyclopean" so many times before you get tired of it :P

How dare you! Lost in Time and Space is too good for you.:laugh: I hope everyone has fun. Arkham Horror is the best game ever. (I have all expansions) I'm off to listen to "The Reanimator" read by Jeffery freakin Combs.

Thawmus
03/19/2010, 00:58
OMG, maybe we should move to checkers. Something I know. :disappointed:

Actually, come to think of it, I did know that rule. I'm just too tired to think straight. That's what we're going with this time. Yeah. YEAH. :angry:

Thawmus
03/19/2010, 01:04
Also, please announce what you're changing in your upkeep, or something. This thread's already getting hard to search. Or just repost your fixed character sheets. That works even better.

Thawmus
03/19/2010, 01:05
Also, Smudge, could you edit your quote of my map? I'd like to get this page to unstretch. I really shouldn't have posted that in the first place.

Melkhor
03/19/2010, 01:15
*UPKEEP*

Moving the Speed/Stealth slider 3 spaces

Melkhor - Amanda Sharpe
Sanity - 5/5
Stamina - 5/5

Ability - Studious - Whenever Amanda Sharpe draws one or more cards from the Skill deck she draws one additional and discards one of her choice

Focus - 3

Stats:

Sp. 1 2 3 4
Sn. 4 3 2 1
Fi. 1 2 3 4
Wi. 4 3 2 1
Lo. 1 2 3 4
Lu. 4 3 2 1

(Current Stats: Speed 1, Sneak 4, Fight 2, Will 3, Lore 2, Luck 4)

Possessions:

$1

1 Clue token

Common: Motorcycle (Exhaust for +2 speed)

Unique: Powder of Ihbn-Ghazi (magical weapon, 2 hands, discard after use, +9 combat, loose one sanity)

Spells: Find Gate (Cost 1 San, casting modifier -1, cast and exhaust during movement phase to return to Arkham from an Other World)

Skills: +1 Lore (gain one extra die when spending clues on Lore rolls), Stealth (exhaust to re-roll a concealment roll)

*DONE!

Kalel21
03/19/2010, 07:43
I've just discovered a major flaw in playing this game via thread without a copy of the game: I HAVE NO IDEA HOW TO DO UPKEEP.

What am I allowed to increase?

Sister Mary:

Occupation: the Nun

Home: South Church

Unique Ability: Guardian Angel - Any Phase: Sister Mary is never Lost in Time and Space. Instead, if her Sanity is 0, she returns to Arkham Asylum. If her Stamina is 0, she returns to St. Mary's Hospital. If neither her Sanity or her Stamina are 0, she returns to South Church.

Status

* Sanity: 7
* Stamina: 3

Fixed Possessions

* $0

* Blessing
* 1 Common item (Cross)
* 1 Unique item (Holy Water)

Random Possessions

Wither, Flesh Ward, Expert Occultist

Focus: 1
Skills Speed 1 2 3 4
Sneak 4 3 2 1
Fight 0 1 2 3
Will 4 3 2 1
Lore 1 2 3 4
Luck 6 5 4 3



In the meantime, can I move to or towards the Historical Society and get the Clue Token there?

charlesx
03/19/2010, 08:05
* UPKEEP *

It is my intention to head down to the South Church and deliver my Elder Sign to Sistah Souljah. I already have +1 to speed so I would like to use my Focus of +1 to add another point to Speed. Does this make sense? Advice, please?

"Ashcan" Pete, the Drifter

Unique Ability: Scrounge - When Pete draws from the Common item, Unique item, or Spell deck, he may draw from either the top or the bottom of that deck, his choice. Pete may look at the bottom card of those decks at any time.

Status

* Sanity: 4
* Stamina: 6

Fixed Possessions

* $1

* 3 Clue tokens
* 1 Ally (Duke)

Random Possessions

* Map of Arkham
* Elder Sign
* +1 to Speed

* 1 Common item
* 1 Unique item
* 1 Skill

Focus: 1
Skills Speed 0 1 2 3
Sneak 6 5 4 3
Fight 2 3 4 5
Will 5 4 3 2
Lore 0 1 2 3
Luck 3 2 1 0

Melkhor
03/19/2010, 08:48
Kal, during your upkeep you can move your stat sliders as many spaces as you have focus. If you notice each of us have selected "current stats", indicated by bolding the numbers. The values of the stat pairings (speed/stealth, fight/will and lore/luck) are inversely proportional so, for instance, if you have your Speed set at 4, your Sneak would be at 1.

You have a Focus of 1 so during your upkeep you can move ONE of your sliders (Speed/sneak, fight/will or lore/luck) ONE space along the track as you please, either up or down.


Charles, with your current position (as Ashcan Pete) on the River Docks you are 5 squares away from the South Church and you move before Sister Mary who's second to last this round.

Pete's maximum speed is 3 (+1 from your skill) giving you a total maximum movement of 4 with your speed-slider maxed out meaning that you can't reach her.

Instead, I would suggest you move to the Bank of Arkham (3 spaces) and hand off your Elder Sign to me so I can make a run at the gate in the Unnameable. At the bank you can then have an encounter there in the Arkham Encounter phase, or take a bank loan (The Bank of Arkham does not concern itself overly much with silly details like collateral or references :P ) . I'd recommend taking an encounter, but that's just me.

Kalel21
03/19/2010, 09:06
Kal, during your upkeep you can move your stat sliders as many spaces as you have focus. If you notice each of us have selected "current stats", indicated by bolding the numbers. The values of the stat pairings (speed/stealth, fight/will and lore/luck) are inversely proportional so, for instance, if you have your Speed set at 4, your Sneak would be at 1.

You have a Focus of 1 so during your upkeep you can move ONE of your sliders (Speed/sneak, fight/will or lore/luck) ONE space along the track as you please, either up or down.




Okay, then, I've moved my Speed/Sneak one space.

charlesx
03/19/2010, 09:10
Instead, I would suggest you move to the Bank of Arkham (3 spaces) and hand off your Elder Sign to me so I can make a run at the gate in the Unnameable. At the bank you can then have an encounter there in the Arkham Encounter phase, or take a bank loan (The Bank of Arkham does not concern itself overly much with silly details like collateral or references :P ) . I'd recommend taking an encounter, but that's just me.

OK, that sounds like a plan. I will not up my Speed skill since I was mostly concerned with movement. I will use my Focus to up my Lore/Luck +1.

I will then get ready to move to the Bank of Arkham so that I can give my Elder Sign to Melk and have a closer encounter of the Chtulhu kind!

Thanks for the advice! :cool:

Melkhor
03/19/2010, 09:11
Okay, then, I've moved my Speed/Sneak one space.

Remember to designate your other stats as well :)

Your 3 sliders start the game where-ever you want them on the tracks and you can then, during the Upkeep phase of each turn, move one of them (due to your focus of one) one space up or down as you please (or leave them alone if you're happy about your stats.

Thawmus
03/19/2010, 09:14
For a further example, you guys can go off of how Melk's doing it, which is perfect.

Before he did his upkeep, his stats were set like this:

Focus - 3

Stats:

Sp. 1 2 3 4
Sn. 4 3 2 1
Fi. 1 2 3 4
Wi. 4 3 2 1
Lo. 1 2 3 4
Lu. 4 3 2 1



Then, since he has a Focus of 3, he could move something by 3, or split his 3 between his skills however he chose. He moved his Speed/Sneak all the way back over, to favor Sneak. (All skill pairings have this inverse relationship).

Focus - 3

Stats:

Sp. 1 2 3 4
Sn. 4 3 2 1
Fi. 1 2 3 4
Wi. 4 3 2 1
Lo. 1 2 3 4
Lu. 4 3 2 1




If you have a Focus of 1, you won't be sliding around much. But, at the same time, you can't correct yourself well at all during the game, since it takes you so many turns to move your skills around.

Kalel21
03/19/2010, 09:16
Remember to designate your other stats as well :)

Your 3 sliders start the game where-ever you want them on the tracks and you can then, during the Upkeep phase of each turn, move one of them (due to your focus of one) one space up or down as you please (or leave them alone if you're happy about your stats.

I think I'm slowly starting to get the hang of it.

I've edited my character to bold my stats where I currently want them.

Is my moving to the Historical Society to get a clue token a good idea?

Thawmus
03/19/2010, 09:18
Instead, I would suggest you move to the Bank of Arkham (3 spaces) and hand off your Elder Sign to me so I can make a run at the gate in the Unnameable. At the bank you can then have an encounter there in the Arkham Encounter phase, or take a bank loan (The Bank of Arkham does not concern itself overly much with silly details like collateral or references :P ) . I'd recommend taking an encounter, but that's just me.

I've had a lot of good luck with Bank Loans in this game. I seem to roll really well during the upkeep phase for them, and I manage to pay them off before the game ends, so as not to hurt my score. That being said, my luck with them, is not everyone else's luck with them. My friend gets eaten alive by them. :laugh:

Melkhor
03/19/2010, 09:38
I think I'm slowly starting to get the hang of it.

I've edited my character to bold my stats where I currently want them.

Is my moving to the Historical Society to get a clue token a good idea?

Yep, basically we want to get the clues off the board and onto our characters as quickly as possible since a gate opening in a location destroys any clues there.

Moving to the Historical Society for an encounter is a great idea. I would just recommend that someone else with an Elder Sign, probably Rokk, since he's fast enough to get there this turn if he increases his speed and moves before you anyways, moves to the South Church in the movement phase and hands off his Elder Sign to you so that's taken care of

Thawmus
03/19/2010, 09:43
Is my moving to the Historical Society to get a clue token a good idea?

Eh, I'll leave that up to your teammates. Were this a normal 4-player game, I'd tell you to grab every clue token you can find. But, since there's 8 of you, and you need to seal gates, it might be better to try and consolidate those, with those who started out with clue tokens. I don't know which is better in an 8 player game. I've only done one once, and it was a bloodbath.

