• Welcome to Talking Time's third iteration! If you would like to register for an account, or have already registered but have not yet been confirmed, please read the following:

    1. The CAPTCHA key's answer is "Percy"
    2. Once you've completed the registration process please email us from the email you used for registration at percyreghelper@gmail.com and include the username you used for registration

    Once you have completed these steps, Moderation Staff will be able to get your account approved.

Let's Play Arkham Horror Already!

Back to Let's Play < 1 2 3 4 5 6 7 8 9 10 11 12 >
  #91  
Old 05-22-2008, 10:12 PM
Ample Vigour Ample Vigour is offline
S*xual Tyrannosaurus
 
Join Date: Apr 2008
Posts: 23,585
Default

Quote:
Originally Posted by Matchstick View Post
In my experience, the quick and dirty is that if the Big Bad is summoned, you die horribly.
We beat Yig once, for what that's worth. I have to imagine that combat against the Dark Goat of the Woods will be far less productive.
  #92  
Old 05-23-2008, 02:58 AM
poetfox poetfox is offline
Dragon Enthusiast
 
Join Date: Jun 2007
Location: The Magical Land of Missouri
Posts: 3,392
Default

Quote:
Originally Posted by Matchstick View Post
As an aside, I hope poetfox doesn't mind me answering questions in the middle of his show.
Her show, and not at all! Glad someone is taking care of things while I'm at work or something. Heh.
However...
Quote:
Originally Posted by Matchstick
There's a sliding scale for how many gate trophies you need to win the game that varies by the number of players. You need to have no open gates left on the board and X gates in hand to win. The Big Bad doesn't factor into that calculation.
There are actually two ways to win with gate-sealing and you're sort of confusing them.
Way 1: Have six seals on the board.
Way 2: Have all gates closed and the investigators have 1 gate trophy per player (not one on each player, just a total of that many)

And, of course, Way 3 to win is to defeat the Elder God, but that's... really unlikely.

I think I've only won with way 2 once. It's almost always way 1, or devouredsville.

Next installment should be so late Friday that it's actually Saturday, and then probably nothing until Monday afternoon because, shockingly, I actually have plans this weekend.
Edit: Um, so, apparently someone took the camera and didn't return it, and it isn't anywhere that's safe to search while the rest of the house is in bed, so I can't do an update like I planned... so I shall write my little story bits (I actually have an overall plan about how everyone's expanded-upon back story is going to tie together cause I'm like that) and try again once I can find the camera. Very sorry about that.

Last edited by poetfox; 05-24-2008 at 12:28 AM. Reason: Status update.
  #93  
Old 05-25-2008, 03:29 PM
poetfox poetfox is offline
Dragon Enthusiast
 
Join Date: Jun 2007
Location: The Magical Land of Missouri
Posts: 3,392
Default

"You will translate these runes for us."
"Hey, you have the gun, it's your show." I shrugged.
"Damn right it is." The bastard held the pistol towards me, carefully attempting to make his way to the table without taking his eyes off of me.
"So I translate, and then what?"
"What do you think, Jack?"
"I think I get shot either way."
"You will translate these runes..." He advanced menacingly, waving the gun to show he wasn't kidding. Of course, that probably wasn't a good plan, seeing as I had dropped my bag in front of him earlier, he didn't trip, but he stumbled, and that was enough.
"Face, meet my fist." It made quite a sound as it broke his nose and knocked him backward onto his ass. Hurt like a bitch, too.
His gun skittered away on the floor as he hit the ground, barely out of reach. He reached for it desperately, but a quick crack of my whip took care of that, too. I moved over and planted my boot on his chest. "Now, what were you saying about translation?"
The phone rang.
I sighed. "Always at the most annoying times, isn't it?" I kicked him in the side of the head, then checked to make sure it had knocked him out. It had. I still had the touch.
Whoever was calling wasn't taking a hint, though, as the phone rang and rang and rang... I sighed again and picked it up.
"Hello?"
"M-monterey?" A nervous voice greeted me.
"Hey, Peter. What's up?"
"I... I got something here... y-you'd probably be interested..."
"Oh?"
"A statue. N-not sure what it is... exactly..."
"Something wrong, Pete?"
"N-no, I just... look, you gotta get out here... take this place somewhere more safe... it... there's something up with it... and I think... it's not safe to be here... you... you deal with this kinda stuff..."
Not by choice, of course. Peter and I had met when a new exhibit at his museum had gone south. Visitors were getting deathly ill left and right just by looking at the thing. Pain in my ass taking it back to the tomb to lift the curse, let me tell you, and since then, when he calls, it's nothing but trouble.
Of course, I'm too nice a guy not to help out. Don't tell anyone, though.
"I'll catch the next train."
"Please hurry..."
I hung up, pushed my visitor out the door and down the stairs, and started packing some essentials. I knew Peter well enough to know that although he trusted me, if someone gave him the opportunity to dump it earlier he would. If it got into someone else's hands, it would likely cause a whole mess of trouble.
Of course, it always was trouble.


