Arkham - Processing Movement and Battle

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Remus West
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Re: Arkham - turn 2 beginning

Post by Remus West »

bb2112 wrote:
Remus West wrote: Memorial day?
Now that is just cruel.
I took tomorrow off work so I am planning on up dating this then. That said, I took tomorrow off work so I went to the bar after volleyball tonight and will be sleeping late so do not expect anything until late afternoon.
“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
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Remus West
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Re: Arkham - turn 2 beginning

Post by Remus West »

As I was beginning the update I realized I had forgotten RMC has the option to attempt to Evade the Dark Young he is facing in R'Lyeh. PM'd him for his decision.
“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
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Newcastle
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Re: Arkham - turn 2 beginning

Post by Newcastle »

Remus West wrote:As I was beginning the update I realized I had forgotten RMC has the option to attempt to Evade the Dark Young he is facing in R'Lyeh. PM'd him for his decision.
so in other words, the game will continue....oh, maybe on the 18th of january :)
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Re: Arkham - turn 2 beginning

Post by Remus West »

Enlarge Image

Jenny couldn't shake the feeling she should do something to help the old lady in the street. Chanting an old hymn her mother had taught her she felt the air thicken around her. The light seemed to bend and twist wrapping her limbs in a glowing shield then, as swiftly as it had appeared, the light rushed down the street and away taking Jenny's breath with it. As her body struggled to draw air her mind struggled to put the event into place in her reality. Gasping slightly she stumbled into the Curiostie Shop. Looking over the goods provided her the perfect excuse to compose herself. She looked over a shining silver key and an oddly disturbing book before her hand brushed the hilt of what she thought was a costume sword. As her flesh touched the leather wrapped metal it fairly hummed with energy. Quickly she tossed the price to the seller and took claim on the sword.
Spoiler:
Cast Intervene : Lore 4 - 1 : 3 dice : 3,4,6 Success. -2 Sanity.
Purchase:
Enchanted Blade - $6
1 hand
Magical Weapon
+4 to Combat checks
Gloria stood facing the strange creature that had descended upon her from the sky. Cracking her whip in defiance she raised her pistol in her other hand. As the thing neared her a strange gust of light wrapped around her and steadied her aim. Quickly she pulled the trigger. And again. And again. One last shot and the beast finally breathed it's last.
Spoiler:
Horror Check: Will 2-1 : 1die : 2 fail -1 Sanity
Combat Check: Fight + gun + whip + spell + relationship bonus + monster : 3 + 3 + 1 + 3 + 1 - 2 = 9 dice : 3,3,1,1,1,3,2,4,5 = 1 success
Whip reroll used: 5 = 2 successes
Clue tokens spent: 3,1,6 = three successes
Nightgaunt defeated, taken as trophy, 3 clue tokens spent.
Harvey strolled back from the Isle reading his book. Just as he completed the final pages he heard gunfire. Snapping his gaze forward he watched an old lady empty a revolver into something in the street ahead. Closing the book he approached softly calling out to the woman in order to not startle her and become her next target by accident.
Spoiler:
read the King in Yellow Lore 5 - 2 : 3 dice : 4,5,2 success gain 4 Clue tokens. Discard the King in Yellow. Sanity loss reduced to zero by ability
Mandy stepped forth from the dark gate way and instantly began to apply the knowledge she had learned on the other side to close and seal the gate before any of the horrors native to that dimension could emerge into Arkham. Drawing the sacred sign in the dirt she watched in satisfaction as the gate collapsed upon itself and the ground healed it's wound.
Spoiler:
Attempt to close gate to R'Lyeh Lore 4 - 3 = 1 die : 6! success. 5 Clue tokens spent to seal the gate.
Darrell strode into the French Quarter streets intent on cleaning up his home town. He wasn't prepared to see what the man...no, not quite a man...was chewing on. Shaking off his disgust and horror he waded into his opponent and swiftly beat it to death with his bare hands.
Spoiler:
Combat with Ghoul
Horror check Will = 1 die : 4, fail -1 Sanity
Combat : Fight + Monster = 5 - 1 : 4 dice : 5,5,6,5 four success of 2 needed. Ghoul defeated and taken as trophy.
Dexter had just began to chant the words to his eldrich traveling spell when he heard something moving across the ground behind him. Swiftly he ran to the nearest shadows and concealed himself until it had passed.
Spoiler:
Encounter in R'Lyeh. A slimy Monster appears. Dark Young. Physical resistance. Nightmarish 1. Awareness -2. Evade chosen:
Sneak + monster's awareness = 1 - 2 : No dice.
Clue tokens spent: 3,1,6 success. Dark Young evaded. 3 Clue tokens spent.
Ashcan Pete stood and gazed around the plateau. Noticing a building off in the distance he decided to investigate. After walking for several hours Pete found himself peeking in the doorway of a temple. A giant eye stood vigilant over an alter upon which sat a scroll of some type. Pete shrugged and decided he wasn't interested. Off he walked safely.
Spoiler:
Carefully, you avoid the gaze of a gigantic eye watching an altar. You may try to pass a Sneak (-1) check to steal a scroll from the dais. Draw 1 Spell. If you fail, you are wracked by pain and lose 3 Sanity.
Joe emerged from the glowing staircase to nowhere and quickly broke the chain on his necklace. As he waved the sign of power in and out of the stair's entrance he could have sworn the stairs smiled and said "We will meet again. Soon." before fading from sight.
Spoiler:
Joe Diamond uses Elder sign in Independence Square. -1 Stamina, -1 Sanity. Remove Elder sign from game. Gate sealed.
“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
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Remus West
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Re: Arkham - next round