There's also the Elder Signs to consider. You are basically starting out this game with 3 "free" gate sealings, which is going to give you guys a ton of breathing room. They will take doom track markers off of Yuggy, and keep a few gates and monsters from being able to spawn, if you luck out on the Mythos draws. So, with that in mind, maybe it's not such a bad idea to go on a mass collection extravaganza.

Melk might have more experience with this scenario.

EDIT: And there he is. He hass the flame.

Kalel21
03/19/2010, 09:47
I still want to rap someone on the knuckles with a ruler.

Rokk_Krinn
03/19/2010, 09:50
On the flipside, something important to consider is that we need to sparse out the gate token achieving wisely or we're in serious trouble when Yog awakens...and chances are good he will awaken.

Our current plan seems to be putting a lot of them into three people's hands and while they're definitely optimal it means about five of us are devoured soon as 12 hits. :)

Kalel21
03/19/2010, 09:53
By golly, if any "more foul and loathsome than the putrid slime that clings to the wall of Hell" monster devours one of my fellow players, I will definitely rap its knuckles with my ruler!!!!

charlesx
03/19/2010, 09:54
By golly, if any "more foul and loathsome than the putrid slime that clings to the wall of Hell" monster devours one of my fellow players, I will definitely rap its knuckles with my ruler!!!!

What is the monster is an eldritch amorphous gelatinous mass of writhing tentacles?

Kalel21
03/19/2010, 09:56
What is the monster is an eldritch amorphous gelatinous mass of writhing tentacles?

I'll find knuckles to rap on it somewhere!!! Nuns can do that--it's like a super-power.

Rokk_Krinn
03/19/2010, 09:56
Turn 1 - Upkeep

Rokk - Bob Jenkins, Salesman

Sanity - 4/4
Stamina - 6/6

Ability - Shrewd Dealer: Any Phase. Whenever Bob draws one or more cards from the Common Items deck, he draws one extra card and then discards one of the cards.

Focus - 1

Speed 2 3 4 5
Sneak 3 2 1 0
Fight 1 2 3 4
Will 6 5 4 3
Lore 0 1 2 3
Luck 4 3 2 1

Possessions:
$9
Tommy Gun
Whiskey
1 Elder Sign
1 Alien Statue
1 Fight Skill

Rokk_Krinn
03/19/2010, 09:59
I'll find knuckles to rap on it somewhere!!! Nuns can do that--it's like a super-power.

She should also be getting about +$4 each upkeep as they're awesome at getting people to fork over money.

Still, your character is a young nun. Maybe she hasn't developed those abilities yet. :)

charlesx
03/19/2010, 10:00
I'll find knuckles to rap on it somewhere!!! Nuns can do that--it's like a super-power.

As in:

How many knuckles can you find on an eldritch amorphous gelatinous mass of writhing tentacles?

Nun.

:cheeky:

Melkhor
03/19/2010, 10:03
On the flipside, something important to consider is that we need to sparse out the gate token achieving wisely or we're in serious trouble when Yog awakens...and chances are good he will awaken.

Our current plan seems to be putting a lot of them into three people's hands and while they're definitely optimal it means about five of us are devoured soon as 12 hits. :)

I'm sure there'll, unfortunately, be plenty of gates to go around. I just think that our most important order of business is to get those 3 Elder Signs we were lucky enough to get in place STAT (always wanted to say that to a doctor! :laugh: )

Once we got half a victory in hand and hopefully some breathing space from 3 sealed location (thank the Elder Gods there are no Gate Bursts in this mythos deck!) we can see about getting everyone equipped for a worst case scenario :)

Thawmus
03/19/2010, 10:04
On the flipside, something important to consider is that we need to sparse out the gate token achieving wisely or we're in serious trouble when Yog awakens...and chances are good he will awaken.

Our current plan seems to be putting a lot of them into three people's hands and while they're definitely optimal it means about five of us are devoured soon as 12 hits. :)

Another really good point. This is how Arkham Horror works, kids. No easy answer for anything.

That's why I enjoy it as a co-op game. :classic:

Thawmus
03/19/2010, 10:05
(thank the Elder Gods there are no Gate Bursts in this mythos deck!)

I take it Gate Bursts remove Elder Signs from the board? :confused:

Rokk_Krinn
03/19/2010, 10:14
I take it Gate Bursts remove Elder Signs from the board? :confused:

Among other nasty things.

Kalel21
03/19/2010, 10:27
Yep, basically we want to get the clues off the board and onto our characters as quickly as possible since a gate opening in a location destroys any clues there.

Moving to the Historical Society for an encounter is a great idea. I would just recommend that someone else with an Elder Sign, probably Rokk, since he's fast enough to get there this turn if he increases his speed and moves before you anyways, moves to the South Church in the movement phase and hands off his Elder Sign to you so that's taken care of

I find your advice Indescribably Cyclopean.

Smudge
03/19/2010, 11:50
*Upkeep*

Vincent Lee

Occupation: the Doctor

Home: St. Mary's Hospital

Unique Ability: Physician - Upkeep: Dr. Lee may restore 1 Stamina to himself or another character in his location. He cannot raise a character's Stamina higher than that character's maximum Stamina.

Status-
Sanity: 5
Stamina: 5

Possessions-
$9
1 Clue token

2 Common items - Calvary Sabre (1 hand, +2 Combat check), Research Materials (discard instead of spending 1 Clue token)
2 Spells - Shriveling, Shriveling (Cast and exhaust to gain +6 to Combat checks until the end of this combat. -1 casting modifier, 1 hand, cost: 1 Sanity)
1 Skill - +1 Sneak

Focus: 2

Speed: 0 1 2 3
Sneak: 5 4 3 2
Fight: 0 1 2 3
Will: 4 3 2 1
Lore: 2 3 4 5
Luck: 4 3 2 1


I would think my best course of action would be to grab the clue token in The Woods when it is my turn to move unless anyone has a better suggestion.

I think I am "READY"

Thawmus
03/19/2010, 12:14
1. Rokk - Done
2. Charles - Done
3. Jack
4. Pax
5. Smudge - Done
6. Doom -Done
7. Kalel - Done
8. Melk - Done




I'll go ahead and post Doom's stuff, since he hasn't made an appearance yet:
===========================
Name: Michael McGlen

Occupation: the Gangster

Home: Ma's Boarding House

Unique Ability: Strong Body - Any Phase: Michael reduces all Stamina losses he suffers by 1, to a minimum of 0.

Status:

Sanity: 3
Stamina: 7

Possessions:

$8
Dynamite
Tommy Gun
Book of Dzyan
+1 Fight

Focus: 1

Skills:

Speed 2 3 4 5
Sneak 4 3 2 1
Fight 3 4 5 6
Will 4 3 2 1
Lore 0 1 2 3
Luck 3 2 1 0



If you guys want me to start him off with different stats, that's cool. This is how I usually run Michael.

If Doom doesn't make an appearance before this whole turn is over, I'll have someone replace him. Probably Wade or Quebbs.

Thawmus
03/19/2010, 12:31
Michael should probably drop off the Book of Dzyan with Sister Mary, when he heads out. Agree/Disagree?

Also, reposting of positioning...



Placement:

Map of Arkham (http://lh6.ggpht.com/_-YygqUNj2IM/S6KbTl0tV8I/AAAAAAAAALQ/YryzKshjw6U/pic422947.jpg)

Investigators:

Bob - General Store
Ash - River Docks
Darrell - Newspaper
Harvey - Administration
Vincent - St. Mary's Hospital
Michael - Ma's Boarding House
Sister - South Church
Amanda - Bank of Arkham

Clue Tokens:

Independence Square - 1
Hibb's Roadhouse - 1
Graveyard - 1
Black Cave -1
The Witch House -1
Silver Twilight Lodge -1
Historical Society -1
Woods -2
Science Building -1
Unvisited Isle -1


Monsters:

The Unnamable - Warlock, Ghost

Gates:

The Unnamable - Yuggoth

======================================

Thawmus
03/19/2010, 12:33
I'm leaning toward having Mikey run to Sister Mary, drop off the book, and then run to the Graveyard and collect the clue token.

charlesx
03/19/2010, 12:34
I'm leaning toward having Mikey run to Sister Mary, drop off the book, and then run to the Graveyard and collect the clue token.

I agree that this sounds like a good move on all counts. From the little that I know, that is...:)

Thawmus
03/19/2010, 12:38
Does anyone else find humor in that I need to drop off a book with the real-life librarian? :laugh:

Kalel21
03/19/2010, 12:40
Does anyone else find humor in that I need to drop off a book with the real-life librarian? :laugh:

Can you pick me up a vanilla ice cream cone while you're at it?


No one ever brings me an ice cream cone in real life when they return books. :cry::cry:

Thawmus
03/19/2010, 12:45
Can you pick me up a vanilla ice cream cone while you're at it?


No one ever brings me an ice cream cone in real life when they return books. :cry::cry:

I come from Ma's Boarding House. How much ice cream do you think they let us have? :angry:

charlesx
03/19/2010, 13:00
I come from Ma's Boarding House. How much ice cream do you think they let us have? :angry:

You don't want that ice cream, trust me. Remember that this is a HPL-themed game. I bet you the ice cream is made of people, just like soylent green. :confused:

JackAssterson
03/19/2010, 13:55
My upkeep's ready.

JackAssterson - Darrell Simmons
Sanity - 4/4
Stamina - 6/6

Location: Newspaper

Ability - Hometown Advantage - When drawing location encounters in Arkham, Darrell draws two cards and may choose whichever one of the two he wants. This ability does not work when drawing gate encounters in Other Worlds.

Focus - 2

Stats:

Sp. 2 3 4 5
Sn. 3 2 1 0
Fi. 2 3 4 5
Wi. 4 3 2 1
Lo. 0 1 2 3
Lu. 4 3 2 1

(Current Stats: Speed 5, Sneak 0, Fight 3, Will 3, Lore 1, Luck 3)

Possessions:

$6

1 Clue token

Retainer (special) Upkeep: Gain $2, then roll a die. Discard this card on a 1.

