Arkham - Processing Movement and Battle

This is the place for self-contained forum games

Moderator: Zaxxon

Post Reply
User avatar
bb2112
End of Days
Posts: 5480
Joined: Sun Apr 03, 2011 12:10 pm
Location: Knowledge! It is almost as important as money, luck, and family connections.

Re: Arkham - turn 2 beginning

Post by bb2112 »

With an elder sign, I shouldn't have to roll anything to seal the gate. So you can use the reroll and we will still achieve at least this gate closure this turn.
That's no reason to cry. One cries because one is sad. For example, I cry because others are stupid, and that makes me sad.
Why would I stab an Oracle? Wait, what am I saying? Why wouldn't I stab an Oracle? - Belkar Bitterleaf
BCY4920 - You can suck it Johnny Angel.
redrun
Posts: 1079
Joined: Thu Oct 09, 2008 11:27 am

Re: Arkham - turn 2 beginning

Post by redrun »

Qantaga wrote:You gotta love these rolls: 1, 4, 3, 1, 1, 3, 6, 2 :(

I know redrun is quite experienced with the game, so I'll leave it to him to decide whether he thinks the reroll is a good use of Mandy's ability. I know bb2112 is coming back to seal a gate, so it may be better to save Mandy's reroll for that, or for something else that might arise this turn.

I'm also happy to take the Stamina hit and reroll.

I would appreciate some advice before I send my choice to Remus.
That Redrun guy keeps messing up the rules, so be careful about following his advice.

BTW, the rolls aren't that unusual... when Remus is rolling dice. :P

I think you should use Mandy's reroll. Keep your Stamina, save your clues (we're doing well, but we need at least one more character to close a gate, and I doubt we'll see another Elder Sign).
Sufficient I am to the day.
User avatar
Remus West
Posts: 33598
Joined: Mon May 09, 2005 5:39 pm
Location: Not in Westland

Re: Arkham - turn 2 beginning

Post by Remus West »

redrun wrote:BTW, the rolls aren't that unusual... when Remus is rolling dice. :P
How often do you beat me at Titan again? :P
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
redrun
Posts: 1079
Joined: Thu Oct 09, 2008 11:27 am

Re: Arkham - turn 2 beginning

Post by redrun »

Remus West wrote:
redrun wrote:BTW, the rolls aren't that unusual... when Remus is rolling dice. :P
How often do you beat me at Titan again? :P
Titan is a game that involves some level of skill. It if was just dice rolling, I'd slaughter you every time. :lol:
Sufficient I am to the day.
User avatar
bb2112
End of Days
Posts: 5480
Joined: Sun Apr 03, 2011 12:10 pm
Location: Knowledge! It is almost as important as money, luck, and family connections.

Re: Arkham - turn 2 beginning

Post by bb2112 »

redrun wrote:
Remus West wrote:
redrun wrote:BTW, the rolls aren't that unusual... when Remus is rolling dice. :P
How often do you beat me at Titan again? :P
Titan is a game that involves some level of skill. It if was just dice rolling, I'd slaughter you every time. :lol:
redrun has a point. If it was just dice rolling, he would slaughter everyone.

How many months is turn 2 supposed to last anyway? :pop:

Yeah, I said it. :P
That's no reason to cry. One cries because one is sad. For example, I cry because others are stupid, and that makes me sad.
Why would I stab an Oracle? Wait, what am I saying? Why wouldn't I stab an Oracle? - Belkar Bitterleaf
BCY4920 - You can suck it Johnny Angel.
User avatar
Remus West
Posts: 33598
Joined: Mon May 09, 2005 5:39 pm
Location: Not in Westland

Re: Arkham - turn 2 beginning

Post by Remus West »

bb2112 wrote:
redrun wrote:
Remus West wrote:
redrun wrote:BTW, the rolls aren't that unusual... when Remus is rolling dice. :P
How often do you beat me at Titan again? :P
Titan is a game that involves some level of skill. It if was just dice rolling, I'd slaughter you every time. :lol:
redrun has a point. If it was just dice rolling, he would slaughter everyone.

How many months is turn 2 supposed to last anyway? :pop:

Yeah, I said it. :P
Would have been done last night but I had to await Qantaga's decision and the boards crashed.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
User avatar
Qantaga
Posts: 3566
Joined: Tue Feb 08, 2005 3:30 pm
Location: Atlanta

Re: Arkham - turn 2 beginning

Post by Qantaga »

redrun wrote: I think you should use Mandy's reroll. Keep your Stamina, save your clues (we're doing well, but we need at least one more character to close a gate, and I doubt we'll see another Elder Sign).

Thanks redrun (Mandy).