---

Plans changed, and as such I had time to catch you up on what I owed you all for the other day. Know what's exciting? Horror. In Arkham. Let's go do that.

Turn 9: Upkeep
Let's refresh some things aaaand... okay! Also, Monterey is going to up his Sneak a notch because he only needs 3 movement to get where he's going.

Turn 9: Movement
Hey, Joe Diamond, monster hunter, is stuck with a Wraith. Which he shall now kick the ass of. Hopefully.

This monster has two new keywords, Nightmarish 1 and Overwhelming 1. Nightmarish means that, just for engaging this monster, we lose a point of sanity, no matter what. Overwhelming is the same for Stamina. Combine that with the fact that here is no way Diamond's 0 Will can pass the horror check, and we lose 2 sanity and 1 stamina right at the start. All we can use is Joe's magic sword here, so we get 8 dice. Diamond draws his sword, charging the Wraith in his way...

Whew. That was too damn close. Diamond takes it as a Monster Trophy and ends his movement.

Monterey Jack, now fully hooked up on the Clue Token front, decides he best get back to that whole sealing thing. He hops into the gate at the Unvisited Isle, which takes him to fabulous...

R'yleh. That... could be bad.

Marie continues her explorations of the Great Hall of Celeano and moves forward a space.

Amanda has similar thoughts to Monterey, and hoofs it down to the Woods, moving confidently into the gate there and ending up in...

The City of the Great Race! If only I had more horrible race-related jokes to tell.

Turn 9: Arkham Encounters
Hey, everyone is in another dimension besides Joe Diamond, who is in the street. Oh well, best try for an exhibit item, eh? GO, DICE ROLL!

No item for you, Mr. Monster Hunter.

Turn 9: Otherworldly Encounters

Monterey Jack begins his exploration of R'yleh... however, the darkness pressing in around him, feeling like it's suffocating him!
Quote:
The unending blackness terrifies you. Pass a Will (-1) Check or lose 1 Sanity and 1 Stamina from fear an exhaustion
Alright, so I just... hmm, he has 1 Will, so he gets no dice. Well, I can just let him lose 1 and 1... wait, he only has 1 Sanity. Shit. Clue token time.

Shit. Another clue token.

Whew. Well, we had to burn 2, but we managed to keep Monterey from going insane and being Lost in Time and Space, which is what happens when you go insane or get knocked out in another world. Of course, now he's 2 tokens short of sealing the gate. Damn.

Marie continues examining the rooms in the Great Hall when she spots and oddly comforting man.
Quote:
A man in a coat and hat takes your arm, and you find yourself leading the shadowy presence forward. All the reward you seem to need is his reassurance... perhaps you are being mystically controlled, but it's hard to care. Gain 1 Sanity, but take the Local Guide card.
Local Guide, eh?

Worse effects could have happened, I suppose. Marie gains the card and is forced to show this shadowy presence around Arkham when she gets back.

Amanda starts her sneaking about the city when she stumbles upon some odd beings who seem friendly.
Quote:
The conical beings here try to speak to you. Make a Lore (-2) check.
Okay.

Sweet!
Quote:
If you fail, you are Delayed. If you pass, you learn that they are enemies of the Ancient Ones; gain 3 Clue tokens.
Score! Talking with these strange beings in broken language, Amanda manages to learn that they're friendly, and glean a few key tips on how to accomplish her goal. Awesome!
  #94  
Old 05-25-2008, 03:41 PM
poetfox poetfox is offline
Dragon Enthusiast
 
Join Date: Jun 2007
Location: The Magical Land of Missouri
Posts: 3,392
Default

Turn 9: Mythos
Quote:
Environment (Weather)
Plague of Insects
The strange locusts and beetles around town have reached critical mass! They crawl, fly, and hop everywhere. Investigators that end their turns in the street lose 1 Stamina and 1 Sanity. The terror level increases by 1.
Well, that's just wonderful. Goodbye, free Exhibit items, hello pain.

Looks like the General Store is closed for business. No Common Items for us.

Aww, did you really have to leave? Ignore Physical Resistance is nice...
At least the roll for the rumor turned up a 6, so it doesn't go up another notch.

A clue appears at the Witch House. Also, the Dark Young and Goat Spawn move. The Dark Young is yellow-bordered, though, meaning it does not move. The Goat Spawn, with its red boarder, is a Fast monster, meaning it moves two spaces along the white arrows. It passes by the high priest and ends up in the Eastown streets.