Food: (any phase) Discard Food to reduce any Stamina loss by one.

Flute of the Outer Gods: (any phase) Lose 3 Sanity and 3 Stamina and discard Flute of the Outer Gods before making a Combat check to defeat all monsters in your current area. This does not affect Ancient Ones.

Sword of Glory: (two hands, Magical Weapon) +6 to Combat checks

Expert Occultist: (any phase) Exhaust to re-roll a Spell check

Smudge
03/19/2010, 14:07
You don't want that ice cream, trust me. Remember that this is a HPL-themed game. I bet you the ice cream is made of people, just like soylent green. :confused:

Mmmm, Soylent Green... (http://www.caloriesperhour.com/forums/attachment.php?id=1105)

Thawmus
03/19/2010, 14:39
My upkeep's ready.

Don't forget to add $2 from the retainer.

Thawmus
03/19/2010, 14:40
All I need now is Pax's upkeep, and then we can start the Movement phase.

JackAssterson
03/19/2010, 14:52
Don't forget to add $2 from the retainer.

Done and done.

Norb
03/19/2010, 22:59
You don't want that ice cream, trust me. Remember that this is a HPL-themed game. I bet you the ice cream is made of people, just like soylent green. :confused:

Actualy Lovecraft loved his ice cream sunday. Hope no minds my 2 cents cause I loves me some Arkham Horror. (runs off to watch Evil Dead)

Thawmus
03/20/2010, 14:46
Still need an upkeep from Pax

PaxZRake
03/21/2010, 10:10
Sorry Thaw, I wasn't around my computer nearly all weekend. Coming shortly.

PaxZRake
03/21/2010, 10:50
PaxZRake – Harvey Walter

Sanity - 7/7
Stamina - 3/3

Ability - Strong Mind - Any Phase: Harvey reduces all Sanity losses he suffers by 1, to a minimum of 0. Focus - 2

Stats:

Sp. 0 1 2 3
Sn. 5 4 3 2
Fi. 0 1 2 3
Wi. 3 2 1 0
Lo. 3 4 [b]5]/b] 6
Lu. 4 3 2 1


Possessions:

$5
1 Clues

Holy Water
Elder Sign
Flesh Ward
Mists of Releh
Bravery

I should be READY

Thawmus
03/21/2010, 11:39
Sorry Thaw, I wasn't around my computer nearly all weekend. Coming shortly.

Not a problem. I don't mind delays on weekends. The board is typically silent.


With that being the last upkeep, the upkeep phase is over.



Movement phase begins

Things you do during movement phase:

1. Move. Duh.

2. Opening tomes, which typically give you spells or clue tokens. These usually cost you movement points, which detract from the amount you can move that turn. They also typically come at a sanity cost, and require a decent Lore check to crack open.

3. Other things that are triggered during the movement phase. For example, Ashcan's Map of Arkham is triggered by the movement phase, allowing him extra movement.

4. Trading possessions. If you cross paths with other investigators during your move at any time, you may trade possessions with them. It should be noted that skills and allies are not truly possessions, and cannot be traded. However, common items, unique items, and spells, can.

5. If you cross paths with a monster, you must either resolve combat, or resolve evasion. If you combat, your movement ends. If you evade, you may continue movement. If you fail your evasion, your movement ends as well.

One more item of note: While the upkeep phase allows everyone to do their thing all at once, it is the only phase where it works that way. All other phases must go in turn order.

Turn Order:

Rokk
Charles
Jack
Pax
Smudge
Doom -> Me
Kalel
Melk



With that all said now, Rokk may now make his movement. When making your movement, just tell me where you are going, and I will choose the smartest path. If you wish to choose one that puts you in danger, or puts another investigator on the way for trading, just let me know, and I'll work it out. This leaves less needless burden on you guys for describing your movement. :classic:

Melkhor
03/21/2010, 11:54
Just to for sake of completion, one more thing happens in the movement phase, namely combat if you happen to run into a monster as you move ;)

Your movement is paused immediately as you must decide to either fight the monster (which ends your movement) or attempt to evade it and continue on your way if you succeed. If you decide to fight, or fail the evasion roll combat takes place immediately, and your movement phase ends after resolving the combat

Thawmus
03/21/2010, 12:04
Just to for sake of completion, one more thing happens in the movement phase, namely combat if you happen to run into a monster as you move ;)

Your movement is paused immediately as you must decide to either fight the monster (which ends your movement) or attempt to evade it and continue on your way if you succeed. If you decide to fight, or fail the evasion roll combat takes place immediately, and your movement phase ends after resolving the combat

Yeah, I should add this as well.

PaxZRake
03/21/2010, 12:45
Thaw, would it be a bother to repost the map and player locations at the start of each phase?

I would, but I don't think I can post images :(

PaxZRake
03/21/2010, 12:53
Alright, who do we want the elder signs to end up with?

I can't really make it very far, but I can end up in a pretty central location.

Thawmus
03/21/2010, 13:09
Thaw, would it be a bother to repost the map and player locations at the start of each phase?

I would, but I don't think I can post images :(

Not at all. However, I am going to refrain from posting the map image directly to the forum again, because it is far too large, and stretches the page. I'll keep re-posting the link, though.



Placement:

Map of Arkham (click on the map again to magnify) (http://lh6.ggpht.com/_-YygqUNj2IM/S6KbTl0tV8I/AAAAAAAAALQ/YryzKshjw6U/pic422947.jpg)

Investigators:

Bob - General Store
Ash - River Docks
Darrell - Newspaper
Harvey - Administration
Vincent - St. Mary's Hospital
Michael - Ma's Boarding House
Sister - South Church
Amanda - Bank of Arkham

Clue Tokens:

Independence Square - 1
Hibb's Roadhouse - 1
Graveyard - 1
Black Cave -1
The Witch House -1
Silver Twilight Lodge -1
Historical Society -1
Woods -2
Science Building -1
Unvisited Isle -1


Monsters:

The Unnamable - Warlock, Ghost

Gates:

The Unnamable - Yuggoth

======================================

Rokk_Krinn
03/21/2010, 14:07
Would you like one of us to explain combat for the newer players or has most everyone figured it out by now? I just don't want anyone surprised when they saunter up to a dhole and wonder how they ended up losing so horribly. :)

Thawmus
03/21/2010, 14:08
Alright, who do we want the elder signs to end up with?

I can't really make it very far, but I can end up in a pretty central location.

My thoughts are that we get them to those with less ability to seal gates on their own. Sealing gates uses either your Lore or your Fight score, whichever is better for you. The three that stick out the most with having weak scores for both, is Rokk, Kalel, and Melk. If we truly want to spread around the gate trophies, I think the Elder Signs should go to those three. Everyone else has a reasonable chance of sealing a gate on the first or second try, with Michael having the strongest chance, with his potential +7 Fight, and extra extra dice if he spends clue tokens for it.


EDIT: Forgot that Amanda's got the +1 Lore going on. She doesn't necessarily have to go the Elder Sign route, either. Although, if she were to lose the skill somehow...

Thawmus
03/21/2010, 14:18
Would you like one of us to explain combat for the newer players or has most everyone figured it out by now? I just don't want anyone surprised when they saunter up to a dhole and wonder how they ended up losing so horribly. :)

I was kinda thinking we'd go there when we got there, and we'd keep them out of a fight we knew they wouldn't win. If you want to explain fights beforehand though, I don't think there's any harm in it. You guys should feel free to explain anything rules-wise during the game to the newbies. It only helps me by not having to explain things myself, and, as has already been evidenced, I may find out that I'm doing something wrong.

JackAssterson
03/21/2010, 14:22
Hey, those two stationary monsters -- just noticed that the Warlock has Magical Immunity and the Ghost has Physical Immunity. Heh.

Melkhor
03/21/2010, 14:54
Well, my plan for the first turn remains that, if Ashcan Pete drops off his nice elder sign at the bank during his turn, I'll move to the unnameable, sneak past the Warlock, blast the ghost to Kingdom Come with my powder of Ihbn-Ghazi and enter the gate. Next turn, if I'm still alive and sane, I'll cast Find Gate, return to Arkham immediately and seal the deal with automatically with the Elder Sign, stealing one of Yoggie's Doom Tokens in the process :)

Which, I just noticed will also deal with the Warlock as well as he shares a dimensional symbol with the Yuggoth gate and will thus be sucked back to Realms Unknown when I slam the gate shut :)

Rokk_Krinn
03/21/2010, 19:33
I'm thinking of going from the General Store to the Historical Society; this way I can snag the Clue Token and try for an Encounter and this way I'll be close enough to Kal's starting area that on Turn 2 I can "follow him" and pass off the Elder Sign...unless folks feel it's imperitive to get it to him this turn.

Thawmus
03/21/2010, 19:57
I'm thinking of going from the General Store to the Historical Society; this way I can snag the Clue Token and try for an Encounter and this way I'll be close enough to Kal's starting area that on Turn 2 I can "follow him" and pass off the Elder Sign...unless folks feel it's imperitive to get it to him this turn.

I think that's a good plan. No point in handing the thing off until we find out where the next gate is, anyway.

JackAssterson
03/21/2010, 21:06
My plan is to have an awesome magic sword.

...

...

...

...I have succeeded admirably.

Melkhor
03/21/2010, 21:10
I'm thinking of going from the General Store to the Historical Society; this way I can snag the Clue Token and try for an Encounter and this way I'll be close enough to Kal's starting area that on Turn 2 I can "follow him" and pass off the Elder Sign...unless folks feel it's imperitive to get it to him this turn.

Agreed, sounds like a plan

Thawmus
03/21/2010, 21:41
My plan is to have an awesome magic sword.

...

...

...

...I have succeeded admirably.

I love Sword of Glory. It's just fun to say when you're playing with others.

"I'll attack this mindless zombie.....with my SWORD OF GLORY"

Everyone else immediately comes over to see what the hell that is. Then they see it, and go, "Oh!"