Surely, even Remus can roll one success with 7 die (please!) :)

Use Mandy's Research to re-roll the encounter with the Byahkee.
If we shadows have offended, think but this and all is mended
That you have but slumber'd here while these visions did appear
User avatar
Remus West
Posts: 33598
Joined: Mon May 09, 2005 5:39 pm
Location: Not in Westland

Re: Arkham - turn 2 beginning

Post by Remus West »

A few decisions to be made and this will be updated.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
User avatar
RMC
Posts: 6801
Joined: Wed Oct 13, 2004 1:49 pm
Location: Elyria, Ohio
Contact:

Re: Arkham - turn 2 beginning

Post by RMC »

Well crappers. I got ambushed by a nasty critter. Hopefully I live, but I most likely will not be in any shape to enter a gate afterwords...
Difficulties mastered are opportunities won. - Winston Churchill
Sheesh, this is one small box. Thankfully, everything's packed in nicely this time. Not too tight nor too loose (someone's sig in 3, 2, ...). - Hepcat
User avatar
Newcastle
Posts: 10170
Joined: Mon Jan 17, 2005 1:22 am
Location: reading over a shoulder near you

Re: Arkham - turn 2 beginning

Post by Newcastle »

should i NOT toss you the elder sign then? or is that allowed? and pass it to Q then?
User avatar
RMC
Posts: 6801
Joined: Wed Oct 13, 2004 1:49 pm
Location: Elyria, Ohio
Contact:

Re: Arkham - turn 2 beginning

Post by RMC »

Newcastle wrote:should i NOT toss you the elder sign then? or is that allowed? and pass it to Q then?
Err nope.. I made it through the gate.. I read it wrong. Thanks Remus for the quick PM to clear that up. :)

So I am fighting on the other side of the gate already.. :)
Difficulties mastered are opportunities won. - Winston Churchill
Sheesh, this is one small box. Thankfully, everything's packed in nicely this time. Not too tight nor too loose (someone's sig in 3, 2, ...). - Hepcat
User avatar
Newcastle
Posts: 10170
Joined: Mon Jan 17, 2005 1:22 am
Location: reading over a shoulder near you

Re: Arkham - turn 2 beginning

Post by Newcastle »

hey guys i can buy this:

Due to the relationship card you have the opportunity to purchase the following Unique item:
Key of Tawil At'Umr
You cannot be delayed
Movement: If you are in Arkham, discard Key of Tawil At'Umr to move to the Other World of your choice. If you are in an Other World, discard Key of Tawil At'Umr to return to Arkham.
$6


advice?

i am sure i have plenty of money atm.
User avatar
rshetts2
Posts: 6648
Joined: Wed Jun 18, 2008 9:16 am
Location: North of 8 Mile (whew)

Re: Arkham - turn 2 beginning

Post by rshetts2 »

Newcastle wrote:hey guys i can buy this:

Due to the relationship card you have the opportunity to purchase the following Unique item:
Key of Tawil At'Umr
You cannot be delayed
Movement: If you are in Arkham, discard Key of Tawil At'Umr to move to the Other World of your choice. If you are in an Other World, discard Key of Tawil At'Umr to return to Arkham.
$6


advice?

i am sure i have plenty of money atm.
That would be quite useful for a quick gate closing. Its a bit pricey but it has the potential to swing the game.
Well do you ever get the feeling that the story's too damn real and in the present tense?
Or that everybody's on the stage and it seems like you're the only person sitting in the audience?
User avatar
El Guapo
Posts: 42362
Joined: Sat Jul 09, 2005 4:01 pm
Location: Boston

Re: Arkham - turn 2 beginning

Post by El Guapo »

Guess it depends on what our cash flow is like, but it seems like a useful item. Not sure how often "delayed" effects come up (not sure I've seen one yet), but the ability to hop to an Other World or back in a pinch seems very handy.
Black Lives Matter.
User avatar
bb2112
End of Days
Posts: 5480
Joined: Sun Apr 03, 2011 12:10 pm
Location: Knowledge! It is almost as important as money, luck, and family connections.

Re: Arkham - turn 2 beginning

Post by bb2112 »

I think it is huge! Yes definitely buy it. It can reduce the time to close a gate for only $6.
That's no reason to cry. One cries because one is sad. For example, I cry because others are stupid, and that makes me sad.
Why would I stab an Oracle? Wait, what am I saying? Why wouldn't I stab an Oracle? - Belkar Bitterleaf
BCY4920 - You can suck it Johnny Angel.
User avatar
rshetts2
Posts: 6648
Joined: Wed Jun 18, 2008 9:16 am
Location: North of 8 Mile (whew)

Re: Arkham - turn 2 beginning

Post by rshetts2 »