The best part, though, is that this is another 2 Doom Token instead of a gate, card. Shubby is getting mighty close to being summoned...

Diamond passes the First Player token to Monterey, and we head to the next turn.

Turn 10: Upkeep
Diamond refreshes his Golden Sword of Ass-kicking. Monterey decides to up his Sneak 1 and his Will 1, to try to keep himself a bit more safe. Amanda does similarly, maxing out her sneak and upping her will by 1 for similar reasons. Marie maxes out her Lore so she can seal gates like crazy this turn.

Turn 10: Movement
Monterey moves forward one space in R'yleh, hoping to avoid any additional danger.

Marie, however, is done! She moves out of Celeano and back to Arkham!

Right back on top of the Colour from Beyond Space. Luckily, since she came out of a gate, she doesn't have to deal with it this turn. She gets an explored marker, though, preparing her to seal this mofo.

Amanda moves one step closer to finding the finish line in the City of the Great Race.

Diamond needs to get the hell out of the streets. He's also currently really weak. We should really get him to the Asylum, but there are so many monsters in the way that's just not going to happen without combat, which, combined with the Locusts, would probably kill him. Luckily, he has a ton of Speed, so he dashes down to St. Mary's Hospital for some medical treatment.

Turn 10: Arkham Encounters
Marie starts singing a song, drawing upon the arcane knowledge she has to seal the gate for good...

Her voice totally cracks on the high parts, however, and she fails. We could use a clue or her Mythos lore, but then she wouldn't be able to permanently seal it, so she's just going to have to try again next round.

Diamond mooches from free medical care, using the special ability of St. Mary's Hospital to heal him 1 Stamina.

Turn 10: Otherworldly Encounters

Monterey walks along the side of an odd body of water... he can't believe his eyes... he thinks he see something on the horizon!
Quote:
A miracle! A boat appears, hailing from the nearby island of Ponape. Pass a Will (-3) check to convince them to take you back to the normal world. If you pass, immediately return to Arkham.
This would be extremely nice, but Monterey still only has 2 will. Oh well, he'll be back in Arkham next turn anyway. After a short talk, the boat sails away, leaving Monterey to his travels.

Ducking into a nearby building in the City, Amanda discovers she's stumbled upon an arcane library, full of books of magic!
Quote:
You may take 1 Spell, but must pass a Will (+0) check or lose 1 Sanity.
Amanda's Sanity hasn't been hurt at all this game, so we can risk it with her two dice. She delves into the books, looking for something useful...

She manages to absorb the mystical teachings without sanity loss, and gains...

A Cloud Memory for her trouble. Eh, could have been worse. Still, we haven't made any use of Marie's copy of this, so this might gather dust too. With this newfound knowledge, Amanda sets back out.

Turn 10: Mythos
Quote:
Environment (Weather)
Balmy
Sneak checks in Arkham are made at a -1 Penalty.
Fight checks in Arkham are made at a +1 bonus.
When moving, Stalkers move to investigators in street areas or unstable locations up to 2 spaces away.
Well, at least those locusts left quickly. The sneak check penalty sucks, but at least Diamond can kick more ass, now. Stalkers are monsters with purple borders. We haven't drawn one yet, so the last part doesn't really matter. When it does, rest assured I'll explain it.

A portal appears up at Wizard's Hill in the small town of Dunwich, and with it, a Maniac. A clue appears at the Gardners' Place in Dunwich as well. This is actually the first time the Dunwich board has come into play. Someone might have to be taking a train up there to take care of that...

Shubby also gets another doom token. Only 2 more, and he's summoned! Dammit!

The High Priest moves to join the Goat Spawn, and the Rumor roll comes up with a 4, meaning the terror track stays where it is.

Marie gets the First player token, and the turn ends.

Well, after two more turns, let's see how we're doing...


Monterey Jack (J): 1 Sanity, 7 Stamina
Speed: 2
Sneak: 2
Fight: 3
Will: 2
Lore: 3
Luck: 3
Cash: $7
Clues: 3
Items: Bullwhip, .38 Revolver, Alien Device, Wave of Destruction, Stealth, Brass Knuckles
Trophies: Ghost (2 pts) City of the Great Race (5 pts)

Marie Lambeau (M): 4 Sanity, 3 Stamina
Speed: 1
Sneak: 4
Fight: 1 (+1)
Will: 4
Lore: 4
Luck: 1
Cash: $4
Clues: 5
Items: Enchanted Knife, Voice of Ra, Cloud Memory, Vision Quest, Mythos Lore, Fight +1, Eye of Light and Darkness
Trophies: Plateau of Leng (5 pts)
Effects: Local Guide