Then, next turn, it's like they instantaneously forget, because they come over again, like they didn't see it 5 seconds ago. Which is fine, because, hey, you're okay with gloating. If you're Thawmus. Or Jack/Rokk/Pax/Doom/Smudge/Kalel/Melk/Chuck/Doom. Any of those guys. :cool:

Rokk_Krinn
03/21/2010, 21:53
That would be my move then, Thawmus.

Thawmus
03/21/2010, 22:04
Okay, Rokk picks up a clue token, as well?

Charles, you are up!


Placement:

Map of Arkham (click on the map again to magnify) (http://lh6.ggpht.com/_-YygqUNj2IM/S6KbTl0tV8I/AAAAAAAAALQ/YryzKshjw6U/pic422947.jpg)

Investigators:

Bob - Historical Society
Ash - River Docks
Darrell - Newspaper
Harvey - Administration
Vincent - St. Mary's Hospital
Michael - Ma's Boarding House
Sister - South Church
Amanda - Bank of Arkham

Clue Tokens:

Independence Square - 1
Hibb's Roadhouse - 1
Graveyard - 1
Black Cave -1
The Witch House -1
Silver Twilight Lodge -1
Woods -2
Science Building -1
Unvisited Isle -1


Monsters:

The Unnamable - Warlock, Ghost

Gates:

The Unnamable - Yuggoth

======================================

charlesx
03/22/2010, 08:22
I move to the Bank of Arkham, give Melkhy my Elder Sign, and have an encounter.

Thawmus
03/22/2010, 08:56
Placement:

Map of Arkham (click on the map again to magnify) (http://lh6.ggpht.com/_-YygqUNj2IM/S6KbTl0tV8I/AAAAAAAAALQ/YryzKshjw6U/pic422947.jpg)

Investigators:

Bob - Historical Society
Ash - Bank of Arkham
Darrell - Newspaper
Harvey - Administration
Vincent - St. Mary's Hospital
Michael - Ma's Boarding House
Sister - South Church
Amanda - Bank of Arkham

Clue Tokens:

Independence Square - 1
Hibb's Roadhouse - 1
Graveyard - 1
Black Cave -1
The Witch House -1
Silver Twilight Lodge -1
Woods -2
Science Building -1
Unvisited Isle -1


Monsters:

The Unnamable - Warlock, Ghost

Gates:

The Unnamable - Yuggoth

======================================

Melk now has Chucky's Elder Sign.

Rokk, did you want to pick up that clue token at Historical Society?

Jack, you are up!

PaxZRake
03/22/2010, 09:08
I'm thinking the best I can do right now is run to the Science building and nab a Clue Token. Yes, no?

charlesx
03/22/2010, 09:11
I'm thinking the best I can do right now is run to the Science building and nab a Clue Token. Yes, no?

Pax, go right on ahead and get yourself a clue. Dont ask - just do it!

:laugh:

PaxZRake
03/22/2010, 09:14
Pax, go right on ahead and get yourself a clue. Dont ask - just do it!

:laugh:

I'm old! These bones don't get around like they used to :laugh:

Whippersnapper :tired:

charlesx
03/22/2010, 10:14
Whippersnapper :tired:

This from the guy who does not remember way back when you could buy 5 comics with just one dollar! LOL!! :p

Rokk_Krinn
03/22/2010, 10:59
Thawmus - Yep, that was part of the plan.

Thawmus
03/22/2010, 11:08
Thawmus - Yep, that was part of the plan.

k, I thought so, but I suppose I should check from now on. :laugh:

JackAssterson
03/22/2010, 14:07
I take it going to Independence Square and nabbing a Clue Token wouldn't mess up anyone's plans?

I hope not, 'cause that's the plan!

Melkhor
03/22/2010, 14:15
Sounds good, but someone really should hit the Woods for those 2 clue tokens before a gate opens to gobble them up :)

PaxZRake
03/22/2010, 14:17
I think I could hit up the Woods on my turn, I have just enough movement.

Kalel21
03/22/2010, 14:25
I know I'm setting myself up with this question, but:


Does anyone have any ideas as to where I should go?

Thawmus
03/22/2010, 16:40
Okay, so I have 3. Jack goes to Independence Square, grabbing a token. And then, 4. Pax goes to the Woods, grabbing two tokens. You kids alright with that?

If so, Smudge is up!

=========================================

Placement:

Map of Arkham (click on the map again to magnify) (http://lh6.ggpht.com/_-YygqUNj2IM/S6KbTl0tV8I/AAAAAAAAALQ/YryzKshjw6U/pic422947.jpg)

Investigators:

Bob - Historical Society
Ash - Bank of Arkham
Darrell - Independence Square
Harvey - Woods
Vincent - St. Mary's Hospital
Michael - Ma's Boarding House
Sister - South Church
Amanda - Bank of Arkham

Clue Tokens:

Hibb's Roadhouse - 1
Graveyard - 1
Black Cave -1
The Witch House -1
Silver Twilight Lodge -1
Science Building -1
Unvisited Isle -1


Monsters:

The Unnamable - Warlock, Ghost

Gates:

The Unnamable - Yuggoth

======================================

Thawmus
03/22/2010, 16:49
I know I'm setting myself up with this question, but:


Does anyone have any ideas as to where I should go?

You have a speed of 2, from what I remember...

So you're pretty much stuck in Southside.

South Church is a good place to go if you have clue tokens, or you need a blessing. There are encounters that will let you spend clue tokens to get rid of doom tokens for the Ancient One, which can be awesome. Unfortunately, you have none. Also, you can randomly get a blessing. You already have one.

Historical Society usually needs money to do their encounters, and sometimes gets you on the street. That's a bad deal for the penniless Sister Mary. However, Rokk's there, and could trade some cash/items with you. I believe he intended to do so.

Ma's Boarding House, however, is almost always giving good encounters. Between free items, and restoring a lot of sanity and stamina, I usually go to Ma's if I'm desperate.

Kalel21
03/22/2010, 16:55
You have a speed of 2, from what I remember...

So you're pretty much stuck in Southside.

South Church is a good place to go if you have clue tokens, or you need a blessing. There are encounters that will let you spend clue tokens to get rid of doom tokens for the Ancient One, which can be awesome. Unfortunately, you have none. Also, you can randomly get a blessing. You already have one.

Historical Society usually needs money to do their encounters, and sometimes gets you on the street. That's a bad deal for the penniless Sister Mary. However, Rokk's there, and could trade some cash/items with you. I believe he intended to do so.

Ma's Boarding House, however, is almost always giving good encounters. Between free items, and restoring a lot of sanity and stamina, I usually go to Ma's if I'm desperate.


Okay. I'll decide for sure when it's my turn, but for the moment I'm probably going to head over to the Historical Society to check in with Rokk. I'm open to suggestions for better ideas.

Smudge
03/22/2010, 16:56
Pax grabbed the tokens in The Woods, leaving me open. My Speed value is only 2 at this point.
Thought of two possibilities: moving to the Magick Shoppe to pick up spells or head to Miskatonic U. in order to be close by to heal when the gate encouner happens at The Unnameable, should it be needed. Any suggestions?

Rokk_Krinn
03/22/2010, 19:40
Speaking of Cthulhu may I recommend folks check out "Brave and the Bold #32"?

Seriously, the idea of Aquaman's dominion of the sea including the responsibility of keeping the Deep Ones and Cthulhu in-check seems so obvious in retrospect I'm shocked and embarrassed none of us ever considered this sooner.

Melkhor
03/22/2010, 20:05
Pax grabbed the tokens in The Woods, leaving me open. My Speed value is only 2 at this point.
Thought of two possibilities: moving to the Magick Shoppe to pick up spells or head to Miskatonic U. in order to be close by to heal when the gate encouner happens at The Unnameable, should it be needed. Any suggestions?

I'd suggest you re-focus to up your speed a little next turn as 2 really isn't enough, and head to Ye Olde Magick Shoppe though I'd suggest saving your money and taking an encounter instead

charlesx
03/22/2010, 20:11
Agreed on the trip to the Magick Shoppe. Maybe you'll pull a rabbit out of your hat, Smudge!

Thawmus
03/22/2010, 20:59
Yeah, head to the magic shop, but take an encounter card, don't do the buy.

Thawmus
03/22/2010, 21:02
It's just the move phase at this point anyways. I suggest going to the magic shop, regardless of what you do there.

Thawmus
03/23/2010, 01:24
Smudge, let me know what you decide to do.

Kalel, another thought occurs to me:

I'll be dropping off the Book of Dzyan to you, on my way to the Black Cave/Graveyard. You could, on your turn, stay there, and instead use your 2 movement points to try and get a spell out of the book. Next turn, Charles will be starting first, meaning Rokk will be last. You would be able to run in and get the Elder Sign from him then, and still not delay him. Up to you.

Kalel21
03/23/2010, 10:13
Smudge, let me know what you decide to do.

Kalel, another thought occurs to me:

I'll be dropping off the Book of Dzyan to you, on my way to the Black Cave/Graveyard. You could, on your turn, stay there, and instead use your 2 movement points to try and get a spell out of the book. Next turn, Charles will be starting first, meaning Rokk will be last. You would be able to run in and get the Elder Sign from him then, and still not delay him. Up to you.

So I stay put where I am for now and let you bring me stuff? That sounds good to me.

Smudge
03/23/2010, 10:41
Okay, I will head to the Magick Shoppe.

Melkhor
03/23/2010, 11:00
Alright, as for my move, when we get to that, after handing over a dollar to help the poor, down on his luck drifter who just gave her a curious looking sign back on his feet, plucky young student Amanda Sharpe will rev up her trusty motorcycle and speed out into the dusk, following a strange call towards the Unnameable!

Once there, she will attempt to sneak past the sinister looking Warlock guarding the place, and depending on her success with that, she may or may not attempt the same with his ghostly minion...