Post by Remus West »

The Great Ritual
Loud howling fills the night and sends cold shivers down the spine of every sane human in Arkham. Strange beastly noises emerge from the Woods and Graveyard as dark and horrible forms pour forth into the city. Chanting can be heard to echo in every corner of Arkham and pulling the covers over your head can not stop their words from tearing into your brain.

Rumor:
Ongoing effect: Cultists, Witches, Warlocks, and High Priests have their toughness increased by 2 while this card is in play.

Place 1 Clue token on this card at the end of each Mythos Phase (beginning the turn after it entered play)

Pass: If a single player discards 3 spells (4 if there are 5 or more players) while in the French Hill streets during the Arkham Encounter Phase, return this card to the box. Each player gains 2 Clue tokens.

Fail: If there are ever 5 Clue tokens on this card, return it to the box. From now on, draw 2 mythos cards each Mythos Phase. Ignore everything on the first card except for the gate opening.



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


Gate opens at:
The Graveyard - Already an open gate there - Monster surge. 4 monsters in the Graveyard. 4 Monsters in the Woods.

Clue appears at:


Monsters appear:
Graveyard:
Nightgaunt
Cultist
Fire Vampire
Formless Spawn

Woods:
Dark Young
Gug
Warlock
Elder Thing

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

Formless Spawn to Rivertown Streets
FireVampire to Sky
Nightgaunt to Sky
Gug to Uptown Streets

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

Enlarge Image

Monsters:
Sky:
Nightgaunt - med
FireVampire - med/low

Rivertown Streets:
Formless Spawn: med
Graveyard:
Mi-Go - threat low
Ghost - threat medium/high
Cultist - medium (4 toughness currently)

Uptown Streets:
Gug - high

Woods:
Elder Thing - med
Warlock - high (5 toughness currently)
Dark Young - high


Terror Level - 1
Doom Track - 1/12
Gates: 2/5
Woods - The Abyss/R'lyeh - 4 to close/seal checks - Hex and cross
Graveyard - Plateau of Lang - 1 to close/seal checks - diamond - Blood Gate
Seals: 3/6 needed for win.

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
shieLazz79
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Re: Arkham - next round

Post by shieLazz79 »

El Guapo wrote:I'd be willing to switch to Gloria if people want. From her name she also seems likely to be a member of my people, which is a nice bonus.
me too! :pop:
redrun
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Re: Arkham - next round

Post by redrun »

Remus West wrote:The Great Ritual
Loud howling fills the night and sends cold shivers down the spine of every sane human in Arkham. Strange beastly noises emerge from the Woods and Graveyard as dark and horrible forms pour forth into the city. Chanting can be heard to echo in every corner of Arkham and pulling the covers over your head can not stop their words from tearing into your brain.
Sounds like LordMortis has found another bar band that he likes.
Remus West wrote:
Rumor:
Ongoing effect: Cultists, Witches, Warlocks, and High Priests have their toughness increased by 2 while this card is in play.

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

Yeah, so everything is tougher. Since the dice app hates Q he might have to worry, but the rest of us can clean the town. :P
Remus West wrote:
Gate opens at:
The Graveyard - Already an open gate there - Monster surge. 4 monsters in the Graveyard. 4 Monsters in the Woods.

Clue appears at:

Clue appears at ?
Remus West wrote: Monsters appear:
Graveya rd:
Nightgaunt
Cultist
Fire Vampire
Formless Spawn

Woods:
Dark Young
Gug
Warlock
Elder Thing

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

Formless Spawn to Rivertown Streets
FireVampire to Sky
Nightgaunt to Sky
Gug to Uptown Streets

One monster left in the graveyard, three in the woods - however, the street in front of the woods has a monster in it, making it impossible (AFAIK) to make it to the woods this turn. The monster killers have been doing an excellent job - we got eight new monsters without an overrun.

Remus West wrote: Pass: If a single player discards 3 spells (4 if there are 5 or more players) while in the French Hill streets during the Arkham Encounter Phase, return this card to the box. Each player gains 2 Clue tokens.