Amanda Sharpe (A): 5 Sanity, 2 Stamina
Speed: 1
Sneak: 4
Fight: 3
Will: 2 (+1)
Lore: 4
Luck: 1
Cash: $1
Clues: 9
Items: .18 Derringer, Enchanted Cane, Wrack, Will +1, Expert Occultist, Sir William Briton, Cloud Memory
Trophies: The Abyss (5 pts), Cultist (2 pts)

Joe Diamond (D): 2 Sanity, 4 Stamina
Speed: 6
Sneak: 1
Fight: 5
Will: 0
Lore: 0
Luck: 3
Cash: $0
Clues: 0
Items: .45 Automatic, Knife, Ancient Tome, Spot Hidden, Tablet of Bast, Golden Sword of Y'Ha-Talla, Elixir of Life
Trophies: Witch (2 pts) Hound of Tindolos (3 pts) Wraith (4 pts)

Things are getting tense. Our investigators are going to have to get some lucky breaks soon, or they'll have an Ancient One on their hands... any good advice you'd like to give? Any hope and prayers? Any comments at all? Go for it.
  #95  
Old 05-25-2008, 03:53 PM
Octopus Prime Octopus Prime is offline
Mystery Contraption
 
Join Date: Aug 2007
Location: The Great White North
Pronouns: He
Posts: 52,927
Default

Not to wish you bad luck or anything, but I'm kind of eager to see how you stand up to the ol' Shubster.

Go Black Goat of the Woods! Annihilate that world of man!
  #96  
Old 05-25-2008, 04:22 PM
Zithuan Zithuan is offline
Goblin
 
Join Date: Aug 2007
Location: San Francisco
Posts: 673
Default

Quote:
Originally Posted by poetfox View Post
This monster has two new keywords, Nightmarish 1 and Overwhelming 1. Nightmarish means that, just for engaging this monster, we lose a point of sanity, no matter what. Overwhelming is the same for Stamina.
Nightmarish X: Any investigator that passes a Horror check when facing this monster still loses X Sanity. This ability doesn't apply if the investigator fails the Horror check.

Same deal for Overwhelming. So Joe Diamond has an extra point of sanity to spare!

Good luck at this point! You could use a bulk rate on Elder Signs, or you might even pray for a Monster Surge or 2! Try to have Marie give away her stuff before Shub wakes up, because she won't survive a single attack?
  #97  
Old 05-25-2008, 04:39 PM
poetfox poetfox is offline
Dragon Enthusiast
 
Join Date: Jun 2007
Location: The Magical Land of Missouri
Posts: 3,392
Default

Quote:
Originally Posted by Zithuan View Post
Nightmarish X: Any investigator that passes a Horror check when facing this monster still loses X Sanity. This ability doesn't apply if the investigator fails the Horror check.

Same deal for Overwhelming. So Joe Diamond has an extra point of sanity to spare!

Good luck at this point! You could use a bulk rate on Elder Signs, or you might even pray for a Monster Surge or 2! Try to have Marie give away her stuff before Shub wakes up, because she won't survive a single attack?
Man, I am so tired of not knowing the rules of this game well enough. Heh. I guess I really should have sat down and seriously studied them before I started, instead of trusting the fact that I've played the game many, many, many times. Those rules make so little sense, though... what's the point of the Wraith having a horror value at all if that's the case? Doing the check will never yield a good result. It's pointless to check. Eh, who knows.
Well, hopefully this whole thing is being as much of a learning experience to you all as it has been to me. Heh. That's all I can hope for, as that was sort of the idea.
  #98  
Old 05-25-2008, 05:21 PM
Octopus Prime Octopus Prime is offline
Mystery Contraption
 
Join Date: Aug 2007
Location: The Great White North
Pronouns: He
Posts: 52,927
Default

Well, just consider the way you were playing to be the House Rules.
  #99  
Old 05-25-2008, 07:21 PM
mr_bungle700 mr_bungle700 is offline
Banned
 
Join Date: Jun 2007
Posts: 8,699
Default

As complicated as this game is, I'd be surprised if anyone knew all the rules. That's one of the things that makes this Let's Play interesting though. I'm enjoying learning the ins and outs of the game almost as much as I'm enjoying seeing you play it.

And hey, consider it a bonus that doing this Let's Play has given you the chance to learn new things about a game you've played many times before.
  #100  
Old 05-26-2008, 05:27 AM
Thinaran Thinaran is offline
Kerberos Panzer Corps
 
Join Date: Jun 2007
Location: Snoreway
Posts: 3,833
Default

Is there any way to remove a Doom token, except for that ability (I think it was) Marie used to block one? I'm guessing you'll need some kind of unusual artifact or something similar.

I was at my local comic book shoppe to buy this game, but they were out. I ordered one.
  #101  
Old 05-26-2008, 07:22 AM
Merus Merus is offline
Senior Member
 
Join Date: Jun 2007
Posts: 15,285
Default

Toooooonight there's gunna be a murrrrrrder...

Seriously, it looks like you're screwed. But hey! Maybe this is salvageable.
  #102  
Old 05-26-2008, 02:00 PM
poetfox poetfox is offline
Dragon Enthusiast
 
Join Date: Jun 2007
Location: The Magical Land of Missouri
Posts: 3,392
Default

Quote:
Originally Posted by Thinaran View Post
Is there any way to remove a Doom token, except for that ability (I think it was) Marie used to block one? I'm guessing you'll need some kind of unusual artifact or something similar.
Sealing a gate with an Elder Sign removes a Doom token, but it's to the point where it's kind of unlikely for us to get one... basically all we can hope for is lots and lots of gate bursts, but even then, it'll be tough-going because we'll just have that many more monsters.

Now that I think about it, there might be a Lodge ritual that does that, but it would be such a crap shoot to get and I'm not all that sure it exists...
  #103  
Old 05-26-2008, 02:31 PM
Zithuan Zithuan is offline
Goblin
 
Join Date: Aug 2007
Location: San Francisco
Posts: 673
Default

Quote:
Originally Posted by poetfox View Post
Those rules make so little sense, though... what's the point of the Wraith having a horror value at all if that's the case? Doing the check will never yield a good result. It's pointless to check.
The Nightmarish concept is a translation of the sanity mechanic from the Call of Cthulhu rpg. Mythos creatures typically have a sanity check like "1/1d6" which means 1 sanity damage on a success, 1d6 sanity damage on a failure. The Arkham Horror wraith would effectively be "1/1" which is silly. The only reason it would ever matter is if Eric Colt was your ally at the time. (I don't think there are any other ways to ignore Nightmarish...)

I've been enjoying this thread, though it's a shame things look so grim for our investigators at this point. It's really those 2 Mythos cards that each gave 2 Doom counters that are to blame.
  #104  
Old 05-26-2008, 04:13 PM
poetfox poetfox is offline
Dragon Enthusiast
 
Join Date: Jun 2007
Location: The Magical Land of Missouri
Posts: 3,392
Default

My first order of business was to talk to that nervous kid I met at the museum. He knew something was up, something I didn't. I had to find out what. I hoofed it back to see if I could find where he lived.
When I got there, though, police were all about, and the whole place was blocked off. Something had obviously gone down once I had left. I searched for the man in charge, planning on getting some answers, but was too late. An odd fellow in a fedora was already questioning him.
"We can't release any details at this time, sir." the cop said, looking tired. He'd obviously been in this conversation for awhile now.
"Hey. Hey. I told you, I'm not the press or anything. I just have a friend who works here, hadn't heard from him, wanting to make sure he's alright. Surely you can help me out."
"I told you, sir, I can't tell you anything. Now if you'd please move along, we do have important police work to be doing."
"Fine, fine. But don't expect any help from me next time you need it."
"I'll make a note of that, sir."
The odd man stamped off in a huff. From his conversation, it was obvious that the police were not going to be forthcoming with information, so I followed the man instead, calling to him. "Hey."
He turned. "Hm? You guys changed your mind?"
"No, I'm not a cop." I flashed my card. "Joe Diamond. Private Eye."
"Ah, okay." He held out his hand. "They call me Monterey Jack. Nice to meet you."
I gave him a firm, confident shake. "So, what exactly is going on there?"
"Pfft, wish I knew. Got a call from a friend of mine who works in the place, says he has something for me. Take the train into town, and when I finally get here, I see this." Monterey motioned towards the big group of cops. "They really need to let me know what's going on. I know my friend, and he wouldn't have called me if there wasn't some dark stuff going on."
"Dark stuff, eh?"
"Yeah. He had some sort of artifact he wanted to get rid of." That sounded familiar.
"Are we talking a smaller, young guy, glasses, very nervous?"
"Yeah, that's Pete. Did you know him, too?"
I pulled the necklace out of my pocket. "Know anything about this?"
Monterey went pale as he looked over the insignia. "Where the hell did you get that thing?"
"So you recognize it, then?"
He looked up in a bit of anger. "Where the hell did you get this thing?"
It was obvious I'd have to give up a bit of information to get any more out of him. "Someone jumped me last night. I woke up with this in my hand. Just trying to figure out what's going on."
"Why would that lead you to here, though?"
"I was just retracing my steps."
"You were here last night?"
"Look, are you going to tell me what this thing is, or not?"
"This... this means that I'm sticking with you, buddy. That's what this means."
"No way. I work alone."
"That symbol, here... that was carved into the forehead of my father when he was killed. Now, if you have any sort of leads on that goddamn cult, I am coming with you, and that's that. Now start talking."
I sighed. If there's one thing more frustrating than dames, it's partners.


---

We may be screwed, but that won't stop us from trying! Back to Arkham we go!
Also, it was pointed out to me another rule I didn't understand correctly about Nightmarish. Apparently it only goes off if you pass the horror check, so Diamond has an extra point of Sanity. Yay for him, I suppose! But here we go.

Turn 11: Upkeep
Swords refresh, la dee da... Monterey also maxes out his Fight for gate closing action.

Turn 11: Movement
Marie is staying right here, because she's got some gate-sealing to do. However, that means she's going to have to hide from the Colour Out of Space. Luckily, that shouldn't be too hard of a task. The +1 bonus to sneak on the Colour is canceled out by the Balmy weather conditions, though, giving her an impressive 4 dice to sneak past.

She has no problem, and hides in the cave, waiting for her chance to seal the gate for good.

Amanda finds her way back to Arkham from The City of the Great Race, and is back in the Woods.

Diamond is not about to take any shit from nobody and goes to the Easttown streets to beat the crap out of some High Priest and Goat Spawn.

Ick. Well, let's do this. We'll fight the High Priest first. Even with that +1, the Dark Wind combined with the fact that he has 0 Will still leaves him with negative amounts of dice, so he takes a hit of Sanity. He readies his knife and gun, and with the Balmy bonus of +1, ends up with 9 dice. He takes aim at the Priest...

And fails miserably. The Priest trips him and kicks him good, dealing him two Stamina damage. Uh oh. Another one of those, and Joe is done for. He scrambles off of the ground and attacks again...

Much better! A close-range shot from his automatic and it's all over. The Priest slumps to the ground, defeated, and Diamond takes it as a monster trophy, only to turn and notice the Goat Spawn advancing! Once again, he has no chance of passing the horror check, and is down to 1 Sanity. Ick. However, since he can use his magical sword on the Goat Spawn, he has 11 dice this time. He draws his sword and delivers a powerful slash!

Blood flies everywhere as the Goat Spawn is killed. Diamond wipes the blood off of his blade and takes it as a monster trophy, ending his movement phase.

Hey, it looks like Monterey is back from R'yleh, as well! Neat!

Turn 11: Arkham Encounters

Marie once again begins her song, hoping to deal off this gate for good...

Score! Spending her four clue tokens and tapping her Mythos Lore, she manages to seal off the gate to Celeano, and good, sealing it off permanently.
  #105  
Old 05-26-2008, 04:22 PM
poetfox poetfox is offline
Dragon Enthusiast
 
Join Date: Jun 2007
Location: The Magical Land of Missouri
Posts: 3,392
Default

Amanda, deep in the woods, sets about doing her chant, attempting to seal off her gate to the City...

She manages to pull it off, sealing the gate and good! She spends 5 clue tokens, and the gate is sealed. Will all this be too little too late, though?

Diamond is in the streets, so he just stands there, bored.

Monterey now gets an attempt to close his gate... using his force of will, he attempts to bring the horrible gate to R'yleh into line...

But it's -3 difficult proves a bit much, and he fails. Oh well, I guess it was too much to hope for a hat trick.

Turn 11: Otherworldly Encounters
Everyone's in Arkham!

Turn 11: Mythos
Gate Burst Gate Burst No Whammy No Whammy STOP!

Damn.

A gate opens at the Whateley Farm up in Dunwich, and with it comes a Cultist. A clue also appears at the Devil's Hopyard. The Cultist and Maniac move to the Backwoods Country.

Quote:
Environment (Weather)
Dark Skies
Fight checks in Arkham are made at a -1 penalty.
Sneak checks in Arkham are made at a +1 bonus.
Stalkers move like normal monsters.
What do you know? It's the exact opposite of the Balmy weather we were having. Oh well, it's all dark skies now.

Man, we gotta get some luck up ins...

Turn 12: Upkeep
Mythos Lore and the sword get refreshed. Both Marie and Amanda up their speed to the maxx so they can get moving about.

Turn 12: Movement
Amanda, her gate now sealed, moves to the Rivertown streets to deal with the rumor.

Diamond stays put, for reasons that are about to become clear.

Monterey also stays put, to attempt to close his gate once again.

Marie sneaks past the Colour with ease, and meets up with Joe in the streets. Marie has no Monster Trophies, which means, if we get the last doom token at the end of this turn, she is immediately devoured. She has so little chance of actually killing the Colour this turn, won't get the Dark Young as a trophy due to Endless, and can't reach Dunwich with the Local Guide sapping her movement. All she can do to help out in case of summoning is to hand her items to someone who will survive. Diamond is in good shape with his 5 trophies, so Marie passes her Eye of Light and Darkness, Enchanted Knife, and Voice of Ra over to him.

Turn 12: Arkham Encounters

Amanda discards her two gate trophies, and deals with the rumor! Huzzah! Everyone gets a spell! Let's see what we got.

Well, that could have gone a lot better. Most of these do nothing if the Ancient One is summoned, which is just a reality we have to face at this point. However, Amanda pocketing a Shriveling, an attack spell, is quite useful, especially since Shubby is Physical Immune. We need all the Magical damage we can get.

Diamond and Marie are just hanging out. I'd pass Marie's Bind Monster to Diamond, but eh, it won't do anything if I did. It's useless against Shubby.

Monterey tries once again to seal the gate with his Fight. He makes a manly grunt, and has at it!

Damn. Oh well.

Turn 12: Otherworldly Encounters
Yep, everyone is still in Arkham.

Turn 12: Mythos
Come on, come on... be lucky be lucky...!

Damn.

OH SHI-

Shub-Niggurath is summoned. He immediately devours Marie.

Poor Marie. You did your best. You even got a Silver Twilight Lodge Membership. But now your soul has been devoured. Rest in peace. Well, if you can, without a soul.

Amanda hands the First Player token to Diamond. Next time, it's ultimate epic conflict! We're probably going to lose, but we'll go down trying, dammit! Also, man, the game ended too fast... my story bits aren't even done yet... well, next time, expect a lot of story bits with your battle. Or... a post after the battle with more story bits. Whatever. Either way, it'll probably go down Wednesday afternoon, so be prepared.

Anyway, cheer our doomed Investigators on, or say a view words over the grave of Marie Lambeau.
  #106  
Old 05-26-2008, 06:40 PM
Ample Vigour Ample Vigour is offline
S*xual Tyrannosaurus
 
Join Date: Apr 2008
Posts: 23,585
Default

Poor Marie... She died like a Lambeau should: wrapped in a lettuce leaf and dipped in cool ranch.

Go, go Investigators! Make the goat feel it!
  #107  
Old 05-26-2008, 07:12 PM
JohnB JohnB is offline
Fuck you. That's my name.
 
Join Date: Jun 2007
Location: Baltimore
Posts: 2,807
Default

This thread is made of SOLID GOLD WIN. You've done an incredible amount of storytelling over a medium that really doesn't lend itself that well (it's a dammed board game), and I'm in awe. Also, looking forward to the next game, because our heroes look pretty much fucked right now.
  #108  
Old 05-27-2008, 02:27 AM
mr_bungle700 mr_bungle700 is offline
Banned
 
Join Date: Jun 2007
Posts: 8,699
Default

Wow, this game is concentrated evil. If it worked like Jumanji we'd all be doomed.

Come on Investigators! You can totally win this!

Or, if you can't, at least die like Darth Vader and not Boba Fett!

(Sorry Marie...)
  #109  
Old 05-27-2008, 10:51 AM
shivam shivam is offline
gatchapon 3*
 
Join Date: Jun 2007
Location: San Mateo
Pronouns: he/him
Posts: 24,541
Default

Dude, you gotta play it again if you don't win.
  #110  
Old 05-27-2008, 11:08 AM
Shadax Shadax is offline
Level 10 Roustabout/Knave
 
Join Date: Sep 2007
Posts: 2,378
Default

Quote:
Originally Posted by shivam View Post
Dude, you gotta play it again if you don't win.
  #111  
Old 05-27-2008, 11:21 AM
sraymonds sraymonds is offline
Hawkguy
 
Join Date: Jun 2007
Location: Sugar Land, TX
Posts: 12,414
Default

It's Miss Poetfox to you mooks.
  #112  
Old 05-27-2008, 11:24 AM
shivam shivam is offline
gatchapon 3*
 
Join Date: Jun 2007
Location: San Mateo
Pronouns: he/him
Posts: 24,541
Default

dude is gender neutral.
  #113  
Old 05-27-2008, 11:28 AM
sraymonds sraymonds is offline
Hawkguy
 
Join Date: Jun 2007
Location: Sugar Land, TX
Posts: 12,414
Default

Quote:
Originally Posted by shivam View Post
dude is gender neutral.
I..what? You crazy kids and your hip lingo. Citation needed.

I agree with them though. This Arkham horror game is very enjoyable. A++ Would read again.
  #114  
Old 05-27-2008, 11:33 AM
Brickroad Brickroad is offline
Lv. 7 lawful woods faffer
 
Join Date: Jun 2007
Location: Tampa Bay
Posts: 24,592
Default

Is "mook" gender neutral?

I lit a candle for Marie. I didn't really. That would violate our fire safety regulations.

I'm confident we're going to totally pull this off. That big hideous evil doesn't look so mean and, need I remind you guys we have MONTEREY JACK on our side. As soon as poetfox pulls the Limburgher Cheese mythos card, shit is gonna get real.

eta: In a real game each player only gets one investigator, right? That's kinda how it works? Because I think I would have made it a priority to get a monster token as early as possible, knowing what the Big Bad's attack was. Is there anything Marie could have done to get one earlier, giving her a bit of breathing space between her and horrible oblivion?

Also I told my lady fan I totally want this game even though I'll probably only be able to really play it once or twice in my entire life. I'll bring it with me next time I visit my dad in Ohio, that dude is so down for an all-day board game.
  #115  
Old 05-27-2008, 11:53 AM
Zithuan Zithuan is offline
Goblin
 
Join Date: Aug 2007
Location: San Francisco
Posts: 673
Default

Quote:
Originally Posted by Brickroad View Post
eta: In a real game each player only gets one investigator, right?
Yes, but if your investigator gets devoured, you may choose another investigator to basically start over. Once the Ancient One wakes up, you can't do that anymore. I had one game where I was devoured twice; I was pretty annoyed by my 3rd investigator...

A friend of mine's favorite characters is Marie Lambeau, she will be missed.
  #116  
Old 05-27-2008, 01:16 PM
poetfox poetfox is offline
Dragon Enthusiast
 
Join Date: Jun 2007
Location: The Magical Land of Missouri
Posts: 3,392
Default

Quote:
Originally Posted by Brickroad View Post
eta: In a real game each player only gets one investigator, right? That's kinda how it works? Because I think I would have made it a priority to get a monster token as early as possible, knowing what the Big Bad's attack was. Is there anything Marie could have done to get one earlier, giving her a bit of breathing space between her and horrible oblivion?
With Shubby giving everyone an extra hit of defense and Marie not having an attack spell, it really would have been hard to do... I would have had to try to farm for weapons or spells for her, but I decided to go to the Lodge instead for that fun... If I didn't have that Local Guide, it might have been possible to hoof it up to Dunwich and kill the Maniac or something, but there just wasn't time, and I was cutting my losses to try to make it actually possible to win.
Heh, I'm not saying it's the best game I ever played, but that's just how it's going down.
  #117  
Old 05-27-2008, 01:43 PM
Matchstick Matchstick is offline
Nonplussed
 
Join Date: Jan 2008
Location: Skullcrusher Mountain
Posts: 7,643
Default

Quote:
Originally Posted by Zithuan View Post
Yes, but if your investigator gets devoured, you may choose another investigator to basically start over. Once the Ancient One wakes up, you can't do that anymore. I had one game where I was devoured twice; I was pretty annoyed by my 3rd investigator...
We always used to say at the completion of a Call of Cthulhu campaign that if most of your investigators weren't either insane or dead, you'd done it wrong.
  #118  
Old 05-27-2008, 03:55 PM
Octopus Prime Octopus Prime is offline
Mystery Contraption
 
Join Date: Aug 2007
Location: The Great White North
Pronouns: He
Posts: 52,927
Default

I don't know st of you, but I always used "Dude" as a gender neutral term for speaking to anyone of even semi-familiarity.

I'm sorry, you were talking about something else?
  #119  
Old 05-27-2008, 08:04 PM
ohGr ohGr is offline
Can't maintain
 
Join Date: Jun 2007
Posts: 500
Default

Quote:
Originally Posted by Matchstick View Post
We always used to say at the completion of a Call of Cthulhu session that if most of your investigators weren't either insane or dead, you'd done it wrong.
Fixed. (Seriously, you had investigators last entire campaigns?)

Also, i'd like to nominate this thread the Greatest Thread in the history of Great Threads.
  #120  
Old 05-28-2008, 11:56 AM
poetfox poetfox is offline
Dragon Enthusiast
 
Join Date: Jun 2007
Location: The Magical Land of Missouri
Posts: 3,392
Default

Ahhhhhhh, dammit! Site upgrade thingy has made all of my pictures disappear! I mean, I still have them all, but I guess the links to them changed? Dammit.

Well, um, I guess I know what I'll be working on today instead. *sigh* That'll show me to keep my software up to date.
< 1 2 3 4 5 6 7 8 9 10 11 12 >
Top