Stay tuned for more heroic exploits! :)

Or, in other words, I'll give Pete a dollar in exchange for his Elder Sign, exhaust my motorcycle for +2 speed and move to the Unnameable. There I will attempt to sneak past the Warlock and I'll pause there to let Thawmus roll some dice and see what happens.

Thawmus
03/23/2010, 11:07
I'm sick at home again today. Meaning I can churn out a lot of action today if you guys want.

Smudge goes to the Magic Shop.

Doom-Thawmus goes to the Silver Twilight Lodge (didn't have enough movement for Rivertown locations, miscalculated, we'll chance it with French Hill...), making a short stop at the South Church to give Kalel the Book of Dzyan.

Kalel is up.

=============


=========================================

Placement:

Map of Arkham (click on the map again to magnify) (http://lh6.ggpht.com/_-YygqUNj2IM/S6KbTl0tV8I/AAAAAAAAALQ/YryzKshjw6U/pic422947.jpg)

Investigators:

Bob - Historical Society
Ash - Bank of Arkham
Darrell - Independence Square
Harvey - Woods
Vincent - Ye Olde Magick Shoppe
Michael - Silver Twilight Lodge
Sister - South Church
Amanda - Bank of Arkham

Clue Tokens:

Hibb's Roadhouse - 1
Graveyard - 1
Black Cave -1
The Witch House -1
Science Building -1
Unvisited Isle -1


Monsters:

The Unnamable - Warlock, Ghost

Gates:

The Unnamable - Yuggoth

======================================

Kalel21
03/23/2010, 11:11
If I understand the situation correctly, I will wait where I am for the moment, in anticipation of running to Rokk next turn and getting his Elder Sign.

Thawmus
03/23/2010, 11:17
If I understand the situation correctly, I will wait where I am for the moment, in anticipation of running to Rokk next turn and getting his Elder Sign.

Actually, you should read your Book of Dzyan (http://www.arkhamhorrorwiki.com/Book_of_Dzyan). It costs 2 movement points to use, so you might as well do it when you're not going to move.

Kalel21
03/23/2010, 11:21
Actually, you should read your Book of Dzyan (http://www.arkhamhorrorwiki.com/Book_of_Dzyan). It costs 2 movement points to use, so you might as well do it when you're not going to move.

That sounds good. (Though it means setting aside the Perry Mason novel I'm only half-way through). I'll read the Book of Dzyan and hopefully earn some cool stuff.

Thawmus
03/23/2010, 11:32
That sounds good. (Though it means setting aside the Perry Mason novel I'm only half-way through). I'll read the Book of Dzyan and hopefully earn some cool stuff.

You have a lore of 2, the book has a modifier of -1. Rolling one die, you roll a 5, success!

You lose 1 sanity, and the book earns a stamina token (one more spell left in the book). You also earn Bind Monster (ridiculous spell, good find!)

Alright, as for my move, when we get to that, after handing over a dollar to help the poor, down on his luck drifter who just gave her a curious looking sign back on his feet, plucky young student Amanda Sharpe will rev up her trusty motorcycle and speed out into the dusk, following a strange call towards the Unnameable!

Once there, she will attempt to sneak past the sinister looking Warlock guarding the place, and depending on her success with that, she may or may not attempt the same with his ghostly minion...

Stay tuned for more heroic exploits!

Or, in other words, I'll give Pete a dollar in exchange for his Elder Sign, exhaust my motorcycle for +2 speed and move to the Unnameable. There I will attempt to sneak past the Warlock and I'll pause there to let Thawmus roll some dice and see what happens.

You trade a dollar with Ashcan (he already gave you the Elder Sign), you exhaust your motorcycle, and move to the Unnamable.

Evade check vs. Warlock - You have a sneak of 4, Warlock's modifier is -2.
Rolling 2 dice, you roll a 4 and a 3...fail!

You have Stealth, for a free re-roll. Do you want to use it?

Melkhor
03/23/2010, 11:36
Yep, exhaust Stealth and go for the re-roll!

charlesx
03/23/2010, 11:38
Or, in other words, I'll give Pete a dollar in exchange for his Elder Sign.

Alms for an ex-leper?

* Clink.*

Thenkew, mum. Yer a princess amongst women, y'are. :cool:

Thawmus
03/23/2010, 11:50
Yep, exhaust Stealth and go for the re-roll!

Ok! :classic:



.....


:disappointed:

3 and 3 this time...another fail. I didn't kiss the dice hard enough or something.....

You can still use a clue token, if you want, or just take all that damage. :ermm:

Melkhor
03/23/2010, 11:54
*sighs* Well aren't we off to a great start... use the damned clue then

Thawmus
03/23/2010, 11:54
Second thought, he only does one sanity and one stamina damage. Might be worth just taking it, and doing another evade.

Melkhor
03/23/2010, 11:58
Nope, need all the stamina and sanity I can get for this. Burn the clue

Thawmus
03/23/2010, 12:00
Nope, need all the stamina and sanity I can get for this. Burn the clue

2. :disappointed:


I'm sorry, dude. :disappointed:

Melkhor
03/23/2010, 12:02
Oh for crying out loud! Well, there goes that plan then. Take the damage, make the horror check and keep trying to evade until I make it or get knocked out (which wouldn't surprise me one bit)!

Kalel21
03/23/2010, 12:02
What Indescribably Cyclopean bad luck!


Hit it on the knuckles with a ruler!!! Hit it on the knuckles with a ruler!!!


That always works!!!

charlesx
03/23/2010, 12:03
Wait, we didn't just lose Melkhy to the Warlock, did we?

PaxZRake
03/23/2010, 12:04
I think we're about to :(

Kids these days, always throwing themselves into danger! Why, in my day we would have burned that place to the ground before thinking about stepping foot in it. Burned it to the ground I say!

Thawmus
03/23/2010, 12:22
Oh for crying out loud! Well, there goes that plan then. Take the damage, make the horror check and keep trying to evade until I make it or get knocked out (which wouldn't surprise me one bit)!

Alright, here we go. Where doing this man. Where making this happen. Where going to make #### take place. (http://www.mspaintadventures.com/sweetbroandhellajeff/?cid=005.jpg)

You take 1 sanity, and 1 stamina damage.

You roll your horror check. Will is 3, Warlock's modifier is -1. You roll 2 dice = 6+5, success!

You roll the evade check. Still 2 dice...

3+4.

You take 1 more sanity damage, and 1 more stamina damage.

Horror Check - 5+3, success!

Evade Check - 5+5, success!


You didn't get out of that unscathed, but there were worse fates ahead of you. Total damage was 2 sanity, 2 stamina.

Do you evade or fight the Ghost?

Thawmus
03/23/2010, 12:24
BTW, I just realized that I did 2 horror checks, which was unnecessary. Glad you made them both, but you only needed 1. My bad.

Thawmus
03/23/2010, 12:27
Also, Charles? I don't know what your numbers are. I looked at your upkeep post, but you don't have your stats bolded, so I don't know where to put your sliders. I'll need to know that, when we go to encounters, which will be as soon as Melk's done doing a little....

m9We2XsVZfc

Melkhor
03/23/2010, 12:32
Just for the record, the initial failed Evasion check only results in the monster dealing his damage to you (as in, 1 health in the case of the Warlock).

Then comes the horror check, which I passed, so no sanity damage was suffered.

Then, instead of rolling my fight check, I roll Evade, and fail again, meaning that I suffer the monsters' damage, but NOT any more sanity damage (so, total of 2 health lost now)

Then we fight another round, without making a new horror check as you only make those at the START of each fight. This time, I pass the roll and escape having lost a total of 2 stamina and 0 sanity

Melkhor
03/23/2010, 12:34
As for the ghost, no more messing around. I'll take the fight and blow the bastard away with the Powder of Ihbn-Ghazi!

Smudge
03/23/2010, 12:37
As for the ghost, no more messing around. I'll take the fight and blow the bastard away with the Powder of Ihbn-Ghazi!

Melkhor ain't afraid of no ghost!

Rokk_Krinn
03/23/2010, 12:37
You just knew Melk was going to get pulped by the Warlock the second he boasted of his plan to "Blow away the ghost and sneak past the warlock with his amazing stealth". :grin:

charlesx
03/23/2010, 12:42
I will bold my numbers as soon as I can confirm them since my character card image is not displayed thanks to the firewall at work.... and I can't access the stats. All I do know is that I upped my luck by +1 during the upkeep phase.

"Ashcan" Pete, the Drifter

Unique Ability: Scrounge - When Pete draws from the Common item, Unique item, or Spell deck, he may draw from either the top or the bottom of that deck, his choice. Pete may look at the bottom card of those decks at any time.

Status

* Sanity: 4
* Stamina: 6

Fixed Possessions

* $2

* 3 Clue tokens
* 1 Ally (Duke)

Random Possessions

* Map of Arkham
* Elder Sign
* +1 to Speed

* 1 Common item
* 1 Unique item
* 1 Skill

Focus: 1
Skills Speed 0 1 2 3
Sneak 6 5 4 3
Fight 2 3 4 5
Will 5 4 3 2
Lore 0 1 2 3
Luck 3 2 1 0

Thawmus
03/23/2010, 13:00
Just for the record, the initial failed Evasion check only results in the monster dealing his damage to you (as in, 1 health in the case of the Warlock).

Then comes the horror check, which I passed, so no sanity damage was suffered.

Then, instead of rolling my fight check, I roll Evade, and fail again, meaning that I suffer the monsters' damage, but NOT any more sanity damage (so, total of 2 health lost now)

Then we fight another round, without making a new horror check as you only make those at the START of each fight. This time, I pass the roll and escape having lost a total of 2 stamina and 0 sanity

Okay. That's how I usually do it with combat, but to be honest, we pretty much never do evasions (unless I have Mists of Releh), so I was unsure how that was handled.

Alright, moving on...

================

Melk fights the ghost.

Horror Check - Will of 4, Ghost has a check of -2....2 dice=
6+6, success!