Fail: If there are ever 5 Clue tokens on this card, return it to the box. From now on, draw 2 mythos cards each Mythos Phase. Ignore everything on the first card except for the gate opening.
This. We have five turns to finish, fix, or fear this. Anyone have more than two spells (we'll need four, but I'm wondering who is closest)?
Sufficient I am to the day.
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Re: Arkham - next round

Post by redrun »

Rumor:
Ongoing effect: Cultists, Witches, Warlocks, and High Priests have their toughness increased by 2 while this card is in play.
Ghouls, Formless Spawns, Shoggoths, and Flying Polyps have their toughness increased by 1.


Plus, our good friend Shub-Niggurth increases all monsters toughness by one.This is included as part of the monsters base lives in the following stats:

Sky:
Nightgaunt - med: -2 evade checks; -1 die to horror check (-1 sanity), -2 dice to combat, three hits to kill. Thrown through nearest gate if combat lost.
FireVampire - med:Physical Immunity. Ambush (Cannot flee once combat starts) +0 evade checks; No horror check needed, -2 dice for combat, two hits to kill; does two damage.

Rivertown Streets:
Formless Spawn: med:Physical Immunity. +0 evade; -1 die for horror (-2 sanity); -2 dice for combat, 2+2=4 hits to kill; does two damage.

Graveyard:
Mi-Go - threat low: -2 dice evade checks; -1 die for horror check (-2 sanity); +0 dice for combat, 2 hits to kill, does one damage. If you kill Mi-Go return it to the box and draw one Unique item.
Ghost - threat medium/high:Physical Immunity, Undead -3 dice evade checks; -2 dice horror checks (-2 sanity); -3 dice for combat; 2 hits to kill, does two damage
Cultist - med: -3 dice evade checks; No horror check; +1 dice for combat; 2+2=4 hits to kill; does one damage

Uptown Streets:
Gug - high: Overwhelming 1(lose one stamina if combat check is passed); -2 dice to evade, -1 die horror checks (-2 sanity); -2 dice combat; 4 hits to kill; does four damage.

Woods:
Elder Thing - med: If you fail a combat check, lose one item or spell (player choice of item); -2 dice to evade; -3 dice horror check (-2 sanity); +0 dice combat; 3 hits to kill; does 1 damage (+ discard effect).
Warlock - high: Magical Immunity; -2 dice evade; -1 die horror check (-1 sanity); -3 dice combat checks; 2+3=5 hits to kill; does one damage. If you pass a combat check against Warlock return it to box for two clues.
Dark Young - high: Physical Resistance, Nightmarish 1 (Lose one Sanity if horror check is passed); -2 dice to evade; +0 dice sanity check (-3 sanity); -1 dice combat; 4 hits to kill; does three damage.

Warlock, Dark Young, and Ghost are stationary and will never move.
Sufficient I am to the day.
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Re: Arkham - Has been updated!!!

Post by Remus West »

No clue appears on Rumor cards which is why none was listed. Sorry, I should have put "none" in there.
“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
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Re: Arkham - Has been updated!!!

Post by bb2112 »

Remus: My sanity should be 7
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.
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Remus West
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Re: Arkham - Has been updated!!!

Post by Remus West »

bb2112 wrote:Remus: My sanity should be 7
Correct and fixed. Thanks for pointing it out.
“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
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Re: Arkham - next round

Post by Pyperkub »

redrun wrote:
Remus West wrote:The Great Ritual
Loud howling fills the night and sends cold shivers down the spine of every sane human in Arkham. Strange beastly noises emerge from the Woods and Graveyard as dark and horrible forms pour forth into the city. Chanting can be heard to echo in every corner of Arkham and pulling the covers over your head can not stop their words from tearing into your brain.
Sounds like LordMortis has found another bar band that he likes.
Remus West wrote:
Rumor:
Ongoing effect: Cultists, Witches, Warlocks, and High Priests have their toughness increased by 2 while this card is in play.

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

Yeah, so everything is tougher. Since the dice app hates Q he might have to worry, but the rest of us can clean the town. :P
Remus West wrote:
Gate opens at:
The Graveyard - Already an open gate there - Monster surge. 4 monsters in the Graveyard. 4 Monsters in the Woods.

Clue appears at:

Clue appears at ?
Remus West wrote: Monsters appear:
Graveya rd:
Nightgaunt
Cultist
Fire Vampire
Formless Spawn

Woods:
Dark Young
Gug
Warlock
Elder Thing

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

Formless Spawn to Rivertown Streets
FireVampire to Sky
Nightgaunt to Sky
Gug to Uptown Streets

One monster left in the graveyard, three in the woods - however, the street in front of the woods has a monster in it, making it impossible (AFAIK) to make it to the woods this turn. The monster killers have been doing an excellent job - we got eight new monsters without an overrun.

Remus West wrote: Pass: If a single player discards 3 spells (4 if there are 5 or more players) while in the French Hill streets during the Arkham Encounter Phase, return this card to the box. Each player gains 2 Clue tokens.

Fail: If there are ever 5 Clue tokens on this card, return it to the box. From now on, draw 2 mythos cards each Mythos Phase. Ignore everything on the first card except for the gate opening.
This. We have five turns to finish, fix, or fear this. Anyone have more than two spells (we'll need four, but I'm wondering who is closest)?
any chance we can close the Gug's gate this turn (who is blocking access to the woods AND the Magic Shoppe (for Spells to sacrifice)? Gug is Slash (I believe) by the way...

Even if I use the Holy water, I'd still need 4 hits out of 11 dice to kill it, which is not too far from do-able. I also move early enough that I could grab a weapon on the way - maybe the dynamite (who has it?). I do have 2 clues, but I'd like to keep them for when I fail a roll I should make, not plan on burning them, and I can conceivably get my speed to 6 - so if I don't get hit by a flyer, I should be able to get most places

I am about middle of the order, so I might be able to clear a path to the woods/magic shoppe.,

I have no spells. I do have $2 from my retainer this round though.

As a more realistic alternative, I could clear the Formless Spawn from Rivertown using my Holy Water or a lesser weapon acquired on the way and the path to the graveyard would be open, if necessary.



Thoughts? I think that if I can get the dynamite and maybe a persistent weapon, I should go for the Gug. Otherwise I should probably rendezvous for someone with a weapon so I can do a cash drop...
Black Lives definitely Matter Lorini!

Also: There are three ways to not tell the truth: lies, damned lies, and statistics.
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Re: Arkham - Has been updated!!!

Post by Remus West »

I meant to include this:
Player turn order:
1. RMC - Dexter Drake - returning from R'Lyeh in the Woods
2. bb2112 - Harvey Walters -
3. redrun - Mandy Thompson -
4. Pyperkub - Darryl Simmons -
5. El Guapo - Ashcan Pete - Advancing in Plateau of Leng
6. Newcastle - Jenny Barnes -
7. rshetts2 - Joe Diamond -
8. Qantaga - Gloria Goldberg -

When RMC returns he gets a turn in which he can choose to either ignore the monsters or interact with them (all or nothing either way, no pick and choose). That gives him time to close the gate before facing the monsters next turn. When that gate closes it will take all hexagonal and plus sign monsters with it (The Dark Young and the Formless Spawn are the only two out there currently).
“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
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Re: Arkham - Has been updated!!!

Post by El Guapo »

Well, I'm advancing in the Plateau of Leng, then. I'll also shift my Fight from 4/3 --> 5/2, so my stats are now:

Current Stats:
Speed/Sneak: 3/3
Fight/Will: 5/2
Lore/Luck:2/1
Black Lives Matter.
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Re: Arkham - next round

Post by redrun »

Pyperkub wrote: any chance we can close the Gug's gate this turn (who is blocking access to the woods AND the Magic Shoppe (for Spells to sacrifice)? Gug is Slash (I believe) by the way...

Even if I use the Holy water, I'd still need 4 hits out of 11 dice to kill it, which is not too far from do-able. I also move early enough that I could grab a weapon on the way - maybe the dynamite (who has it?). I do have 2 clues, but I'd like to keep them for when I fail a roll I should make, not plan on burning them, and I can conceivably get my speed to 6 - so if I don't get hit by a flyer, I should be able to get most places

I am about middle of the order, so I might be able to clear a path to the woods/magic shoppe.,

I have no spells. I do have $2 from my retainer this round though.

As a more realistic alternative, I could clear the Formless Spawn from Rivertown using my Holy Water or a lesser weapon acquired on the way and the path to the graveyard would be open, if necessary.
Thoughts? I think that if I can get the dynamite and maybe a persistent weapon, I should go for the Gug. Otherwise I should probably rendezvous for someone with a weapon so I can do a cash drop...
The Formless Spawn in the Rivertown Street has Physical Immunity. With your holy water you might be the best choice for this.

Also, Harvey Waters has:
Spells:
Control Gate
Casting Modifier: -1
Sanity Cost: 1
Movement: Cast and discard to search through the Gate marker stack for the Gate of your choice. Replace an existing open Gate with that marker, then shuffle the Gate marker stack.

So, we do have the option to change a gate to remove monsters. However, the monsters are pretty spread out:

Slash: Nightgaunt, Gug
Cresent: Cultist, Ghost
Star: Fire Vampire
Hex: Formless Spawn, Dark Young
Circle: Warlock, Mi-go
Diamond: Elder Thing

and the only split gates are:
Great Hall/City: Star, Triangle
Lost City/Another Time: Circle, Diamond.

Does anyone see a specific set of monsters we'd like gone with the gate to be closed this turn?
Sufficient I am to the day.
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Re: Arkham - Has been updated!!!

Post by redrun »

Mandy... Not a clue left, so what to do?
I don't fight very well. I do have a one handed physical weapon that I can hand off.
I don't move very fast. I do have $6 that I can pass off. I'm in the French Hill section in the Silver Twilight lodge.
I'd love to face the nightgaunt in the sky and get thrown through a gate, however if I run into the Fire Vampire (also in the sky) he'd probably kill me.
There is a clue next door to me at the Witch house, but I'd guess we've got someone who could use it more than me?

Paperkub is right out door from me. I think I should run out, hand him the 'lucky cig case', which will give him one free reroll in the future. If no-one speaks up about the witch house I could run in and grab the clue, and hope for more clues via an encounter there however if anyone has several clues and has a hope of getting to five clues I should leave this clue for them.

I'm not going to be able to make it to the Jenny to hand off money this turn (unless Jenny is moving somewhere?).

BB2112 - do you have any idea of what/where you're heading this turn? If nothing else, one of us might be able to gain an encounter die if we head to the same district.

So, basic plan is to give cig case to Paperkub, than (move to Jenny -or- move to same district as BB2112 -or- go to witch house -or- anything else someone points out). Really, I'm just hanging out looking for a chance to jump back through a gate, and trying to figure out what to do in the meantime. (I can't seal a gate (no clues or elder sign), but I can close a gate.)
Sufficient I am to the day.
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Remus West
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Re: Arkham - Has been updated!!!

Post by Remus West »

As a side note: if you are facing more than one monster during an encounter phase you get to choose what order to face them in. So, for example, if both the Nightgaunt and Firevampire were to jump someone (they move on different symbols so it is not a given that they would) that player could choose to face the Nightgaunt first if they desired.
“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
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Re: Arkham - Has been updated!!!

Post by Newcastle »

ok i might be able to help a bit w/ street sweeping this turn. My sanity i think is down to 4, need to check.

I am thinking right now, go to a spot on the board and kill some monsters...for one i can get a monster trophy in case we fight hte old dude.

Need to read more thoroughly where I am.

I am also open to meeting up and helping the group, so if anyone has a suggestion on what i should do am open to hearing it.

These are the doodads I have on me:
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.

Enchanted Blade - $6
1 hand
Magical Weapon
+4 to Combat checks

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.
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bb2112
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Re: Arkham - Has been updated!!!

Post by bb2112 »

I'm kind of stuck. I can't fight (at least not very well), and I can't get to an open gate. I have 6 clues currently, so I'm a good candidate to close a gate.

What if I move to Newcastle's position (Curiosity Shoppe?), give him my $5 for shopping. I was saving it for a spell, but maybe Newcastle can give me one or both of the Tomes and I can get my spell(s) that way. I would also like the Key. I currently have 6 clues, so I may be able to seal a gate when I can reach one. Once I get into a gate, if I get through my first encounter, then I can use the Key to quickly jump back and close the gate.

Unless you guys can think of a way to get me in to a gate this turn, I'm thinking that this may be my best course of action.

Thoughts?
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Re: Arkham - Has been updated!!!

Post by bb2112 »

http://octopusoverlords.com/forum/viewt ... 0#p1777465" target="_blank

REMUS: My counters should be for Speed/Sneak 3/2 at the start of the turn before I make any adjustments. The rest are correct.

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Re: Arkham - Has been updated!!!

Post by Pyperkub »

bb2112 wrote:I'm kind of stuck. I can't fight (at least not very well), and I can't get to an open gate. I have 6 clues currently, so I'm a good candidate to close a gate.

What if I move to Newcastle's position (Curiosity Shoppe?), give him my $5 for shopping. I was saving it for a spell, but maybe Newcastle can give me one or both of the Tomes and I can get my spell(s) that way. I would also like the Key. I currently have 6 clues, so I may be able to seal a gate when I can reach one. Once I get into a gate, if I get through my first encounter, then I can use the Key to quickly jump back and close the gate.

Unless you guys can think of a way to get me in to a gate this turn, I'm thinking that this may be my best course of action.

Thoughts?
How many spells do you have? Can you get enough spells to dispel the rumor?

If you can part with the cig case, that would be great - I'll give you all my cash to give to Jenny for more shopping, and maybe you can grab the dynamite and go after the Gug? Or if necessary get the tomes and proceed to the psych ward where you can read them and recover - a little Arkham style r & r. Maybe that can get us to the number of spells we need to kill the rumor.

I think that if the Woods will be closed next turn, that will help, and I'll make a run at the formless spawn then. Remus, if I have Fight X, +6 (holy water) does that make my fight X+6 against the Formless Spawn, or would it just be 6?
Last edited by Pyperkub on Tue Dec 27, 2011 6:51 pm, edited 1 time in total.
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Re: Arkham - Has been updated!!!

Post by bb2112 »

One problem, I go first. If I get both tomes, I can get 4 spells, but then I'm discarding all my spells, and it will take me 3 turns. Can spells be handed off? I believe Newcastle has a couple of spells and if we combine them, then we can discard them this turn to get rid of the rumor.
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.
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Re: Arkham - Has been updated!!!

Post by redrun »

bb2112 wrote:I'm kind of stuck. I can't fight (at least not very well), and I can't get to an open gate. I have 6 clues currently, so I'm a good candidate to close a gate.

What if I move to Newcastle's position (Curiosity Shoppe?), give him my $5 for shopping. I was saving it for a spell, but maybe Newcastle can give me one or both of the Tomes and I can get my spell(s) that way. I would also like the Key. I currently have 6 clues, so I may be able to seal a gate when I can reach one. Once I get into a gate, if I get through my first encounter, then I can use the Key to quickly jump back and close the gate.

Unless you guys can think of a way to get me in to a gate this turn, I'm thinking that this may be my best course of action.

Thoughts?
Remus West wrote:The Great Ritual
Loud howling fills the night and sends cold shivers down the spine of every sane human in Arkham. Strange beastly noises emerge from the Woods and Graveyard as dark and horrible forms pour forth into the city. Chanting can be heard to echo in every corner of Arkham and pulling the covers over your head can not stop their words from tearing into your brain.

Rumor:
Ongoing effect: Cultists, Witches, Warlocks, and High Priests have their toughness increased by 2 while this card is in play.

Place 1 Clue token on this card at the end of each Mythos Phase (beginning the turn after it entered play)

Pass: If a single player discards 3 spells (4 if there are 5 or more players) while in the French Hill streets during the Arkham Encounter Phase, return this card to the box. Each player gains 2 Clue tokens.

Fail: If there are ever 5 Clue tokens on this card, return it to the box. From now on, draw 2 mythos cards each Mythos Phase. Ignore everything on the first card except for the gate opening.

One possibility:

You grab both of Gloria's spells and run down to the French Hill streets. During the encounter phase you discard all four spells to end the rumor. I run pass you, grab your money, give paperkub the cig case, and go to somewhere in the merchant district, where I meet up with Jenny. You end up standing in the street, hoping we clear a path to the rivertown or woods... or, if the monsters in the sky swoop down on you, face the Nightgaunt first, lose, and get thrown through the nearest open gate.

Another option is that you give Gloria your spells and she comes down to the French Hill streets to handle the rumor. Since Gloria is a monster hunter I think it better she go hunting...

Either way, we throw out some nice spells, but get everyone two clues and weaken the monsters (not before combat this turn, but before next turn starts). I think the trade off is worth it.

Newcastle. If BB2112 and Gloria decide to use up their spells to end the rumor, shall you and I meet up in the merchant district? I pass money to you (about $10), and take several items from you and put them to use soon. The tombs I should have the movement to try, the key I could use to go to another world to close a gate (I don't have clues, so I can't seal a gate, but will get a gate trophy - we're at three of six now.). One more point is that if you and I meet up in the Merchant district, next turn BB2112 could run to me, grab the key and send himself off to another world if he doesn't have a good path to a gate.
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Re: Arkham - Has been updated!!!

Post by redrun »

BTW, concerning trading items:

Trading Equipment: An investigator in the same street area, Other World area, or location as another investigator may trade money, common Items, Unique Items, and Spells. this may be done before, during, or after movement, but not during combat.


Remus - I take this to mean I can grab stuff from another player during my turn as I pass by them (or if I start in the same square). Is correct?
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Re: Arkham - Has been updated!!!

Post by Pyperkub »

redrun wrote:BTW, concerning trading items:

Trading Equipment: An investigator in the same street area, Other World area, or location as another investigator may trade money, common Items, Unique Items, and Spells. this may be done before, during, or after movement, but not during combat.


Remus - I take this to mean I can grab stuff from another player during my turn as I pass by them (or if I start in the same square). Is correct?
Yes, that's what we've done so far.
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Re: Arkham - Has been updated!!!

Post by rshetts2 »

My sanity is down to 2 right now. Fine time for a monster surge. Im really not sure what to do at this point. Ive still got 4 stam so I can stand in a fight but just a bit of bad luck : ie Remus rolling normal and Im gonna go nutters. So any advice at this point would be greatly appreciated.
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Re: Arkham - Has been updated!!!

Post by Remus West »

rshetts2 wrote:My sanity is down to 2 right now. Fine time for a monster surge. Im really not sure what to do at this point. Ive still got 4 stam so I can stand in a fight but just a bit of bad luck : ie Remus rolling normal and Im gonna go nutters. So any advice at this point would be greatly appreciated.
You actually have a single turn grace period in which you are allowed to ignore all monsters in a location that you just returned to (i.e. what you are doing). You then get to either try to close the gate or go back through. If you choose to fight a monster then you must deal with them all (fight/evade each in whichever order you choose). (p.18 under "Monsters Guarding Gates" for those interested in the exact wording).

As for trading, it is a free thing any time you are in the same place as another investigator with no monsters (if there is a monster you have to fight/evade). You could go someplace that has a monster and an investigator and beat up the monster then trade if you wanted.
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Re: Arkham - Has been updated!!!

Post by bb2112 »

Ok, based on some past suggestions, this is what I'm thinking.

1. I have 2 spells, I can pass to either Q or NC. I'm thinking Q would be the better choice because it looks like NC has a decent combo? More on this below.

2. Go to Curiosity Shoppe. I have $5, I can either give it to NC, or get $5 from NC (since he has $5 also) and go shopping myself.

3. I can get the key from NC and the spell Find Gate. (this is the nice combo mentioned in #1) I use the key to go to another world, then use the Find Gate spell to come back at a gate. I have 6 clues, so can seal a gate that is not currently being targeted by one of our investigators. I think this would work. Thoughts? Obviously this would have to be done on my next turn.

4. NC can also hand off one or both of the tomes to me since I have 7 sanity and don't lose it by using the tomes, plus I can get my spells back. Would also have to be done on my next turn when I get my movement points back.

5. Did anyone else notice that NC has a nice rack?

6. That leaves Q with 4 spells to deal with the rumor.

How does this sound?
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.
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Re: Arkham - Has been updated!!!

Post by redrun »

bb2112 wrote:Ok, based on some past suggestions, this is what I'm thinking.

1. I have 2 spells, I can pass to either Q or NC. I'm thinking Q would be the better choice because it looks like NC has a decent combo? More on this below.

2. Go to Curiosity Shoppe. I have $5, I can either give it to NC, or get $5 from NC (since he has $5 also) and go shopping myself.

3. I can get the key from NC and the spell Find Gate. (this is the nice combo mentioned in #1) I use the key to go to another world, then use the Find Gate spell to come back at a gate. I have 6 clues, so can seal a gate that is not currently being targeted by one of our investigators. I think this would work. Thoughts? Obviously this would have to be done on my next turn.

4. NC can also hand off one or both of the tomes to me since I have 7 sanity and don't lose it by using the tomes, plus I can get my spells back. Would also have to be done on my next turn when I get my movement points back.

5. Did anyone else notice that NC has a nice rack?

6. That leaves Q with 4 spells to deal with the rumor.

How does this sound?
Why you couldn't use the key this turn? You move pass off spells, move to NC, get the keys and tombs (I agree you're a good choice for the tombs), discard the key (it's still movement phase) to go to the other world.

>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.

Movement indicates it happens during movement phase, but it doesn't say anything about requireing any movement points or using up your movement. If you've got extra movement points you can use a tomb before the key.

Don't forget to use your healing stone.
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Re: Arkham - Has been updated!!!

Post by Newcastle »

i think its of utmost importance that we send someone off to close the gate ASAP. We're ahead right now, well not in a bad spot, but it could be just 1 bad dual gates opening would set us back, especially with the monsters roaming around. So yeah, we should send BB off to gate close as well.

Question regarding the spells - would they be best w/ you since your going to go gate hopping? or woudl they be best w/ someone who can use them who's land based right now?

bb2112 wrote:
5. Did anyone else notice that NC has a nice rack?
and your manboobs are quite splendid themselves...
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Re: Arkham - next round

Post by Newcastle »

redrun wrote: Does anyone see a specific set of monsters we'd like gone with the gate to be closed this turn?
I need to look at the board, but i would think we should target a set of monsters that are either the greatest danger/threat to our survival or those that are in the way of our moves.
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Re: Arkham - Has been updated!!!

Post by bb2112 »

Ok, how about this?

1. I have 2 spells, I pass them both to Q.

2. Go to Curiosity Shoppe. I give $5 to NC.

3. I get the key from NC and the spell Find Gate. I will also grab the tombs if everyone is good with that. I don't lose the sanity on using them, and I need to replace the spells I gave away.

4. I use my Healing stone to get back my one stamina loss.

5. I use the key to jump to another world. Can I immediately use the spell to come back on the same turn and close a gate? And if so, which gate should I target?

6. That leaves Q with 4 spells to deal with the rumor.

How does this sound?
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.
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Re: Arkham - Has been updated!!!

Post by Newcastle »

Rumor:
Ongoing effect: Cultists, Witches, Warlocks, and High Priests have their toughness increased by 2 while this card is in play.

Place 1 Clue token on this card at the end of each Mythos Phase (beginning the turn after it entered play)

Pass: If a single player discards 3 spells (4 if there are 5 or more players) while in the French Hill streets during the Arkham Encounter Phase, return this card to the box. Each player gains 2 Clue tokens.

Fail: If there are ever 5 Clue tokens on this card, return it to the box. From now on, draw 2 mythos cards each Mythos Phase. Ignore everything on the first card except for the gate opening.
ok i didnt see this was how we had to deal w/ the rumor then. I wasnt aware of that.

So question is...what spells do we get rid of, and how do we combine them on 1 person. We should look at who is moving when, so we know the final destination of spells...so we know who they need to end up w/ ...so a complicated daisy chain then.
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Re: Arkham - Has been updated!!!

Post by Newcastle »

i dont mind sacrificing my intervene spell also
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
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Re: Arkham - Has been updated!!!

Post by Pyperkub »

bb2112 wrote:Ok, how about this?

1. I have 2 spells, I pass them both to Q.

2. Go to Curiosity Shoppe. I give $5 to NC.

3. I get the key from NC and the spell Find Gate. I will also grab the tombs if everyone is good with that. I don't lose the sanity on using them, and I need to replace the spells I gave away.

4. I use my Healing stone to get back my one stamina loss.

5. I use the key to jump to another world. Can I immediately use the spell to come back on the same turn and close a gate? And if so, which gate should I target?

6. That leaves Q with 4 spells to deal with the rumor.

How does this sound?
Don't forget to give me the cig case (so I have a better chance of smacking around the formless spawn), and take my $2 on the way.
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Re: Arkham - Has been updated!!!

Post by bb2112 »

Since I go before anyone, and my move depends on Q and NC, I will wait to post my final move until after they agree.

And Redrun has the cig case. Not sure how that needs to be coordinated to get it to you, but I'm pretty sure I cannot help you with it. Sorry.
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Re: Arkham - Has been updated!!!

Post by redrun »

Pyperkub wrote: Don't forget to give me the cig case (so I have a better chance of smacking around the formless spawn), and take my $2 on the way.
I've got the cig case, you're in the street next to me, so my plan is to pass it off to you.
So, my plan:

Step into French Hill streets, hand cig case to Paperkub.
...
If Q is planning to come dispell the rumor, I'll head to the Witch house, grab the clue there, and hope for more clues via an encounter.
...
If Q isn't planning to come dispell the rumor, I'm more likely to head up closer to Newcastle, so as to get some money to him in the near future.
...
Other suggestions are welcome.
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Re: Arkham - Has been updated!!!

Post by Qantaga »

I could have sworn I posted here this morning. :(

I'm out now, but I'll catch up tonight.
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Re: Arkham - Has been updated!!!

Post by redrun »

:)
bb2112 wrote:Ok, how about this?
5. I use the key to jump to another world. Can I immediately use the spell to come back on the same turn and close a gate? And if so, which gate should I target?

6. That leaves Q with 4 spells to deal with the rumor.

How does this sound?
I just realized the hole in our plan. There are two gates open. RMC comes back to close one this turn, El'G comes back to close one next turn. Probably not a good time to be jumping to the other world.


A quick look around - RMC has an elder sign (his gate should close), El'G has six clues, Joe Diamond has seven clues, you have six clues... we've got enough folks to close gates lined up. We only need to get one more of you through a gate.

We need to reduce the monster level. I've not thought this completly through but:
You pass stuff to Q, and go get what you need to from NC, so as to be set to jump into other world next turn. You might also want to use your stone and leave it behind for Joe to grab. He's our faster figher (and one of the best), but could use something to help keep sane.
Joe Diamond runs through Q, grabs all the spells, drops off the dynamite with Q, heads to French Hills, dispells rumor.
Q runs over and kills the Gug outside the woods with the dynamite.
RMC comes back to the woods and closes the gate and is stuck with a bunch of monsters (but is safe this turn).
Next turn Q runs into the woods (he'll go before RMC) and either fights all his monsters, or plays his flute to get rid of them.
P'kub gets the cig case from me, and informs the formless spawn to unspawn.
Mandy... Mandy pertends to have something to do beyond supplying a reroll to someone else.
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Re: Arkham - Has been updated!!!

Post by Qantaga »

redrun wrote: We need to reduce the monster level. I've not thought this completly through but:
You pass stuff to Q, and go get what you need to from NC, so as to be set to jump into other world next turn. You might also want to use your stone and leave it behind for Joe to grab. He's our faster figher (and one of the best), but could use something to help keep sane.
Joe Diamond runs through Q, grabs all the spells, drops off the dynamite with Q, heads to French Hills, dispells rumor.
Q runs over and kills the Gug outside the woods with the dynamite.
RMC comes back to the woods and closes the gate and is stuck with a bunch of monsters (but is safe this turn).
Next turn Q runs into the woods (he'll go before RMC) and either fights all his monsters, or plays his flute to get rid of them.
P'kub gets the cig case from me, and informs the formless spawn to unspawn.
Mandy... Mandy pertends to have something to do beyond supplying a reroll to someone else.

I'm still trying to think everything through (since we've got our hands full now), but I'm happy to go along with the plan that you all have been formulating.
If we shadows have offended, think but this and all is mended
That you have but slumber'd here while these visions did appear
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