Yeah, that key combined with an Elder sign would be awesome.
Well do you ever get the feeling that the story's too damn real and in the present tense?
Or that everybody's on the stage and it seems like you're the only person sitting in the audience?
User avatar
Remus West
Posts: 33598
Joined: Mon May 09, 2005 5:39 pm
Location: Not in Westland

Re: Arkham - turn 2 beginning

Post by Remus West »

Hearing a scream of terror from the street outside the house, Gloria pulled her trusty pistol from the pocket of her shawl and unwound her whip. Stepping from the house onto the porch she saw a winged thing accosting a lovely young lady wearing and evening gown of all things. Taken aback as much by the impracticality of the woman's dress as the oddity of the flying thing Gloria stepped off the porch and let forth a great battle cry of "Suck it, Indy!" Having gained the attention of the flying beast she let loose a barrage of bullets in the general direction of the monstrosity. Fortunately none of them struck the young woman. Reloading quickly Gloria again unloaded her gun. This time fortune was with her and the beast collapsed to the ground, dead. Approaching the young woman Gloria pulled a $5 bill from her pocket and handed it to her. "Here, Dearie, go buy something sensible to wear. Maybe a good pair of shoes as well."
Spoiler:
Fight versus Byakhee
Horror: Will - 1 = 1 die : 5 success!
Combat: Fight + Gun + Whip = 7 dice : 1,4,3,1,1,3,6 : 1 of 2 needed : Whip reroll of "1" : 1
reroll from Mandy = 6 dice : 6,4,2,6,6,2 : 3 of 1 more needed. Byakhee defeated
Harvey stepped back through the wooden door and unto the lush grass of the Unvisited Isle. Quickly pulling the talisman from his pocket he turned and chanted over the dark hole in the ground. As the talisman crumbled the dust of its passing entered the hole. Harvey's vision twisted and he saw for a fleeting moment a glimpse of something large and slimy rolling over in its sleep.
Spoiler:
Harvey uses Elder Sign to close and Seal gate. Gate trophy gained - Dhole returned to cup. Elder sign used. -1 Stamina and -1 Sanity
Darryl walked the street wondering where he might find a news worthy photo op. Entering the Merchant district he noticed an attractive young woman speaking with a elderly one. Figuring he would do the pair a kindness he stepped up and handed the young lady $6 and the old book he had found left in his desk by the previous photojournalist. The smile of confusion she gave him was almost worth it. The view of her decolletage the dress provided definitely was worth it. Humming to himself he wandered on through town to the Black Cave. He had heard rumors of strange activities going on here and figured he might be able to snap a few shots if he got lucky. As he entered the cave he heard a strange sound as though hundred or thousands of wings were beating through the air towards him. Crap! Bats! Quickly he rushed back out of the cave. Maybe he'd find something later.
Spoiler:
Give Jenny Barnes the Ancient Tome and $6. Go to Black Cave.
Encounter: Bats! Hundreds of them! Pass a Speed (-1) check to get out of the cave safely. If you fail, lose 1 Stamina.
Speed -1 = 3 dice : 5,4,4 : success!
Thanking the young lady for the shiny rifle Ashcan Pete spat a long stream of saliva out the gap between his teeth and wandered off into the graveyard. He wasn't sure what was drawing him here but it felt like he had been here before. He wandered past the graves and their worn ancient markers almost as though they did not exist. Nothing did save the mausoleum. As he entered the old edifice he heard the grinding sound of stone sliding on stone. Taking the last step down into the crypt he watched in horror as a man sat up from within the sarcophagus and smiled at him. Then the man was moving. Right towards Ashcan as though he were covered in bbq sauce. "Oh Hell no." Pete screamed as he raised his rifle and unloaded round after round into the man's chest until the thing stopped moving and suddenly turned to dust. He figured there was no point to shooting it after that. Searching the sarcophagus Pete discovered an ancient staff which he quickly picked up.
Spoiler:
get rifle from Jenny Barnes. Go to Graveyard.
Encounter: Descending into a dark mausoleum you discover a vampire rising to feed. You quickly find youself fighting for your life. Make a Combat (-2) check. If you pass, you defeat the vampire, gaining 1 clue token and drawing 1 unique item. If you fail roll a die and lose that much Stamina.
Copmbat check: 4 + 5 + 1 - 2 = 8 dice : 5,6,1,3,5,6,3,1 : success! (Jenny also gets an opportunity to buy an item from the unique deck)
Jenny stood in the street more than a little stunned by the turn of events. An old grandmother type had gunned down what ever that thing was that had flown at her head then handed her money and told her to buy clothing. The dirty old man had taken her rifle and wandered off. Then a dapper man had come through and traded her a scroll for the necklace she was wearing. Not knowing what else to do she walked over to the newspaper and told them what had been happening to her. The editor told her he wasn't sure if she was loony or just drunk but that folks loved a good yarn, handed her $5 for the story and ushered her out of his office. In the paper lobby Jenny is approached by a strange man who opens a box in her face. Inside is a glowing key sitting on a bed of felt. "Its yours for the low low price of $6." rasped the man. Jenny quickly paid him as much to avoid inhaling another whiff of his foul breath as from any desire to own the key.
Spoiler:
Give rifle to Ashcan Pete. Get Find Gate spell from Dexter Drake. Give Dexter Elder Sign. Get money from Gloria and Darryl. Get Ancient Tome from Darryl. Go to Newspaper:
Encounter: Earn $5 for a story.
Buy Unique Item due to relationship:
Key of Tawil At'Umr
You cannot be delayed
Movement: If you are in Arkham, discard Key of Tawil At'Umr to move to the Other World of your choice. If you are in an Other World, discard Key of Tawil At'Umr to return to Arkham.
$6
Joe crept quietly through the strange landscape. The ground itself seemed to shift with every step. It was a moment to late that he realized it was not the ground but thousands of tiny creatures he was stepping on. A moment to late as they swarmed over him their tiny pincers grasping any flesh they could find. Joe broke into a run in an effort to lose the swarm and continued running until he was certain he had left them behind.
Spoiler:
Make a Luck (+0) check and consult the table below:
0-1) Thousands of minute creatures! Lose 1 Stamina.
2) You find $2 worth of gold Ingots
3+) Anywhere is better than here. Return to Arkham.

Luck = 1 : 3. Fail
Dexter rushed north to the sounds of fighting only to see a young woman wearing what was obviously a powerful talisman as a necklace. Quickly he talked her into trading it to him in exchange for one of his spells. Relief over having assured she would not misuse the talisman flooded him as he walked into the woods and entered the shapeless sourceless glow there. As he continued walking he sensed that he was not alone. Spinning around he was just in time to leap out of the way as a faceless man leaped for him. Words of power spilled from his lips and he raised his sabre for good measure. The words coalesced into a spear of light that ran the faceless one through. For good measure Dexter stabbed him twice with the sabre. One can not be to careful.
Spoiler:
Go to Merchant District and give Find Gate to Jenny in exchange for Elder Sign. Go into Woods and enter gate - R'lyeh.
Encounter: What's that behind you?! A Monster appears.
Dimension Shambler:
Horror 2-2 = fail -1 Sanity
Cast Shriveling : 3 - 1 = 2 dice : 6,6 success
Combat : 2 + 6 + 2 - 2 = 8 dice : 5,3,6,5,5,4,1,5 = 5 of 2 needed successes. Dimension Shambler defeated and taken as trophy.
Mandy walked along the edge of the ocean the waves washing over the nearby rocks. Suddenly a wave larger than the others swept over the rocks and knocked Mandy from her feet. Attempting to rise she found she had become tangled in some very tough seaweed. Thinking quickly she remembered a book she had read that suggested moving slowly would allow her to get free where quick movements would entangle her further. Slowly standing up she edged away from the water's reach.
Spoiler:
You become tangled in some damp seaweed. {ass a Luck(-1) check to pull free before something finds you while you are helpless. If you fail, roll a die and lose that much Stamina.
Luck 1-1 = auto fail.
1 Clue token spent : 6 : success!
Enlarge Image
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
User avatar
RMC
Posts: 6801
Joined: Wed Oct 13, 2004 1:49 pm
Location: Elyria, Ohio
Contact:

Re: Arkham - turn 2 beginning

Post by RMC »

Well... If I use my Find gate spell, I lose 1 of my 2 remaining Sanity, then if I use the elder sign I lose my last point of sanity, so I would lose all my stuff and end up in the loony bin, right? But I would still close the gate and get all the benefits of that, correct?

Just trying to make sure I know where I am at for my next few turns.
Difficulties mastered are opportunities won. - Winston Churchill
Sheesh, this is one small box. Thankfully, everything's packed in nicely this time. Not too tight nor too loose (someone's sig in 3, 2, ...). - Hepcat
User avatar
Remus West
Posts: 33598
Joined: Mon May 09, 2005 5:39 pm
Location: Not in Westland

Re: Arkham - next round

Post by Remus West »

Again the night is split by a tremendous noise as the Graveyard explodes with light. Stones fly everywhere but poor Ashcan Pete has disappeared within the nightmarish glow. Dim forms flicker in front of the light one insectiod and one vaguely human. As news stories hit the press of the monsters roaming Arkham, Richard Upton Pickman is seen packing his bags and leaving town. (Ally: +1 Luck, +1 Speed : You attacks are not affected by Physical Resistance.)

Headline
Citizens Urged to Lock Doors
Monsters appear in the outskirts until the outskirts limit is reached. If the Outskirts already contains the maximum number of monsters, return all the monsters in the outskirts to the cup and increase the terror level by 1. (Outskirt limit at 8 players is 0. Terror level raised. One ally removed from Ally deck at random.)

Environment (Mystic) - still in effect
Ghouls, Formless Spawns, Shoggoths, and Flying Polyps have their toughness increased by 1.

Gate opens at:
The Graveyard - drawing in Ashcan Pete - Gate of Blood : If an Investigator fails his roll to close/seal this gate he loses 1 Stamina

Clue appears at:
The Unvisted Isle - picked up right away by Harvey Walters

Monsters appear:
Ghost
Mi-Go

Monster Movement:
White: Slash, Triangle, Star
Blakc: Hex

The Nightgaunt moves to Gloria in the Merchant District Streets
The Ghoul leaves the Silver Twilight Lodge for the French Hill streets

Player turn order:
1. Qantaga
2. RMC
3. bb2112
4. redrun
5. Pyperkub
6. El Guapo
7. Newcastle
8. rshetts2

Enlarge Image

Monsters:
Sky:

Merchant District Streets:
Nightgaunt - threat low/medium

French Hill Streets:
Ghoul - threat low

Graveyard:
Mi-Go - threat low
Ghost - threat medium/high


Terror Level - 1
Doom Track - 2/12
Gates: 4/5
Woods - split the Abyss/R'Lyeh -4 to close/seal checks - hexagon and cross
Independence Square - split Plateau of Leng/Dreamlands -2 to close/seal checks - diamond and slash
Silver Twilight Lodge - R'Lyeh - 3 to close/seal checks - cross
Graveyard - Plateau of Lang - 1 to close/seal checks - diamond - Blood Gate
Last edited by Remus West on Wed Oct 26, 2011 6:12 pm, edited 2 times in total.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
User avatar
Remus West
Posts: 33598
Joined: Mon May 09, 2005 5:39 pm
Location: Not in Westland

Re: Arkham - turn 2 beginning

Post by Remus West »

RMC wrote:Well... If I use my Find gate spell, I lose 1 of my 2 remaining Sanity, then if I use the elder sign I lose my last point of sanity, so I would lose all my stuff and end up in the loony bin, right? But I would still close the gate and get all the benefits of that, correct?

Just trying to make sure I know where I am at for my next few turns.
In Arkham : If you go Insane or get Knocked out you lose half your items, Clue tokens, along with any Retainers and are then moved to either St. Mary's or the Asylum and the appropriate stat is raised to 1. If both are reduced to zero at the same time, you are Devoured.

In Other Worlds all of the above applies except you are Lost in Time and Space rather than moved to the hospital/asylum.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
User avatar
Remus West
Posts: 33598
Joined: Mon May 09, 2005 5:39 pm
Location: Not in Westland

Re: Arkham - turn 2 beginning

Post by Remus West »

Also, I will try to be better about updating this regularly so that we can get some flow to the game.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
User avatar
El Guapo
Posts: 42362
Joined: Sat Jul 09, 2005 4:01 pm
Location: Boston

Re: Arkham - turn 2 beginning

Post by El Guapo »

So I'm now in the Plateau of Leng. The good news on that is that I do have enough clues to attempt to seal the gate (though it's -1 to rolls on that). Also I got the Staff of Pharaoh from my event this past turn:
Staff of Pharaoh
Magical Weapon - 2 Hands
+3 to Combat checks
Any Phase: Exhaust to cast 1 Spell as if both your hands were free.
Especially good is that it's a magical weapon, so it's useable against our Old One. It'd be especially good to get this to one of our spellcasters, though obviously I won't be able to do that until I return to Arkham.
Black Lives Matter.
User avatar
El Guapo
Posts: 42362
Joined: Sat Jul 09, 2005 4:01 pm
Location: Boston

Re: Arkham - turn 2 beginning

Post by El Guapo »

My turn will be advancing in Plateau of Leng. I'll be shifting my fight/will one towards fight (since my Lore is low, I'll be using my Fight to attempt to seal the gate in a couple turns), making my new stats as follows:

Speed/Sneak: 3/3
Fight/Will: 5/2
Lore/Luck:2/1
Black Lives Matter.
User avatar
Remus West
Posts: 33598
Joined: Mon May 09, 2005 5:39 pm
Location: Not in Westland

Re: Arkham - turn 2 beginning

Post by Remus West »

El Guapo wrote:My turn will be advancing in Plateau of Leng. I'll be shifting my fight/will one towards fight (since my Lore is low, I'll be using my Fight to attempt to seal the gate in a couple turns), making my new stats as follows:

Speed/Sneak: 3/3
Fight/Will: 5/2
Lore/Luck:2/1
Actually, your turn is to stand up. Since you were sucked into the Gate you get delayed. You will still have an encounter but you will remain in the first step of the Other World.

Player turn order:
1. Qantaga -
2. RMC - Advancing in R'Lyeh
3. bb2112 -
4. redrun - returning to Arkham (due to Gatebox you need to let me know where you wish to return to)
5. Pyperkub -
6. El Guapo - Delayed in Plateau of Lang
7. Newcastle -
8. rshetts2 - returning to Arkham at Independence Square
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
User avatar
RMC
Posts: 6801
Joined: Wed Oct 13, 2004 1:49 pm
Location: Elyria, Ohio
Contact:

Re: Arkham - turn 2 beginning

Post by RMC »

So should I use my find gate spell? Or will my Sanity loss make it a mute point for closing the gate and using the Elder Sign?
Difficulties mastered are opportunities won. - Winston Churchill
Sheesh, this is one small box. Thankfully, everything's packed in nicely this time. Not too tight nor too loose (someone's sig in 3, 2, ...). - Hepcat
redrun
Posts: 1079
Joined: Thu Oct 09, 2008 11:27 am

Re: Arkham - next round

Post by redrun »

Nightgaunt: Slash
Ghoul: Hexagon
Mi-Go:Circle
Ghost: Cresent

Woods - split the Abyss/R'Lyeh -4 to close/seal checks - hexagon and cross
Independence Square - split Plateau of Leng/Dreamlands -2 to close/seal checks - diamond and slash
Silver Twilight Lodge - R'Lyeh - 3 to close/seal checks - cross
Graveyard - Plateau of Lang - 1 to close/seal checks - diamond - Blood Gate
Sufficient I am to the day.
redrun
Posts: 1079
Joined: Thu Oct 09, 2008 11:27 am

Re: Arkham - turn 2 beginning

Post by redrun »

RMC wrote:So should I use my find gate spell? Or will my Sanity loss make it a mute point for closing the gate and using the Elder Sign?
Thinking out loud:

Currently 4/5 gates open.
Redrun returns to any open gate (must make sure not to close off anyone in other worlds when doing so)
Rshetts2 returns to Independance Square
Assuming we both close our gates and a new gate opens, we're at 3/5 at end of turn.

Next turn:
RMC comes back to R'Lyeh
ElGuapo moves forward in Plateau of Lang.
Assuming RMC closes his gate, and a new gate opens, we're at 3/5 at end of turn.

+2 turn
El Guapo returns to Plateau of Lang.

So, with El Guapo having gone through a gate (not intended, but works out OK since he has clues), we've got folks out for all currently open gates. Assuming we close two gates this turn, we're OK even if we get another gate surge. Given all of that, and since you'd (RMC) go insane and lose 1/2 your stuff if you come back now, I would recommend moving forward in R'Lyeh this turn.

Mandy has her choice of any gate. Can't be one of the Plateau of Leng gates since we have two folks in PoL outer world. Given that RMC has an elder sign, and Mandy has clues, I'm thinking Mandy should come back to the gate at the Silver Twilight Lodge (-3 to close gates) - so Mandy will start with 1 die to try to close the gate, but has three extra clues for additional dice, and a reroll from her lucky cig case (in addition to the general party reroll that Mandy brings to the game). This brings RMC back to the Woods gate (-4 to close gates), but he doesn't care about the -4 since he is using an elder sign.

Monsters:
When Rshetts2 closes Independence Square, the Nightgaunt goes away.
If Mandy closes Silver Twilight Lodge, nothing goes away, and the Ghoul is outside the Lodge. If Mandy went for the woods gate she'd lose a die for closing the gate (start with 0 dice & 3 clues), but would clear away the Ghoul.

Is anyone in position this turn to clear away the Ghoul? This will help determine Mandy's best action this turn.
Sufficient I am to the day.
User avatar
El Guapo
Posts: 42362
Joined: Sat Jul 09, 2005 4:01 pm
Location: Boston

Re: Arkham - turn 2 beginning

Post by El Guapo »

The sanity loss wouldn't make you coming through via Find Gate moot; you would only go insane after returning and sealing the gate. So you'd achieve your objective; the cost of doing so would be the items and such described.

Redrun's analysis on this is sound. The risk is that we fail to close at least one gate, so the reason to come through this turn would be to make sure that we get another gate closed in case one of us fails. Rshetts2 has an elder sign, however, so he can't fail. So the risk would be that Mandy fails AND we have a gate burst. Which doesn't seem too risky - so I guess I'm leaning towards you not using find gate this turn.

As for the gates, Mandy has to return to either the Woods or Twilight Lodge (whichever one Joe Diamond isn't going to) in order to avoid stranding an investigator. I'd say definitely do Twilight Lodge - we want to use the Elder Sign on the harder gate.

As for the ghoul - if someone goes there to clear the Ghoul, would they get sucked into the gate before Mandy comes through and closes it? If so that investigator would wind up stranded when she does (Lost in Time and Space).
Black Lives Matter.
User avatar
Remus West
Posts: 33598
Joined: Mon May 09, 2005 5:39 pm
Location: Not in Westland

Re: Arkham - turn 2 beginning

Post by Remus West »

El Guapo wrote:As for the ghoul - if someone goes there to clear the Ghoul, would they get sucked into the gate before Mandy comes through and closes it? If so that investigator would wind up stranded when she does (Lost in Time and Space).
Crap. thats my fault. Wrong map up there. The Ghoul moved to the streets so is in French Hill streets (the write up has it correct, only the map is wrong - I'll fix that tonight). Otherwise, you would be correct.

Side note: If an investigator returns from an Other World to a location that has a Monster(s) in it, the investigator is allowed to ignore the Monster(s) for a single turn and thus close/seal the gate before interacting with them. However, choosing to do so means they will be in that location come movement the following turn and need to be addressed then (unless closing the gate sucks them back into the cup).
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
User avatar
RMC
Posts: 6801
Joined: Wed Oct 13, 2004 1:49 pm
Location: Elyria, Ohio
Contact:

Re: Arkham - turn 2 beginning

Post by RMC »

Okay, that sounds like a plan for me then.

Advance without using my find gate spell.
Difficulties mastered are opportunities won. - Winston Churchill
Sheesh, this is one small box. Thankfully, everything's packed in nicely this time. Not too tight nor too loose (someone's sig in 3, 2, ...). - Hepcat
User avatar
Newcastle
Posts: 10170
Joined: Mon Jan 17, 2005 1:22 am
Location: reading over a shoulder near you

Re: Arkham - turn 2 beginning

Post by Newcastle »

i'll probably head to the magic shop and buy some more doodads; i think i have 11 bucks. Am open to discussion and such.

Question - is Q screwed right now with that monster on him? Should he evade and move? OR will that gate be closed soon (ie this turn) so we can safely ignore the monster.
User avatar
Newcastle
Posts: 10170
Joined: Mon Jan 17, 2005 1:22 am
Location: reading over a shoulder near you

Re: Arkham - turn 2 beginning

Post by Newcastle »

Common Items:
Dynamite - 2 hands - $4
Physical Weapon
+8 to Combat checks (discard after use)

Ancient Tome $4
Tome
Movement: Exhaust and spend 2 movement points to make a Lore(-1) check. If you pass, draw 1 spell and discard Ancient Tome. If you fail, nothing happens.

Unique Items:
Key of Tawil At'Umr - $6
You cannot be delayed
Movement: If you are in Arkham, discard Key of Tawil At'Umr to move to the Other World of your choice. If you are in an Other World, discard Key of Tawil At'Umr to return to Arkham.

Cultes Des Goules - $3
Tome
Movement: Exhaust and spend 2 movement points to make a Lore(-2) check. If you pass, draw 1 Spell and gain 1 Clue toekn, but lose 2 Sanity and discard Cultes Des Goules. If you fail, nothing happens.

Spells:
Intervene - 2 hands
Casting Modifier: -1
Sanity Cost 2
Any Phase: Cast and exhaust before an investigator makes a Combat check to give that investigator +3 to the check

Find Gate
Casting Modifier: -1
Sanity Cost: 1
Movement: Cast and exhaust to immediately return to Arkham from an Other World.

This is what i have. I intend on keeping
1. Dynamite - figure this is my get out of jail free card in case i need it. 1 time usage also.
2. Intervene - I think since i wont be in much combat, i can use this to help as a support player here.

Everything else I am happy to pass around.
redrun
Posts: 1079
Joined: Thu Oct 09, 2008 11:27 am

Re: Arkham - turn 2 beginning

Post by redrun »


Mandy:

Adjust speed/sneak to 2/4, Adjust Lore/Luck to 4/0 leaving me with:

Speed/Sneak: 2/4
Fight/Will: 2/4*
Lore/Luck: 4/0

* Will is plus 1 due to skill

Come back to Silver Twilight Lodge
Sufficient I am to the day.
User avatar
Remus West
Posts: 33598
Joined: Mon May 09, 2005 5:39 pm
Location: Not in Westland

Re: Arkham - turn 2 beginning

Post by Remus West »

Newcastle wrote:i'll probably head to the magic shop and buy some more doodads; i think i have 11 bucks. Am open to discussion and such.

Question - is Q screwed right now with that monster on him? Should he evade and move? OR will that gate be closed soon (ie this turn) so we can safely ignore the monster.
Gates get closed during encounters. Monsters are fought during movement. You can not possibly close any gates before he needs to address the monster in his area.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
User avatar
Newcastle
Posts: 10170
Joined: Mon Jan 17, 2005 1:22 am
Location: reading over a shoulder near you

Re: Arkham - turn 2 beginning

Post by Newcastle »

Remus West wrote:
Newcastle wrote:i'll probably head to the magic shop and buy some more doodads; i think i have 11 bucks. Am open to discussion and such.

Question - is Q screwed right now with that monster on him? Should he evade and move? OR will that gate be closed soon (ie this turn) so we can safely ignore the monster.
Gates get closed during encounters. Monsters are fought during movement. You can not possibly close any gates before he needs to address the monster in his area.

i was afraid of that;

question 2 - can i cast the spell intervene & still move?

TO ALL - i will probably cast intervene to help Q out this turn as well. Unless someone has a better idea.

We probably need a street sweeper back on earth here to help move things around.
User avatar
Pyperkub
Posts: 24488
Joined: Mon Dec 13, 2004 5:07 pm
Location: NC- that's Northern California
Contact:

Re: Arkham - turn 2 beginning

Post by Pyperkub »

I'll be the street sweeper and I think I can take out the Ghoul. Jenny/Newcastle - you need to go to either the Curiositie Shoppe or the General Store (magic shoppe is for spells only, AFAIK). Hopefully you can get us some kick-ass magic weapons.

Adjust my stats thus:

I'll set my stats thusly:
Speed/Sneak: 3(+1)/2
Fight/Will: 5/1 (boost fight by 1)
Lore/Luck: 1/3

I think we should close the gate in the Woods with a Sign (it's -4 to checks, I believe), Twilight Lodge is only -3

Remus - Some questions:

1. If I can't take out the ghoul with my base fight of 5, can I still use the Holy Water?
2. I see 2 investigators (mandy/dexter) in R'lyeh on the map - is this correct?

I figure I'll head over to the Witch House and grab that Clue, killing the Ghoul on the way, unless someone has a better idea. I can get my movement up to 6 as necessary, which puts me in range of just about anywhere. Suggestions? I know the Ghoul will be eaten, but it will be good to get that monster trophy...
Black Lives definitely Matter Lorini!

Also: There are three ways to not tell the truth: lies, damned lies, and statistics.
User avatar
El Guapo
Posts: 42362
Joined: Sat Jul 09, 2005 4:01 pm
Location: Boston

Re: Arkham - turn 2 beginning

Post by El Guapo »

I don't think you can kill the ghoul and keep moving. If you fight a monster I think it ends your movement. Though someone whose more of a veteran can correct me on that.

Also FWIW my new Staff is a magical weapon, though we could still use more.
Black Lives Matter.
User avatar
Newcastle
Posts: 10170
Joined: Mon Jan 17, 2005 1:22 am
Location: reading over a shoulder near you

Re: Arkham - turn 2 beginning

Post by Newcastle »

i can only make it to Rivertown this turn. (speed of 3), it takes 4 to get to the General store.

I am kind of thinking taking a pit stop on the square that Harvey W is on....not sure the location's name...

OK to be clear: i was intending on going to the curiosite shop...will i be able to buy magic weapons there?

Again am happy to go wherever people think i can do the most good.
User avatar
Pyperkub
Posts: 24488
Joined: Mon Dec 13, 2004 5:07 pm
Location: NC- that's Northern California
Contact:

Re: Arkham - turn 2 beginning

Post by Pyperkub »

El Guapo wrote:I don't think you can kill the ghoul and keep moving. If you fight a monster I think it ends your movement. Though someone whose more of a veteran can correct me on that.

Also FWIW my new Staff is a magical weapon, though we could still use more.
Curses. You're right (unless I try to evade). Ah well... I'm open to suggestions.
Black Lives definitely Matter Lorini!

Also: There are three ways to not tell the truth: lies, damned lies, and statistics.
User avatar
Remus West
Posts: 33598
Joined: Mon May 09, 2005 5:39 pm
Location: Not in Westland

Re: Arkham - turn 2 beginning

Post by Remus West »

Newcastle, Intervention does not require any movement to use so, yes, you could use it and still move your full move. If you got in a fight after that though you would not be able to use any items as the spell requires both hands.

pyperkub, if you fail to defeat the Ghoul during the first round of combat you could suffer the damage and then use the Holy Water during the second round. You must decide before any dice are rolled for the Combat check each round which weapons you will be using. You may alter that decision during each round of combat as long as you have not used up your "hands".

also, map is fixed now.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
Post Reply