Combat Check - Fight of 2, using Powder of Ibn-Ghazi for +9, Ghost's check is -3, total of 8 dice. Need only 1 success.

3+4+3+3+1...rolling other 3..... 4+3+5! 5 finally comes up, after 8 frickin' rolls! Success!


Ghost is defeated. Melk gains the monster trophy.
Powder of Ibn-Ghazi is discarded. Melk takes 1 sanity damage for using it.

===============================

Movement Phase Ended

Arkham Encounter Phase starts in just a minute...

Thawmus
03/23/2010, 13:01
I will bold my numbers as soon as I can confirm them since my character card image is not displayed thanks to the firewall at work.... and I can't access the stats. All I do know is that I upped my luck by +1 during the upkeep phase.

"Ashcan" Pete, the Drifter

Unique Ability: Scrounge - When Pete draws from the Common item, Unique item, or Spell deck, he may draw from either the top or the bottom of that deck, his choice. Pete may look at the bottom card of those decks at any time.

Status

* Sanity: 4
* Stamina: 6

Fixed Possessions

* $2

* 3 Clue tokens
* 1 Ally (Duke)

Random Possessions

* Map of Arkham
* Elder Sign
* +1 to Speed

* 1 Common item
* 1 Unique item
* 1 Skill

Focus: 1
Skills Speed 0 1 2 3
Sneak 6 5 4 3
Fight 2 3 4 5
Will 5 4 3 2
Lore 0 1 2 3
Luck 3 2 1 0

Alright. Hopefully we don't draw a card that needs a check. If we do, I may just ask you to pick numbers. Or you can do that before we come to you.

Thawmus
03/23/2010, 13:11
Arkham Encounter Phase

===================

What happens during Arkham Encounter Phase?

1. We draw Arkham Encounter cards, in turn. There are 9 different areas of the city. They each have a stack of 7 Encounter cards. These Encounter cards have encounters listed for each location that falls in their area. Each time we draw one, we go through the Encounter, and then reshuffle that stack. Encounters range from very good, to very bad. It is almost always a carpshoot.

-OR-

2. You may use the location's special ability, instead of an encounter. For instance, Smudge, on his turn, instead of having an Encounter, he may instead do the Magick Shoppe's special, which is to pay $5, draw two spells, and keep one of them.

-OR-

3. If you are standing on an open gate, such as Melkhor is at the moment, you go through it.

There are other things that you will need to do during Arkham Encounter phases, such as deal with Rumor cards, but we'll handle that when we get there.

============================


1. Rokk - 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.

charlesx
03/23/2010, 14:45
I draw an Encounter Card, Thawm.

Does anyone have access to the AH Wiki to get Ashcan's stats? I won't be able to get out from behind the firewall for the rest of the day, it seems.

Thawmus
03/23/2010, 14:46
Just my opinion here: There's worse stuff that can happen in the street, than in Dreamlands. Only drawback to Dreamlands encounters is that you have a high risk of getting an "Other", and those suck. And, hey, spell.

Thawmus
03/23/2010, 14:48
I draw an Encounter Card, Thawm.

Does anyone have access to the AH Wiki to get Ashcan's stats? I won't be able to get out from behind the firewall for the rest of the day, it seems.

Rokk's still gotta make a decision on his, then we can draw yours. ;)


Your stats are right here! You just posted them! :laugh:

Focus: 1
Skills:

Speed 0 1 2 3
Sneak 6 5 4 3
Fight 2 3 4 5
Will 5 4 3 2
Lore 0 1 2 3
Luck 3 2 1 0

Melkhor
03/23/2010, 14:53
I draw an Encounter Card, Thawm.

Does anyone have access to the AH Wiki to get Ashcan's stats? I won't be able to get out from behind the firewall for the rest of the day, it seems.

Your stats are right there, as Thawmus said. All you have to do is to decide *where* you want your 3 stat sliders to start.

So what you need to do is to pick a starting value for Speed/Sneak (either 0/6, 1/5, 2/4 or 3/3)

Fight/Will (2/5, 3/4, 4/3 or 5/2)

and Lore/Luck (0/3, 1/2, 2/1 or 3/0)

charlesx
03/23/2010, 14:55
OK, I finally figured out about the skill sliders. Please see below.

"Ashcan" Pete, the Drifter

Unique Ability: Scrounge - When Pete draws from the Common item, Unique item, or Spell deck, he may draw from either the top or the bottom of that deck, his choice. Pete may look at the bottom card of those decks at any time.

Status

* Sanity: 4
* Stamina: 6

Fixed Possessions

* $2

* 3 Clue tokens
* 1 Ally (Duke)

Random Possessions

* Map of Arkham
* Elder Sign
* +1 to Speed

* 1 Common item
* 1 Unique item
* 1 Skill

Focus: 1
Skills Speed 0 1 2 3
Sneak 6 5 4 3
Fight 2 3 4 5
Will 5 4 3 2
Lore 0 1 2 3
Luck 3 2 1 0

Melkhor
03/23/2010, 15:02
Yep, that's perfectly right. Just don't forget the additional modifiers you have outside of your stat-sliders, namely the +1 speed you get from your skill, and the +1 maximum sanity you get from your faithful canine companion Duke :)

charlesx
03/23/2010, 15:03
Yep, that's perfectly right. Just don't forget the additional modifiers you have outside of your stat-sliders, namely the +1 speed you get from your skill, and the +1 maximum sanity you get from your faithful canine companion Duke :)

Thanks, Melkh. I will start paying attention to Duke's advice more often now. :laugh:

Kalel21
03/23/2010, 15:09
Thanks, Melkh. I will start paying attention to Duke's advice more often now. :laugh:

Melkhor is Indescribably Cyclopean in his helpfulness to us all.

Thawmus
03/23/2010, 15:14
Good deal. While I should wait for Rokk, I think it's safe for us to continue on, so long as we have no overlapping encounters/cards. For example, if someone else is chancing Dreamlands, I'll stop. Also, I cannot draw a card for Kalel, necessarily, until Rokk is done, etc.

In other words, I'll continue until there's chance of interfering with a previous player's turn. You all cool with that? Good. :laugh:


====================

Arkham Encounters:

1. Rokk - 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.

2. Charles - Bank of Arkham -

You find a penny with a strange sigil carved into it. Amused, you flip it in the air, then gasp as you feel the sudden gathering of magical forces around you. Make a Luck (-2) check. If you pass, the penny comes up heads. You are Blessed. If you fail, it comes up tails. You are Cursed.

Charles has a Luck score of 3. With the -2 check, he rolls one die=

1 :disappointed:

Ashcan is now Cursed. He only succeeds on 6's, 5's no longer work. He will hopefully be rid of this during next upkeep. :ermm:

3. Jack - Independence Square

A pair of friendly picnickers share their lunch with you. Gain 1 Stamina (already maxed).

4. Pax - Woods

You find a sleeping Sheldon Gang member near the still. Make a Sneak (-2) check to try to swipe the shotgun he has dropped on the ground. If you pass, take a Shotgun from the Common Item deck, if there is one. If you fail, the guard awakens. You are caught and beaten, losing 2 Stamina, but you escape with your life. Move to the street.

Basically, if you fail, bad stuff happens. If you succeed, we will have to wait on Rokk before I give you the shotgun, on the off-chance that his encounters will somehow interfere with this.

Unfortunately, with Harvey's Sneak of 2, he doesn't have any dice to roll, since the check is -2. However, he may spend clue tokens to add dice to the roll, if he chooses. Otherwise, he is automatically going to fail.


And that's as far as we can go, honestly, without stuff overlapping. I need a decision from Rokk and Pax on their encounters.

PaxZRake
03/23/2010, 15:17
So I have to use a clue token here or I get beaten?

:(

Who beats up an old man! KIDS THESE DAYS!

Melkhor
03/23/2010, 15:17
Melkhor is Indescribably Cyclopean in his helpfulness to us all.

Will you cut that out! It's driving me up a veritable mountain of madness already! :p

Kalel21
03/23/2010, 15:18
Will you cut that out! It's driving me up a veritable mountain of madness already! :p

What an Indescribably Cyclopean over-reaction!!!! :speechles:o

Thawmus
03/23/2010, 15:18
So I have to use a clue token here or I get beaten?

:(

Who beats up an old man! KIDS THESE DAYS!

It's a brave new Indescribably Cyclopean world. :disappointed:

charlesx
03/23/2010, 15:20
Melkhor is Indescribably Cyclopean in his helpfulness to us all.

Yup. He is definitely one fun guy from Yuggoth, also. :cheeky:

Melkhor
03/23/2010, 15:20
Thawmus, don't forget Jack's "Hometown Advantage" special ability. He gets to draw two cards and pick which one he wants for his encounter.

Also, Charles *could* use clue tokens on his luck roll if he so desires for a chance at being blessed instead. But that is, of course, entirely up to him.

PaxZRake
03/23/2010, 15:21
Gods Dammit!

I'll use my frakkin' clue on this damned toaster!

(I've decided I am Saul Tigh, I'm still old!)

(Can I hedge my bets and say I'm not using my other clue token unless I fail?)

Thawmus
03/23/2010, 15:21
So I have to use a clue token here or I get beaten?

:(

Who beats up an old man! KIDS THESE DAYS!

BTW, my advice? Take the damage, don't waste the tokens. You just have to spend a couple days with Smudge to get back up to max. Not a huge deal.

charlesx
03/23/2010, 15:22
Ashcan is now Cursed. He only succeeds on 6's, 5's no longer work. He will hopefully be rid of this during next upkeep. :ermm:

Curses! Foiled again! :angry:

Thawmus
03/23/2010, 15:22
Thawmus, don't forget Jack's "Hometown Advantage" special ability. He gets to draw two cards and pick which one he wants for his encounter.

Also, Charles *could* use clue tokens on his luck roll if he so desires for a chance at being blessed instead. But that is, of course, entirely up to him.

Argh! That's what I get for being in a hurry.

charlesx
03/23/2010, 15:23
Also, Charles *could* use clue tokens on his luck roll if he so desires for a chance at being blessed instead. But that is, of course, entirely up to him.

I'll take my curses. Don't wanna give up the tokens this early in the game.

Or should I use the token? What benefits the group more?

Melkhor
03/23/2010, 15:25
What an Indescribably Cyclopean over-reaction!!!! :speechles:o

It's a brave new Indescribably Cyclopean world.

Yup. He is definitely one fun guy from Yuggoth, also.

That's IT! I'm joining the winning team! :mad:

Wait...what do you mean that card's not in this version of the game... Oh... never mind then...

PaxZRake
03/23/2010, 15:25
Oh fine, I'll belay my order and let the guard hit me.

I'll channel some other old guy for my beating :(

Maybe Clint Eastwood?

Melkhor
03/23/2010, 15:26
I'll take my curses. Don't wanna give up the tokens this early in the game.

Or should I use the token? What benefits the group more?

Take the curse, it'll go away, eventually and with 3 clues already you're very close to the magical number (5, which is the number of clues you need to seal a gate permanently if you don't have an Elder Sign handy) as it is.

charlesx
03/23/2010, 15:27
I have to take off in 5 minutes.

If holding on to the tokens is in the group's interest, I take my curses.

If not, I reroll the luck die and try to get blessed instead.

Melkh, any advice here?

charlesx
03/23/2010, 15:27
OK, thanks. I takes my curses. I'm outta here, guys, probably for the rest of the day.

Thawmus
03/23/2010, 15:35
====================

Arkham Encounters:

1. Rokk - 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.

2. Charles - Bank of Arkham - DONE!

You find a penny with a strange sigil carved into it. Amused, you flip it in the air, then gasp as you feel the sudden gathering of magical forces around you. Make a Luck (-2) check. If you pass, the penny comes up heads. You are Blessed. If you fail, it comes up tails. You are Cursed.

Charles has a Luck score of 3. With the -2 check, he rolls one die=

1 :disappointed:

Ashcan is now Cursed. He only succeeds on 6's, 5's no longer work. He will hopefully be rid of this during next upkeep. :ermm:

3. Jack - Independence Square

A pair of friendly picnickers share their lunch with you. Gain 1 Stamina (already maxed).

Alternate Encounter:

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.

4. Pax - Woods - DONE!

You find a sleeping Sheldon Gang member near the still. Make a Sneak (-2) check to try to swipe the shotgun he has dropped on the ground. If you pass, take a Shotgun from the Common Item deck, if there is one. If you fail, the guard awakens. You are caught and beaten, losing 2 Stamina, but you escape with your life. Move to the street.

Pax automatically fails. Pax is now in the Uptown Streets, and lost 2 Stamina.

5. Smudge - Decide if you want to draw an Encounter card, or buy from the Magic Shop.

Melkhor
03/23/2010, 15:45
My advice Jack, DON'T try the luck roll, go for the nice, quiet picnic. The risk of having another gate opening on us is simply too great in an 8 player game!

Smudge
03/23/2010, 15:47
I will take the Encounter card.

Thawmus
03/23/2010, 15:50
I will take the Encounter card.

Oh, this is awesome. BTW, drew the same card Pax did.

=============================

====================

Arkham Encounters:

1. Rokk - 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.

2. Charles - Bank of Arkham - DONE!

You find a penny with a strange sigil carved into it. Amused, you flip it in the air, then gasp as you feel the sudden gathering of magical forces around you. Make a Luck (-2) check. If you pass, the penny comes up heads. You are Blessed. If you fail, it comes up tails. You are Cursed.

Charles has a Luck score of 3. With the -2 check, he rolls one die=

1 :disappointed:

Ashcan is now Cursed. He only succeeds on 6's, 5's no longer work. He will hopefully be rid of this during next upkeep. :ermm:

3. Jack - Independence Square

A pair of friendly picnickers share their lunch with you. Gain 1 Stamina (already maxed).

Alternate Encounter:

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.

4. Pax - Woods - DONE!

You find a sleeping Sheldon Gang member near the still. Make a Sneak (-2) check to try to swipe the shotgun he has dropped on the ground. If you pass, take a Shotgun from the Common Item deck, if there is one. If you fail, the guard awakens. You are caught and beaten, losing 2 Stamina, but you escape with your life. Move to the street.

Pax automatically fails. Pax is now in the Uptown Streets, and lost 2 Stamina.

5. Smudge - Ye Olde Magick Shoppe -

Looking into a glass ball, you receive a vision of things to come. Turn the top card of one location deck of your choice face up. The next investigator to have an encounter at that location draws that encounter card.

Pretty sweet. You can give us some advance warning with a location.

My suggestion would be Rivertown. Let's hear from everyone else.

Rokk_Krinn
03/23/2010, 15:55
Sorry Thawmus.

Yep, I'll pay the $$$ and go to the Private Library.

Thawmus
03/23/2010, 16:00
Sorry Thawmus.

Yep, I'll pay the $$$ and go to the Private Library.

Not a problem. My big thing is responding once a day, and you guys have all been very responsive, so don't worry about it. Doom, obviously, is getting replaced after this turn, and I have a replacement in line.

====================

Arkham Encounters:

1. Rokk - 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.

Rokk pays the $3.

Luck check - Luck score of 2, check is -1, so one die=
3

You can spend a clue token for another die, if you want, or just go to Dreamlands.


2. Charles - Bank of Arkham - DONE!

You find a penny with a strange sigil carved into it. Amused, you flip it in the air, then gasp as you feel the sudden gathering of magical forces around you. Make a Luck (-2) check. If you pass, the penny comes up heads. You are Blessed. If you fail, it comes up tails. You are Cursed.

Charles has a Luck score of 3. With the -2 check, he rolls one die=

1 :disappointed:

Ashcan is now Cursed. He only succeeds on 6's, 5's no longer work. He will hopefully be rid of this during next upkeep. :ermm:

3. Jack - Independence Square

A pair of friendly picnickers share their lunch with you. Gain 1 Stamina (already maxed).

Alternate Encounter:

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.

4. Pax - Woods - DONE!

You find a sleeping Sheldon Gang member near the still. Make a Sneak (-2) check to try to swipe the shotgun he has dropped on the ground. If you pass, take a Shotgun from the Common Item deck, if there is one. If you fail, the guard awakens. You are caught and beaten, losing 2 Stamina, but you escape with your life. Move to the street.

Pax automatically fails. Pax is now in the Uptown Streets, and lost 2 Stamina.

5. Smudge - Ye Olde Magick Shoppe -

Looking into a glass ball, you receive a vision of things to come. Turn the top card of one location deck of your choice face up. The next investigator to have an encounter at that location draws that encounter card.

Smudge
03/23/2010, 16:30
Pretty sweet. You can give us some advance warning with a location.

My suggestion would be Rivertown. Let's hear from everyone else.

Good idea - close to two areas with Clue tokens. Rivertown it is!

Thawmus
03/23/2010, 16:48
====================

Arkham Encounters:

1. Rokk - 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.

Rokk pays the $3.

Luck check - Luck score of 2, check is -1, so one die=
3

You can spend a clue token for another die, if you want, or just go to Dreamlands.


2. Charles - Bank of Arkham - DONE!

You find a penny with a strange sigil carved into it. Amused, you flip it in the air, then gasp as you feel the sudden gathering of magical forces around you. Make a Luck (-2) check. If you pass, the penny comes up heads. You are Blessed. If you fail, it comes up tails. You are Cursed.

Charles has a Luck score of 3. With the -2 check, he rolls one die=

1 :disappointed:

Ashcan is now Cursed. He only succeeds on 6's, 5's no longer work. He will hopefully be rid of this during next upkeep. :ermm:

3. Jack - Independence Square

A pair of friendly picnickers share their lunch with you. Gain 1 Stamina (already maxed).

Alternate Encounter:

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.

4. Pax - Woods - DONE!

You find a sleeping Sheldon Gang member near the still. Make a Sneak (-2) check to try to swipe the shotgun he has dropped on the ground. If you pass, take a Shotgun from the Common Item deck, if there is one. If you fail, the guard awakens. You are caught and beaten, losing 2 Stamina, but you escape with your life. Move to the street.

Pax automatically fails. Pax is now in the Uptown Streets, and lost 2 Stamina.

5. Smudge - Ye Olde Magick Shoppe - DONE!

Looking into a glass ball, you receive a vision of things to come. Turn the top card of one location deck of your choice face up. The next investigator to have an encounter at that location draws that encounter card.

Smudge chooses Rivertown.


The Rivertown Card displays:

Black Cave:
You are in a maze of twisty passages, all alike. Pass a Lore (-2) check or become lost. If you fail, lose 1 Stamina and stay here next turn.

General Store:
Make a Will (-2) check. If you pass, you gain the ear of the shopkeeper. Seeing your vailaint cause, he takes you into the back room and offers you some special equipment. Draw 3 Common Items. You may take 1 of them for free as a gift to help thwart the evil in Arkham! Discard the other 2. If you fail, nothing happens.

Graveyard:
Pass a Luck (-2) check to find a valuable clue within your tombstone rubbings. Gain 2 clue tokens and you may move to any location or street area in Arkham. If you move to a location, immediately have an encounter there.


6. Doom-Thawmus - Silver Twilight Lodge - DONE!

Make a Sneak (-2) check. If you pass, you slip into the temple area of the Lodge and find 2 items of interest. Roll a die for each item. On a success, draw a Unique Item, otherwise draw a Common Item.

With Michael's Sneak of 1, he auto-fails, and I'm not spending the clue token to give him a roll.

=====================

Okay, so here's the stuff we're waiting on:

1. Rokk - need a decision on using the clue token. If you don't, you're going to Dreamlands.

2. Jack - Need a decision on which Encounter you're doing.

Until #1 is taken care of, we can't continue with Kalel's Encounter, since it's the same street area. We already know Melk's going into the gate, so that's about all we have left.

JackAssterson
03/23/2010, 19:38
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.

So...the gambler in me would kinda like to go for it. But if I fail, (I'll have a Luck of 2 after the modifier) I'll open an extra gate and possibly be Devoured in there.

Worth it? No?

I have a magic sword, if that'll help.

Thawmus
03/23/2010, 20:05
So...the gambler in me would kinda like to go for it. But if I fail, (I'll have a Luck of 2 after the modifier) I'll open an extra gate and possibly be Devoured in there.

Worth it? No?

I have a magic sword, if that'll help.

I wouldn't. But, then again, you have two clue tokens to spend if it goes wrong, and...whaddya know? You get two clue tokens for succeeding.

But....awfully big risk, and it puts all of us in jeopardy if you fail...

JackAssterson
03/23/2010, 20:06
But....awfully big risk, and it puts all of us in jeopardy if you fail...

Yeah, that's the sticking point. If it was just me being affected, I'd just go for it.

Bleh. I'll do the wussy one. zzzzzz

Thawmus
03/23/2010, 20:16
====================

Arkham Encounters:

1. Rokk - 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.

Rokk pays the $3.

Luck check - Luck score of 2, check is -1, so one die=
3

You can spend a clue token for another die, if you want, or just go to Dreamlands.


2. Charles - Bank of Arkham - DONE!

You find a penny with a strange sigil carved into it. Amused, you flip it in the air, then gasp as you feel the sudden gathering of magical forces around you. Make a Luck (-2) check. If you pass, the penny comes up heads. You are Blessed. If you fail, it comes up tails. You are Cursed.

Charles has a Luck score of 3. With the -2 check, he rolls one die=

1 :disappointed:

Ashcan is now Cursed. He only succeeds on 6's, 5's no longer work. He will hopefully be rid of this during next upkeep. :ermm:

3. Jack - Independence Square - DONE!

A pair of friendly picnickers share their lunch with you. Gain 1 Stamina (already maxed).

Alternate Encounter:

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.

4. Pax - Woods - DONE!

You find a sleeping Sheldon Gang member near the still. Make a Sneak (-2) check to try to swipe the shotgun he has dropped on the ground. If you pass, take a Shotgun from the Common Item deck, if there is one. If you fail, the guard awakens. You are caught and beaten, losing 2 Stamina, but you escape with your life. Move to the street.

Pax automatically fails. Pax is now in the Uptown Streets, and lost 2 Stamina.

5. Smudge - Ye Olde Magick Shoppe - DONE!

Looking into a glass ball, you receive a vision of things to come. Turn the top card of one location deck of your choice face up. The next investigator to have an encounter at that location draws that encounter card.

Smudge chooses Rivertown.


The Rivertown Card displays:

Black Cave:
You are in a maze of twisty passages, all alike. Pass a Lore (-2) check or become lost. If you fail, lose 1 Stamina and stay here next turn.

General Store:
Make a Will (-2) check. If you pass, you gain the ear of the shopkeeper. Seeing your vailaint cause, he takes you into the back room and offers you some special equipment. Draw 3 Common Items. You may take 1 of them for free as a gift to help thwart the evil in Arkham! Discard the other 2. If you fail, nothing happens.

Graveyard:
Pass a Luck (-2) check to find a valuable clue within your tombstone rubbings. Gain 2 clue tokens and you may move to any location or street area in Arkham. If you move to a location, immediately have an encounter there.


6. Doom-Thawmus - Silver Twilight Lodge - DONE!

Make a Sneak (-2) check. If you pass, you slip into the temple area of the Lodge and find 2 items of interest. Roll a die for each item. On a success, draw a Unique Item, otherwise draw a Common Item.

With Michael's Sneak of 1, he auto-fails, and I'm not spending the clue token to give him a roll.

=====================

Just need Rokk's decision on clue token usage.

Rokk_Krinn
03/24/2010, 10:04
I'll keep the token and gamble the Dreamlands.

Thawmus
03/24/2010, 11:17
I'll keep the token and gamble the Dreamlands.

Alright then.

====================

Arkham Encounters:

1. Rokk - Historical Society - DONE!

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.

Rokk pays the $3.

Luck check - Luck score of 2, check is -1, so one die=
3

Rokk goes to Dreamlands -

Dreamlands-

You wander the frozen wastes. No Encounter.

So....that was exciting.


2. Charles - Bank of Arkham - DONE!

You find a penny with a strange sigil carved into it. Amused, you flip it in the air, then gasp as you feel the sudden gathering of magical forces around you. Make a Luck (-2) check. If you pass, the penny comes up heads. You are Blessed. If you fail, it comes up tails. You are Cursed.

Charles has a Luck score of 3. With the -2 check, he rolls one die=

1 :disappointed:

Ashcan is now Cursed. He only succeeds on 6's, 5's no longer work. He will hopefully be rid of this during next upkeep. :ermm:

3. Jack - Independence Square - DONE!

A pair of friendly picnickers share their lunch with you. Gain 1 Stamina (already maxed).

Alternate Encounter:

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.

4. Pax - Woods - DONE!

You find a sleeping Sheldon Gang member near the still. Make a Sneak (-2) check to try to swipe the shotgun he has dropped on the ground. If you pass, take a Shotgun from the Common Item deck, if there is one. If you fail, the guard awakens. You are caught and beaten, losing 2 Stamina, but you escape with your life. Move to the street.

Pax automatically fails. Pax is now in the Uptown Streets, and lost 2 Stamina.

5. Smudge - Ye Olde Magick Shoppe - DONE!

Looking into a glass ball, you receive a vision of things to come. Turn the top card of one location deck of your choice face up. The next investigator to have an encounter at that location draws that encounter card.

Smudge chooses Rivertown.


The Rivertown Card displays:

Black Cave:
You are in a maze of twisty passages, all alike. Pass a Lore (-2) check or become lost. If you fail, lose 1 Stamina and stay here next turn.

General Store:
Make a Will (-2) check. If you pass, you gain the ear of the shopkeeper. Seeing your vailaint cause, he takes you into the back room and offers you some special equipment. Draw 3 Common Items. You may take 1 of them for free as a gift to help thwart the evil in Arkham! Discard the other 2. If you fail, nothing happens.

Graveyard:
Pass a Luck (-2) check to find a valuable clue within your tombstone rubbings. Gain 2 clue tokens and you may move to any location or street area in Arkham. If you move to a location, immediately have an encounter there.


6. Doom-Thawmus - Silver Twilight Lodge - DONE!

Make a Sneak (-2) check. If you pass, you slip into the temple area of the Lodge and find 2 items of interest. Roll a die for each item. On a success, draw a Unique Item, otherwise draw a Common Item.

With Michael's Sneak of 1, he auto-fails, and I'm not spending the clue token to give him a roll.

7. Kalel - South Church -

You enter the confessional. "Bless me, Father, for I have sinned." Make a Luck (+0) check and consult the chart below:

Successes:

0) "Father? Are you there?" You hear a scream in the next compartment! Lose 3 Sanity, and move to the street.
1) "Father?" There is no answer. Sighing, you leave. Move to the street.
2) "I don't remember my last confession." Raise your sanity to its maximum value.

Sister Mary's luck score is currently 5, so 5 dice=

2+3+1+3+1..........That's just stupid, couldn't even roll a 4 when the person's blessed. :disappointed:

Sister Mary takes 3 Sanity damage, and moves to the street.


8. Melkhor - Unnamable - DONE!

Melkhor goes into the gate, and is now in the first stage of Yuggoth.


Arkham Encounter phase is now over.

Other World Encounter phase begins.

1. Melkhor - Yuggoth

Other-

A hideous monster appears!

Warlock was drawn.

Obviously, thanks to the -3 combat check, fighting isn't an option.

Horror check - will of 3, -1, 2 dice=

1+6, success!

Evade check - Sneak of 4, -2, 2 dice=

5+6, success!


Warlock is evaded, encounter ends!

Other World Encounter phase over.

==========================

Mythos phase begins.

Headline

Ghost Ship Docks by Itself!

1. A new gate tries to open at the Unnamable. But there is already a gate there. So we get the most harmless monster surge possible.

2. Monster Surge! 8 monsters appear at the gate at the Unnamable. 3 Byakhees, 2 Dimensional Shamblers, a Cultist, an Elder Thing, and a Fire Vampire.

3. Clue appears in the Woods.

4. Cultist moves to Merchant District streets.

5. An ancient ghost ship arrives in Arkham, releasing 2 monsters into the Merchant Dist. streets. A Mi-Go and a Chthonian are now there.

==============================================

Placements coming up, and we'll go to Turn 2, and the Upkeep phase. Wade is now taking over for Doom.

Thawmus
03/24/2010, 11:23
==================

Placement:

Map of Arkham (click on the map again to magnify) (http://lh6.ggpht.com/_-YygqUNj2IM/S6KbTl0tV8I/AAAAAAAAALQ/YryzKshjw6U/pic422947.jpg)

Investigators:

Bob - Historical Society
Ash - Bank of Arkham
Darrell - Independence Square
Harvey - Uptown Streets
Vincent - Ye Olde Magick Shoppe
Michael - Silver Twilight Lodge
Sister - Southside Streets
Amanda - Yuggoth 1

Clue Tokens:

Hibb's Roadhouse - 1
Graveyard - 1
Black Cave -1
The Witch House -1
Science Building -1
Unvisited Isle -1
Woods -1


Monsters:

The Unnamable - Ghost, 3 Byakhees, 2 Dimensional Shamblers, Elder Thing, Fire Vampire.

Merchant District Streets - Mi-Go, Chthonian, Cultist

Gates:

The Unnamable - Yuggoth

=================


We are at our monster limit of 11.

Thawmus
03/24/2010, 11:24
just re-read the rules on Monster surges, because something was bothering me about the number of players. Sure enough, I have to spawn 6 more of them, so hang on a minute.... :confused: