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poetfox
05-19-2008, 01:37 AM
So it's the summertime. You're out of classes for a few months, or on that well-earned vacation. Where do you go? What do you do? Well, why not visit beautiful Arkham, Massachusetts?
http://getmeoutofthis.net/gallery/main.php?g2_view=core.DownloadItem&g2_itemId=175&g2_serialNumber=1
From our beautiful river views to our scenic woods to our well-respected historical society and museums which receive the best in traveling exhibits from around the world, such as our current display of Egyptian relics, there's plenty for a visitor to our town to do! And with rustic Dunwich just a short train ride away, there always more to see!
http://getmeoutofthis.net/gallery/main.php?g2_view=core.DownloadItem&g2_itemId=171&g2_serialNumber=1
Arkham is a wonderful place to visit, but is an even better place to live and work! We have some of the best medical facilities in the area, from our world-class St. Mary's Hospital to Arkham Asylum, a place for the less fortunate among us to get top-notch psychiatric care. We're also the home of Miskatonic U, a first-class university offering a wide variety of degrees and featuring a huge library with a large special collection of occult manuscripts. Add in our fine dining establishments such as local favorite Velma's Diner and the wonderful shopping at our General Store and Curiosity Shoppe, there's little you'll be lacking in a life in Arkham.

So come join us here at Arkham, Massachusetts! I think you'll be glad you did!
(This Message Paid for by the Arkham Tourism Board)

---

Of course, I suppose, if you all wanted, we could, say, investigate the strange occurrences happening in town instead... the crazed cultists chanting in strange tongues, those things that people keep seeing for a moment in the shadows, and are then gone, or the rumblings of a creature from beyond this world, preparing to awake.
http://getmeoutofthis.net/gallery/main.php?g2_view=core.DownloadItem&g2_itemId=173&g2_serialNumber=1
Yeah, that sounds like a bit more fun. Let's do that.

Now, I'll tell you right up front, I'm not exactly an expert on Lovecraftian stuff, but I know a good board game when I see it, and me and my friends love playing Arkham Horror. Unlike a lot of board games, however, it's totally possible to play Arkham Horror by yourself by picking a small group of investigators and having at it. So I think that's what I'll do, and take a bunch of pictures along the way. Sound like fun? Well, I hope so.

The general plan is for this to be part tutorial, because this game is kinda overwhelming to a new player, and part thing that's more interesting than a tutorial as we fight the forces of darkness. But this first entry has a lot of tutorial. So buckle up! Or something along those lines! Also, my picture quality sucks on these first pictures. Rest assured, I shall steal the much better camera for future episodes.
http://getmeoutofthis.net/gallery/main.php?g2_view=core.DownloadItem&g2_itemId=157&g2_serialNumber=2
This game board is HUGE. I'd normally set up on a table, but because I don't want to have to put everything away and set everything up over and over again while I do this, I've set it up in my bedroom on this tiny table, with it all sticking off the sides. Fun times, eh?
http://getmeoutofthis.net/gallery/main.php?g2_view=core.DownloadItem&g2_itemId=161&g2_serialNumber=2
There are also a million chits and cards to this game, but we'll get into those later, really.

To anyone who knows the game, I'm going to be playing with both the Dunwich Horror and Curse of the Dark Pharaoh expansions, because that's how I roll. I need to buy the King in Yellow sometime, I really do. To anyone who doesn't know the game, well... the rules in this game are not exactly friendly. I'll be trying to explain them as we go along, but not in one huge blurb so as it bore you all. I mean, I love rules. I could totally do it. But nah.

What's important for you to understand right now is the Investigators and Elder Gods, which you'll have to help me pick so I can get started.

Now, I'm going to need a team of four investigators. I say four because that should make it hard but not too hard to win the game. This is the minimum we play with when I'm with my friends, and we rarely lose. I'm willing to take three, though, if you all would rather me have more trouble. You know, that's cool. Just let me know. But first, let's look at an investigator. I think I'll use this one from BoardGameGeek instead of the one I took, so you all can actually read it.
http://getmeoutofthis.net/gallery/main.php?g2_view=core.DownloadItem&g2_itemId=179&g2_serialNumber=1
Ah, Mandy Thompson. A favorite of my friends, because her ability is so damn useful and she shows a little cleavage.
Our main stats are our Stamina and Sanity. These work sort of like HP and MP, only if you run out of MP, you also die because you're a bit too insane to investigate anymore. Mandy is nicely balanced at 5 and 5. All investigators Stamina and Sanity add up to 10, so she's as middle of the road as she can get.

Below that, we see where she starts the game at on the board and what she starts the game with. $6 is a pretty nice chunk of change in this game, and she starts with four clue tokens, which are very useful. You can use 5 clue tokens to seal dimensional gates, which is one of the paths to victory in this game. You can also spend clue tokens to gain extra dice on any roll you may be failing, to give you extra chances. She also starts with two random common items, a random unique item, and a random skill. Common items are mundane things. They could be guns and knives or maps and provisions. Unique items are magical items, like enchanted blades or talismans, as well as the all-important Elder Signs, which are super useful items that let you seal gates without using all those clue tokens I mentioned earlier. It's all a luck of the draw what Mandy will get, though some investigators start with specific weapons or items, of course. The skill is also drawn at random. The majority of skills are just stat boosts, but there are also skills that let you get extra dice when spending clue tokens, for instance. There's a wide variety. It's also important to note that there's two other main item types, Spells and Allies, which investigators could start with, but Mandy does not. Allies give you stat boosts and can sometimes also have a useful ability attached. Spells are, well, spells, and range from useful, to combat-oriented, to completely useless.

Across from her starting items is her special ability. Mandy's ability kicks ass, in that she can let any of her teammates, or herself, re-roll a check they mess up on. This can save lives or make sure teammates get awesome items they might have otherwise missed. Other investigators skill sets do all kinds of things, like letting them absorb the first point of stamina damage they take or have more choices when buying items at stores.

Finally, below that is Mandy's Stat sliders. You put little slider things like this
http://getmeoutofthis.net/gallery/main.php?g2_view=core.DownloadItem&g2_itemId=170&g2_serialNumber=2
on top of each pair of them to mark what stat they're at. As you can see, if you want more Fight, you have to lose points in Willpower, or vice versa. Mandy's Focus is 2, meaning at the start of every turn, she can move the sliders about a total of 2 notches to adjust for what she's planning on doing this turn. What these stats govern is mostly self-explanatory, but I'll make a few quick clarifications to make sure we're on the same page. Your Speed number is how many spaces you can move a turn, and your Sneak number is how easy it is to avoid combat. Fight is how well you can kill things, and Willpower is how well you can resist going insane when seeing the horrors we'll probably be encountering. Lore lets you cast spells, and Luck is, well, how lucky you are. The numbers on Mandy are not universal. All investigators have different numbers on these sliders to reflect their character. The Magician is obviously going to be able to make his Lore go much higher than the Drifter, for example.

poetfox
05-19-2008, 01:45 AM
Now you know how to look at the good guys, so let's look at the bad guys, and I know just the guy to look at. Again, I think I'll use the readable picture from BoardGameGeek. Those guys are great.
http://getmeoutofthis.net/gallery/main.php?g2_view=core.DownloadItem&g2_itemId=177&g2_serialNumber=1
Hey, look! It's Cthulhu! Oddly enough, there are several Elder Gods who are harder to beat than him, but here he is. That -6 is how hard it is to hit him. He removes 6 dice out of the pool of an investigator who is trying to attack him. That's double what Mandy can have without a weapon. Ouch. Beneath that, we see how he affects the normal monsters in the game. If we're fighting Cthulhu, all Cultists have a horror rating, something they don't normally have. Now they can drive an investigator insane. In the middle is the effect that taking on Cthulhu has on the game overall, which is to reduce the maximum sanity and stamina of all investigators by 1 permanently. Ouch again. Finally, the last column is how he attacks if the investigators are unfortunate enough to have him be summoned instead of sealing him away. As you can see, he attacks your sanity and stamina points, whichever would hurt you more, and adds a counter to the doom track after combat, which basically means he gets healed every round. What is the doom track, you ask? Well, it's the rest of the card there. Each time a portal opens to another dimension, we put a doom counter on this track, If it fills all the way up, Cthulhu is summoned. Some of the bigger gods take longer to summon, some take significantly less. The doom counters are also Cthulhu's hit points, so to speak. Each one represents a number of hits equal to the number of investigators. If we play with four investigators, it would take four hits to remove a doom counter. Remember that healing move? Ouch.

Remember when I said this game had a lot of rules? Yeah. Well, there's the basics you need to help me choose my team of investigators and our enemy. So who will it be? Let me get you a complete list here, with nice little links to BoardGameGeek so you can look at them and choose your favorites. Or just pick things with cool names. Either way.

Investigators (Remember, we're picking a team of four):
Amanda Sharpe, the Student (http://www.boardgamegeek.com/image/223664?size=large)
Bob Jenkins, the Salesman (http://www.boardgamegeek.com/image/223663?size=large)
Carolyn Fern, the Psychologist (http://www.boardgamegeek.com/image/223662?size=large)
Darrell Simmons, the Photographer (http://www.boardgamegeek.com/image/223659?size=large)
Dexter Drake, the Magician (http://www.boardgamegeek.com/image/223573?size=large)
Gloria Goldberg, the Author (http://www.boardgamegeek.com/image/223572?size=large)
Harvey Walters, the Professor (http://www.boardgamegeek.com/image/223571?size=large)
Monterey Jack, the Archaeologist (http://www.boardgamegeek.com/image/223569?size=large)
Jenny Barnes, the Dilettante (http://www.boardgamegeek.com/image/223568?size=large)
Joe Diamond, the Private Eye (http://www.boardgamegeek.com/image/223566?size=large)
Kate Winthop, the Scientist (http://www.boardgamegeek.com/image/223564?size=large)
Mandy Thompson, the Researcher (http://www.boardgamegeek.com/image/223563?size=large)
Michael McGlen, the Gangster (http://www.boardgamegeek.com/image/223562?size=large)
"Ashcan" Pete, the Drifter (http://www.boardgamegeek.com/image/223561?size=large)
Sister Mary, the Nun (http://www.boardgamegeek.com/image/223559?size=large)
Vincent Lee, the Doctor (http://www.boardgamegeek.com/image/223558?size=large)
Rita Young, the Athlete
Diana Stanley, the Redeemed Cultist (http://www.boardgamegeek.com/image/145225?size=large)
Wilson Richards, the Handyman
Leo Anderson, the Expedition Leader (http://www.boardgamegeek.com/image/145224?size=large)
Jim Culver, the Musician
Marie Lambeau, the Singer (http://www.boardgamegeek.com/image/145223?size=large)
Jacqueline Fine, the Psychic
Mark Harrigan, the Soldier (http://www.boardgamegeek.com/image/145222?size=large)

Elder Gods (We're picking one to be our enemy for the game):
Hastur
Yig (http://www.boardgamegeek.com/image/110524?size=large)
Azathoth
Yog-Sothoth (http://www.boardgamegeek.com/image/110523?size=large)
Nyarlathotep
Shub-Niggaurath (http://www.boardgamegeek.com/image/110522?size=large)
Cthulhu (http://www.boardgamegeek.com/image/74704?size=large)
Ithaqua (http://www.boardgamegeek.com/image/74701?size=large)
Abhoth
Tsathoggua
Glaaki
Shudde M'ell (http://www.boardgamegeek.com/image/145221?size=large)

So what'll it be? Feel free to make my game be crazy hard (making me use Amanda Sharpe is a good start) if you'd like. I'm more than willing to get screwed over in the line of duty.

Shadax
05-19-2008, 02:04 AM
go for Hastur! Although if you lose, you should probably try again with Yig. Not only does he look (relatively) easy, but his name is fun to say. Yig! Yig!

As for Adventure Pals, I can't say no to Amanda Sharpe. Girl just looks like she is begging for a quick devouring. I also can't say no to a dashing man with a gun and a mustache, so Monterey Jack is in the running. Same goes for my Friend Dexter Drake. As for my last choice, Diana Stanley has no background material, so I'm assuming she's related to the Belmonts in some capacity, and is there for hereditarily equipped to deal with such a crisis.

Lucas
05-19-2008, 02:08 AM
I have to vote for a team of Darrell Simmons, Jacqueline Fine, Rita Young, and Mandy Thompson. I believe this team will give the game the all-important "harem anime" vibe.

I also vote Glaaki for the Elder God, because its name makes me smile.

Gredlen
05-19-2008, 02:13 AM
I'm going to say we should use Michael McGlen, Joe Diamond, Marie Lambeau, and Mandy Thompson. A gangster, a private eye, a singer, and a researcher? Sounds like a well-rounded team to me!
Cthulhu is good for mindfuckery, but for pure world-ending destruction, you just can't beat Azathoth. That said, Hastur seems like a good choice if we don't want to die.

mr_bungle700
05-19-2008, 02:28 AM
It has to be Azathoth.

And our investigators should be Jim Culver, Gloria Goldberg, Marie Lambeau, and (you asked for it) Amanda Sharpe.

There's no way we could possibly lose.

Trust me, I totally called that graveyard thing in the Lone Wolf thread.

Thinaran
05-19-2008, 04:05 AM
How can we not pick someone named "Ashcan" Pete?

For an enemy, I want the Black Goat of the Woods with a Thousand Young: Shub-Niggurat, as he is so horribly disgusting. From the d20 rule book:
The most common form to those who worship Shub-Niggurath is a colossal dark organic mass that is so bioactive that it festers and boils on its surface. The mass's form is not fixed: It extrudes tentacles, testicles, and hooved limbs as it opens mouths, eyes, and vaginal orifices in endless processions. No feature endures beyond a few minutes before it collapses into rottenness and is reabsorbed by the eager life of the mass as a whole. Sometimes swollen globules on the fetid mass's side burst open, giving birth to Dark Young; sometimes the god offers teats to suckle; sometimes its genitallia attempt to penetrate or impregnate willing cultists—or unwilling sacrifices. Few who touch the Great Old One survive, and few who see the Black Goat of the Woods retain their sanity after the sight. (53d8+1961 hitpoints)

Azathoth is neat too, but he doesn't really have a form.
It dwells beyond normal space-time at the center of all existence, where its amorphous body writhes unceasingly to the monotonous piping of a flute. Lesser gods and servitors dance mindlessly around Azathoth to the same music. Azathoth is bloth blind and idiotic, a "monstrous nuclear chaos." In fact, the essence of Azathoth is part of all physical matter in the multiverse, though he can also manifest as the distinct amorphous mass described here.
(...)
Azathoth is rarely worshipped by mortals, for the god offers little in return. Usually Azathoth is called by accident, thereby unwittinly bringing distaster and horror. Only the criminally insane worship such a being. (72d8+2091 hitpoints, Armor Class 63)

estragon
05-19-2008, 04:20 AM
Please please please bring Sister Mary!

Clearly a nun is essential if you're trying to defeat demons.

Shadax
05-19-2008, 05:05 AM
How can we not pick someone named "Ashcan" Pete?


I don't want to get bummed out when Duke inevitably gets torn apart by a tentacle monster.

DrSenbei
05-19-2008, 05:31 AM
No love for Nyarlathotep? He's histories biggest boogyman. All folklore pertaining to Satan and false gods goes on his resume. Although Azathoth's "destroy the world" clause is rather charming.

I don't care who you take along but don't leave Joe Diamond on the shelf. He deserves a spot on the team for best genre name.

Octopus Prime
05-19-2008, 06:21 AM
I'm kind of partial to Azathoth, since having the end of all existence seems like a significant threat for a story. Helps prevent a lack of drama, in any case.

As for peoples, I'd go for Marie Lambeau, Bob Jenkins, Gloria Goldburg and Mandy Thompson. Because what better party for saving the world then a singer, salesmen, author and... the one you picked anyway.

Shadax
05-19-2008, 07:49 AM
am I the only person that thinks the Trust Fund Kid has the most hardcore picture of them all?

sraymonds
05-19-2008, 08:49 AM
I think Dexter Drake should be part of the team, only because Dexter Drake will most likely play "The Final Countdown" whenever he does illusions.

Shub-Niggurath is creepy. SO creepy it must be stopped.

shivam
05-19-2008, 09:29 AM
HASTUR! HASTUR! HAS [[carrier lost]]


Also, fucking yeah arkham horror! good call, poetfox.

Zithuan
05-19-2008, 09:31 AM
If you're not using the King in Yellow expansion, save Hastur for later.

Easy team:
Wilson Richards: Shotgun + Motorcycle + 2 Uniques for starting equipment!
Darrell Simmons: 2 Uniques + income (Retainer) + an awesome ability
Carolyn Fern: Sanity Restoration + 2 Uniques + money (to buy spells)
Mandy Thompson: Our group jokes that her cleavage is the source of her power

Hard team:
Sister Mary, Jim Culver, Mark Harrigan, Monterey Jack

My gaming group has played this game a lot, and I honestly tend to recommend not using Dunwich and the Dark Pharaoh expansions together. CotDP adds a lot of Arkham & Mythos events relating to exhibit items, and you can be kind screwed if you haven't gotten lucky enough to get any. Dunwich adds a lot of powerful monsters and spreads out the action so it's harder to efficiently get around where you need to go, and for your team to be able to work together.

My vote: Leave out the Dunwich board and use Nyarlathotep as the Ancient One; his unique Masks are always good for making things horrifyingly more interesting. And for more Dark Pharaoh themed evilness:
http://www.fantasyflightgames.com/images/darkpharaohsmall.jpg (http://www.fantasyflightgames.com/images/darkpharaohbig.jpg)

Good luck!

poetfox
05-19-2008, 09:50 AM
I don't want to get bummed out when Duke inevitably gets torn apart by a tentacle monster.
You'd love our inside joke for Duke. Muh hah hah hah.
Mandy Thompson: Our group jokes that her cleavage is the source of her power
I am glad we are not alone in this.

My gaming group has played this game a lot, and I honestly tend to recommend not using Dunwich and the Dark Pharaoh expansions together. CotDP adds a lot of Arkham & Mythos events relating to exhibit items, and you can be kind screwed if you haven't gotten lucky enough to get any. Dunwich adds a lot of powerful monsters and spreads out the action so it's harder to efficiently get around where you need to go, and for your team to be able to work together.
Maybe I'm weird, but I like that potential bit of screwage. I mean, before I bought these expansions, me and my friends would play with house rules that did things like double the number of monsters and gates just to keep up the difficulty because, I don't know, I have too many friends or we get too lucky or we just kick ass or something. Our last few games since I recently got Dunwich for my birthday have had that difficulty right about where we want it, and I bet when I finally dilute the cards even more with The King in Yellow, we'll be about exactly where I want. I've played too many games where we're waiting around for more monsters to appear to kill them. This is Arkham Horror, I should be running for my life the whole time, you know?
That's a good point, though, about the Heralds. I've never played with those. Granted, the vote for the Great Old Ones is looking like we're not going to end up with one who has an appropriate Herald in the game, but... well, I shall leave the options open. Here's the other option for a Herald, besides The Dark Pharaoh, the Dunwich Horror.
http://images.boardgamegeek.com/images/pic241761_md.jpg
There's also a Herald for The King in Yellow, but as I said, I don't have that expansion. But yeah, let me know. Glad there's some interest in this. Heh. I'll be attempting to get the game started later in the evening, since it's my day off and all, but I want to give people enough time to throw out suggestions.

Brickroad
05-19-2008, 10:06 AM
You HAVE to take Monterey Jack. You HAVE to.

Shadax
05-19-2008, 10:11 AM
You HAVE to take Monterey Jack. You HAVE to.

This man speaks a fountain of delicious truth.

Zithuan
05-19-2008, 10:18 AM
You'd love our inside joke for Duke. Muh hah hah hah.
I think all groups familiar with this game come to the same conclusion regarding Duke's fate.

Maybe I'm weird, but I like that potential bit of screwage. I mean, before I bought these expansions, me and my friends would play with house rules that did things like double the number of monsters and gates just to keep up the difficulty because, I don't know, I have too many friends or we get too lucky or we just kick ass or something. Our last few games since I recently got Dunwich for my birthday have had that difficulty right about where we want it, and I bet when I finally dilute the cards even more with The King in Yellow, we'll be about exactly where I want. I've played too many games where we're waiting around for more monsters to appear to kill them. This is Arkham Horror, I should be running for my life the whole time, you know?

I'm definitely looking forward to seeing if you have significantly differing strategies from my group. The game can seem to have a strong element of luck, and we've certainly had games where it was too easy. On the other hand, I think we're 1-3 against Abhoth.

My copy of Dunwich Horror (original print run) didn't come with that Herald. :(

Zithuan
05-19-2008, 10:20 AM
You HAVE to take Monterey Jack. You HAVE to.

As low as his Max Sanity and Will is, you just know (http://www.lambdapsiphi.com/daft/daft/images/cheese!.jpg) what's going to happen to him!

poetfox
05-19-2008, 10:36 AM
My copy of Dunwich Horror (original print run) didn't come with that Herald. :(
It was on the official website as an extra too, just like the Dark Pharaoh. Of course, I can't find it there now. I found that image on BoardGameGeek.

Dhroo
05-19-2008, 11:02 AM
I second the Joe Diamond sentiments- when you're facing unspeakable horrors from beyond the veil, how can you not bring a hard-boiled P.I. with you?

Falselogic
05-19-2008, 11:23 AM
and here it appears on LP so Ican test run it! I'm also a big fan of the mythos so I can't wait to see how this goes! I'm not voting on a team but I'll vote for Shub-Niggurath. Shooting it out with testicles and vaginas is too funny to pass up

Red Hedgehog
05-19-2008, 12:01 PM
I've always been a fan of Hastur, but if he isn't as good because you don't have the expansion for him, Yog Sothoth is a close second.

As for an investigating team, I like Carolyn Fern and Joe Diamond because of their horror cliches and connection to Providence. Let's round it out with young Amanda Sharp and crazy Ashcan Pete (go Duke!).

Matchstick
05-19-2008, 02:20 PM
It's a requirement when we play that I get to be Mandy Thompson. Nobody even questions it anymore. I'm a fan of cleavage, what can I say? ;)

The last time we played this, we got so screwed by random events that we got eaten by Cthulhu within about 45 minutes.

Falselogic
05-19-2008, 03:28 PM
caused by the creation of this thread and the picture of the board and chits drove me to order this game... thanks!

So much for that part of my stimulus check...

poetfox
05-19-2008, 03:40 PM
I have a rule that serves me well in this line of work: Don't take jobs from dames. They lead to nothing but trouble both in the field and in the bedroom. Whenever I make exceptions, things always go down the crapper. This job was no different.
Sure, she was pretty, but so many of them are. However, there was something about her, how she waltzed in like she owned the place, and all other places besides, wearing that strange jewelry with strange markings nestled between that heavy chest that stopped me from shooing her out the door right then and there.
"Got a light?" she asked me, pulling a cigarette from her bag.
"I don't take jobs from no dames," I said, pulling out my lighter and flicking it open. "Sorry to tell you you're wasting your time."
I held the flame over the edge of the cigarette and she took a long drag, the kind that makes a man fixate, think about what else those lips might have been around. She sat on the edge of the desk and looked to me, smoke curling from the stick between her fingers. "I think you might change your mind on this one, Mr. Diamond."
I sat back down in my chair. "Husband cheating on you? Boyfriend into some rough stuff? I've heard it all, Miss...?"
"Fae. Jane Fae."
"I've heard it all, Miss Fae, seen it all, and it ain't worth my time. So why don't you get back on your pretty little feet and get out of here, eh?"
She took another long drag. "It's nothing complicated, Mr. Diamond. I just need a package delivered."
"The post office is right down the street, darling."
"This package is a bit more than your average postman can handle. It's... special."
"I ain't interested."
"Mm, I suppose I'm not being persuasive enough. Perhaps my good friend Andrew Jackson could help." She drops a roll of bills the size of my fist there on the table, I swear to god. "And another one of those once the package is delivered."
Maybe it was the money. Maybe it was those eyes staring at me from that beautiful face. Either way, I sealed my fate right then and there. "Start talkin'."

---

Well, before we can play, I guess I have to actually set all this stuff up first, huh? That means a ton of shuffling. How much shuffling? Well, let me show you how many decks of cards and tiles I need to shuffle.
http://getmeoutofthis.net/gallery/d/181-1/Allthecards.JPG
I've handily labeled each stack so I can show you what they are!
A: This is the Mythos deck. Every turn ends by flipping another one of these over. They have a ton of effects on the game and basically reflect what's happening in Arkham as a result of the evil a-brewing. I'll show you more about them when I actually start the game.
B: This is the Otherworldly Encounter Deck. We're going to be diving into other dimensions, and from this deck, we receive the random encounters our investigators must face there.
C: All of these decks are the Arkham Encounter decks, one for each area of the board. These are how we determine what adventures we have when we're not in another dimension.
D: This is the Skill deck, from which we draw our skills. Hope we get good stuff like Fisticuffs.
E: This is the Exhibit Item deck. These are items from the Egyptian exhibit that's currently in town. If we're lucky, our adventures could let us snag one of these, but there's no way to purchase them or start with them.
F: This is the Common Item deck. Hope we draw many guns from this deck.
G: This is the Unique Item deck. Hope we draw many Elder Signs from this deck.
H: This is the Ally deck. If we manage to recruit more people to our cause, this is where we'll get them from.
I: This is the Spell deck. Hope we draw combat spells and Find Gate from here.
J: This is the Injury deck. If our investigators lose all their Stamina, they get knocked out and lose turns, money, and items, not to mention having to waste time healing themselves. Instead of all that, we can take an Injury, which will be a permanent handicap for the investigator, but will let them jump right back into the action. I assume if bad things happen, you all will help me decide whether or not to take an Injury or just tough it out and die.
K: This is the Madness deck. It's basically exactly the same at the Injury deck, only for going insane and Sanity loss.
L: This is the stack of Gate Tokens. We'll draw from here to determine what other dimensions portals in Arkham open to.
M: This is the Dunwich Horror deck. If we get unlucky enough to summon him, we have to draw one of these every round of combat to determine his stats for that round.

Note that there are plenty of cards that you never draw at random, and thus aren't pictured here, but are used to represent various effects. Also, we have, of course, the Monster Cup!
http://getmeoutofthis.net/gallery/d/186-1/MonsterCup.JPG
...or Monster Ziplock Bag! This is where we'll randomly draw monsters out of to fight.

So now we got all our pieces out. Sort of. So now let's set up the board. But first, let's look at a section of the board.
http://getmeoutofthis.net/gallery/d/184-1/MiskUSetup.jpg
Hey, it's Miskatonic U! Each circle, or location, counts as a space, as well as the box that just says "Miskatonic U." That's the streets of this area of town. Moving from the streets to a location costs a movement point, and so does moving back to the streets. The main reason I show you this, though, is those diamonds above each space. See how two are green and one is red? Green spaces are dimensionally stable spaces. Portals to other worlds won't open there. Red spaces are unstable. A gate could appear at any time! However, because of their status, each red space starts with a clue token on it, to represent the arcane secrets one could glean by investigating there. If an investigator ends their turn on a space with a clue token on it, they get it. Simple, eh?
http://getmeoutofthis.net/gallery/d/190-2/DSCN2150.JPG
So I put all the clue tokens down, and I've shuffled all the many, many decks... all that's left is to outfit out Investigators with their gear. And here they are!
http://getmeoutofthis.net/gallery/d/202-2/DSCN2159.JPG
Joe Diamond, Monterey Jack, Marie Lambeau, and Amanda Sharpe! They will be saving us all from a horrible fate today. Let's see what random items and equipment I get for them...
http://getmeoutofthis.net/gallery/d/199-2/DSCN2156.JPG
Joe is looking pretty nice. Besides his trusty .45 Automatic that he comes with, he's also drawn a knife. If you look in the bottom left corner of the weapons, there is a hand symbol. An investigator can equip two "hands" worth of weapons or spells each combat. Since both of Joe's weapons take one hand, he can use both each time we have to throw down with him. He's also gotten an Ancient Tome, which is... not the best. If he spends movement points and passes a Lore check, he might be lucky enough to be able to trade this in for a random spell. However, his Lore stats are not the best. This will likely get passed off to someone like Marie, who could make better use of it. Finally, his skill is Spot Hidden, which is pretty decent. It lets us add 1 to the result of any Luck roll for free. If a dice is rolled and comes up five, for example, we treat it as if it said 6. Handy.
http://getmeoutofthis.net/gallery/d/196-2/DSCN2154.JPG
Marie is also looking quite good, even though my photo is very blurry. She starts with an enchanted knife and the spell Voice of Ra. The knife is nice. Voice of Ra is... okay. It lets me buff my skill checks with her until the end of the turn. It probably won't get used. Her other two random spells are pretty nice, though. Cloud Memory lets her heal people's Sanity at the cost of her Stamina, and Vision Quest lets her take all clue tokens in the area she is in without having to actually be on the spaces they're on. The real lucky draw here, though, was Mythos Lore. This card is amazing. It does lower her max Sanity by one, but every turn we can tap it instead of spending a clue token. This means free extra dice in sticky situations and an easier time sealing gates. It's totally awesome. We do need to look into getting her some combat spells, though, to make use of her Third Eye ability, which gives us third "hand" in combat as long as that third hand is filled by a spell.
http://getmeoutofthis.net/gallery/d/193-2/DSCN2153.JPG
Amanda Sharpe is not very good, but man if she didn't luck out on the draws. With her .18 Derringer and Enchanted Cane, she is ready for most combats, and those she is not ready for she can escape by casting the spell Wrack. Her +1 to Will skill is nothing to scoff at either, as that means we can keep her fight higher without driving her insane. Expert Occultist is the only eh thing here, but even it might come in handy.
http://getmeoutofthis.net/gallery/d/205-2/DSCN2160.JPG
Monterey Jack is quite ready to kick ass and take names as well. He comes equipped with a trusty bullwhip and .38 Revolver, but he lucked out and drew an Alien Device as well. The Alien Device is a weapon that does not take a hand to use, meaning he can attack using all three items every combat. His other two cards we sort of got gypped on, though. Monterey is built to beat up monsters, and as such, his Stealth skill to let him evade better is likely to be wasted. Also, we managed to draw a Mission as his other unique item. Missions are, well, quests. Fetch quests, really. You have to go to every location listed on them and sacrifice what it says on the card in each place. If you do that, you get the quest reward listed on the card. Since we have to sacrifice three unique items to complete this Mission, we probably won't be doing it, unless you all really want to, but we're going to have to dig up some more unique items first. If we complete it, though, we do get to kill any three monsters we want, just like that.

poetfox
05-19-2008, 03:41 PM
With all these items drawn, all that's left is to set the Investigators on the board and draw the first Mythos card.

HEADLINE:
KING OF CARDS CANCELS SHOW

Erich Weiss, a famous visiting escape artist and master of illusion, was scheduled to put on a show. However, when he was told that the "Legacy of the Pharaohs" museum exhibit was in town, he paled visibly and canceled the performance. "There is a thing I must do" was his only comment.
This headline would kill all the Witches and Warlocks in Arkham, except... there aren't any. so it's just kinda neat to read.
http://getmeoutofthis.net/gallery/d/210-1/FirstGate.jpg
However, the rest of the card tells us that our first gate opens at The Witch House, and with it, a Ghost, drawn at random from the Monster Cup... err, bag. This means the first doom token is added to the Doom track. Also, our first clue appears at the Unvisited Isle.
http://getmeoutofthis.net/gallery/d/212-1/FirstClue.jpg
Maybe we should pay that a visit?

Finally, we're ready to start the game... but wait, we don't know who we're fighting yet. Well, that's simple, we're fighting...
http://getmeoutofthis.net/gallery/d/206-1/Shub-Niggurath.jpg
Now you might ask yourself "Why not Hastur?" Well, I am dreaming big, and assuming that after this is a huge hit I am going to feel compelled to buy The King in Yellow and play it for you all in Traveling Mode with the appropriate Herald. I can dream, anyway.

So there we have it. The game is finally ready to start. Whew. I guess I should start playing now, huh? If anyone has any particularly favorite places to investigate, tell me now!

Zithuan
05-19-2008, 04:00 PM
Whoa, hold up! You didn't use Monterey Jack's ability to draw an extra Unique item? Anything would be better than a mission (except another mission).

poetfox
05-19-2008, 04:16 PM
I totally did and I totally drew Join the Winning Team and I totally decided that that is awesome but not the way to show people new to the game the game, so... we get Wave of Destruction.

Zithuan
05-19-2008, 04:20 PM
I totally did and I totally drew Join the Winning Team and I totally decided that that is awesome but not the way to show people new to the game the game, so... we get Wave of Destruction.

ewwwww.. I'm sorry. :(

We just took all the missions out of the deck since none of them are worth the effort.

Falselogic
05-19-2008, 05:08 PM
The unvisited isle where you can get two clues!

Merus
05-19-2008, 09:27 PM
What does Join The Winning Team do?

poetfox
05-19-2008, 10:24 PM
It's a really, really hard Mission that results in you summoning the Elder God and screwing over your teammates so you win and they don't. Not really normal play and not really an idea that makes sense when playing solo like I am. At least with Wave of Destruction there's a chance I might do it.

Zithuan
05-19-2008, 11:16 PM
...Elder God...

Technically, Elder God refers to a very small subset of Outer Gods that are not usually so antagonistic towards humanity. The best known are Nodens, Hypnos, and Bast. Generally, Outer Gods and Great Old Ones are the cosmic evils imperiling humanity in Lovecraft's works and in this game.

Great Old Ones are less powerful, have a physical form (typically on Earth), and are more likely to be aware of and interested in humanity. Outer Gods are true cosmic deities that tend to be indifferent towards mankind, though Nyarlathotep is an exception.

Great Old Ones: Cthulhu, Glaaki, Hastur, Ithaqua, Shudde M'ell, Tsathoggua, Yig
Outer Gods: Abhoth, Azathoth, Nyarlathotep, Shub-Niggurath, Yog-Sothoth

FUN FACT: Cthulhu is the high priest of Yog-Sothoth!

Traumadore
05-19-2008, 11:45 PM
Someone has to crash the lodge until he gets a membership. I've never had anyone do it successfully in any of my games, so I don't know what goes on in there!

poetfox
05-20-2008, 01:42 AM
The address the dame had written down for me turned out to be in a back alley behind a museum. I'm not a big fan of museums, or alleys besides, but what could I do? The money was already spent. I had a job to do.
The light bulb above the door flickered as knocked.
"Who's there?" came a voice from inside.
"Diamond. Here for the package." I said.
"Oh, r-right." The door opened to reveal a young guy. He was nicely dressed, but obviously nervous. He was sweating buckets as he surveyed the alley, then looked to me.
"The package." I reminded.
"Oh... h-here. Take it. Take it and go." The boy drops something wrapped in brown paper into my hand and slams the door like it's a life or death situation. Who knows, maybe it is.
The thing's heavy, whatever it is, and it's not square. The paper bends over odd edges. Must be some sort of historical something, but it ain't none of my business. Or at least, it wasn't then. I just had to get the job done. I headed back towards the street, making my way back to the office. I'd stash the thing there, and make the delivery in the morning. I jangled the keys in out of my coat pocket as I reached the door, fumbling with them in one hand as the other holds the thing. I manage to get the door open and take a step inside before there's a loud thump, and all goes black.

I woke up the next morning in a daze. Package was gone, nowhere to be seen. All I had was an odd necklace I'd seen somewhere before, clenched in my fist. I was holding onto it so tight it was making a mark in my palm. Must have grabbed at it when I went down.
There was only one thing I could do. Track down the owner of this piece of jewelry before Miss Fae and her employer get angry about me losing their trinket. I picked up my hat and headed back out. Nothing is ever easy.

---

There are five phases to a turn of Arkham Horror: Upkeep, Movement, Arkham Encounter, Otherworldly Encounter, and Mythos. We choose a first player by giving them a first player token. I'm going to chose Monterey Jack purely because of how I have the cards set up in my room. The first player does all their actions in a phase first, and then around the table clockwise for each phase. At the end of the turn, the token gets passed to the left, and the next person gets to be the First Player.

Before we get started, here's our crack team's statistics and locations.
http://getmeoutofthis.net/gallery/d/214-1/StartingBoard.jpg
Monterey Jack (J): 3 Sanity, 7 Stamina
Speed: 4
Sneak: 0
Fight: 2
Will: 3
Lore: 1
Luck: 5
Cash: $7
Clues: 1
Items: Bullwhip, .38 Revolver, Alien Device, Wave of Destruction, Stealth

Marie Lambeau (M): 5 Sanity, 4 Stamina
Speed: 4
Sneak: 1
Fight: 1
Will: 4
Lore: 4
Luck: 1
Cash: $4
Clues: 2
Items: Enchanted Knife, Voice of Ra, Cloud Memory, Vision Quest, Mythos Lore

Amanda Sharpe (A): 5 Sanity, 5 Stamina
Speed: 4
Sneak: 1
Fight: 2
Will: 3 (+1)
Lore: 3
Luck: 2
Cash: $1
Clues: 1
Items: .18 Derringer, Enchanted Cane, Wrack, Will +1, Expert Occultist

Joe Diamond (D): 4 Sanity, 6 Stamina
Speed: 6
Sneak: 1
Fight: 4
Will: 1
Lore: 0
Luck: 3
Cash: $8
Clues: 3
Items: .45 Automatic, Knife, Ancient Tome, Spot Hidden

Turn 1: Upkeep
Upkeep is boring. Basically, we untap cards that tap so we can use them again this turn, do any checks that are required of us, and get to use our Focus to adjust our stats. Since this is the first turn and none of our investigators have any effects that need to be checked, we don't have that to do, and since I set the stats to decent levels in the beginning, there's no reason to adjust them. So let's just move on, hm?

Turn 1: Movement
When this phase begins, each Investigator gets movement points equal to their speed. There may be other items that give them extra movement points, but we don't have any of those. Following the lines on the board to a new space takes a movement point. The first few turns of this game are really more about obtaining equipment than monster-slaying or gate-sealing, so we're mostly going to go after Clues.
http://getmeoutofthis.net/gallery/d/218-2/DSCN2165.JPG
Monterey Jack is close to the Unvisited Isle, a place which has seen a lot of activity lately, so he's going to visit it and nab himself two clue tokens as he ends his turn.
http://getmeoutofthis.net/gallery/d/224-2/DSCN2167.JPG
Marie moves to the Historical Society, to see if they have any records that might pertain to these strange occurrences, snagging a clue token.
http://getmeoutofthis.net/gallery/d/221-2/DSCN2166.JPG
Amanda Sharpe leaves her job at the Bank of Arkham to see what all the commotion is about in nearby Independence Square, gaining another clue.
Meanwhile, Joe Diamond decides to see if he can't shake some clues out of the seedy characters at Hibb's Roadhouse, getting him a clue as well.

Turn 1: Arkham Encounters
Monterey Jack explores the Isle on foot, walking through the trees there. We draw an encounter card from the green deck, since that is where the Unvisited Isle is located, and read what it says under that location.
The willows sway in a wind that you cannot hear or feel, and for a moment, the hatred of these ancient trees for the invader who has come to their island drives you to your knees. Pass a Will (-2) check or lose 3 Sanity.
An incredibly difficult encounter from the get-go! How these checks work is that we get one six-sided die to roll for each point we have in this check. This is a Will roll, and Monterey has 3 will, so we get 3 dice. However, this check is at a difficulty of -2, so we remove two dice from this pool, giving us a measly 1 die to make this check. To succeed with a die, you need to roll a five or a six on it. So basically we have a 1 in 3 chance of passing this, and if we fail, Monterey is going to lose all his Sanity, since he only has three, and be on an express train to Arkham Asylum.
http://getmeoutofthis.net/gallery/d/227-2/DSCN2168.JPG
Damn, a 4. That's a failure. However, Monterey has 3 clue tokens right now. Using this knowledge of the occult, he can gain an advantage in this roll by spending one. There's no way I want him going insane on the first turn, so I use up one of this clues to roll a second die.
http://getmeoutofthis.net/gallery/d/230-2/DSCN2169.JPG
A 5! Monterey manages to stand back up and resist the tree's evil presence with his sanity intact. You only need one success to pass any stat check like this, and now we've got it, though we're down a clue. That's the end of Monterey's encounter phase.

Meanwhile, Marie questions the members of the Historical Society, wondering if any of them can point her towards something to help her fight this evil. We draw the appropriate encounter card.
A weary old man holds out a stack of paper and says "It's a memoir of my travels along the Nile, but I doubt the world will last long enough for it to be published." If you wish to read it, remain here next turn and make a Will (+0) check. You may draw cards from the Skill deck equal to your number of successes and may keep one of them.
Well, nothing gained without some serious research, right? And with Marie's Mythos Lore, I'm almost assured to get a skill, and hopefully a good selection to choose from. After thanking him, Marie stays to pour through the man's manuscript, and makes a Will check. Note that the modifier is +0, so she's just rolling 4 die, for her Will rating. Since Marie will be doing nothing else this turn, I go ahead and use her Mythos Lore skill to add a fifth die, and...
http://getmeoutofthis.net/gallery/d/233-2/DSCN2170.JPG
Two successes! I draw the top two cards off the skill deck, and they're crazy useful: Fight +1 and Marksman. Marksman lets me re-roll one Combat check a turn, which will obviously be a huge help if Marie messes up a fight. However, without the dice to fight with to begin with, re-rolling die doesn't really help. Marie is a spellcaster without any combat spells, and thus needs all the stat boosts she can get, so I take the Fight +1.
http://getmeoutofthis.net/gallery/d/236-2/DSCN2171.JPG
I also turn her piece on its side on the board, to indicate that she is Delayed, pouring through pages of manuscript. Next turn, during her movement phase, I'll stand her back up, indicating she can move come the third turn.

poetfox
05-20-2008, 01:58 AM
Meanwhile, Amanda Sharpe is poking around in Independence Square. She leaves no stone unturned in her search, and decides to explore an area of the park marked "Off-Limits."
Pass a Fight (-1) check to intimidate a policeman or he rousts you from the park. Move to the street.
Unfortunately, the authorities notice her sneaking about and attempt to force her out of the park. With only one dice at her disposal, Amanda rolls a 3 and fails spectacularly. She's not a very intimidating figure and thus gets pushed out to Downtown Streets.
http://getmeoutofthis.net/gallery/d/239-2/DSCN2172.JPG
This is far from a big deal at this point in the game, so no worries.

Meanwhile, Joe Diamond is questioning the patrons of Hibb's Roadhouse. Most don't take too kindly to him bothering them as they're drinking their beer, but he manages to get a few leads before a strange man enters the bar. Joe sits down across from him to question him.
A man sets down a briefcase, muttering furtively. "Have you seen the yellow sign?" Pass a Lore (-3) check to draw the sign in a pool of beer on the counter, at which he nods and leaves the briefcase. Search the Common Item deck and take the first Weapon you find, and gain $10!
This is a really beneficial opportunity, however, our resident private eye has 0 in his Lore stat, and thus has no die to roll, failing immediately. He could use a clue token to get one die to try his luck, but Joe already has two hands worth of common weapons and a decent amount of cash. The man shakes his head at Diamond's futile efforts to bluff knowing the Yellow sign, and leaves the bar.

Thus ends the Arkham Encounters phase.


Turn 1: Otherworldly Encounters
None of our investigators are in another dimension, so we just skip right over this.

Turn 1: Mythos
And now we reach the end of the turn. We draw a new Mythos card to set the stage for the next turn. The card will tell us where to open more gates or spawn more enemies, as well as how to move the enemies on the board. We draw a card...
HEADLINE:
BANK FORECLOSURE
An archaeological expedition to Egypt sponsored by the bank has disappeared without a trace... which means no returns on the bank's investment. Concerned for their savings, townsfolk rush the bank to withdraw their funds.
If any of our investigators were foolish enough to have Bank Loans out, this would be very bad news for them, for they would have to repay them immediately, selling off items if they have to, otherwise they would be arrested. Luckily, none of our team is in debt, so this does nothing.
However, a new clue appears at Independence Square, and...
http://getmeoutofthis.net/gallery/d/242-2/DSCN2173.JPG
And a new gate opens in the Woods. This means we add a Doom counter, bringing Shubby one step closer to being summoned. We also get to meet the new monster on the board, a Hound of Tindalos. Oh my, what have I done. Hounds of Tindalos are real bad news. When they move, they teleport to the nearest investigator instead of moving by normal rules, and they have 5 toughness, thanks to Shub-Niggarath's power. That means it takes five successes on a combat roll to kill it. Luckily, it's not too hard to sneak past, but this could prove a problem down the line.

Thus ends turn 1. Monterey gives the first player token to Marie.

Turn 2: Upkeep
Marie refreshes her Mythos Lore.

Turn 2: Movement
Marie sets herself back upright, finishing her research in the old man's diary. She'll be having another Historical Society encounter, it seems.

Meanwhile, nobody else has enough clues to do any sealing of gates (it costs 5, remember), so they keep up their investigations. Amanda is sure she missed something vital in Independence Square that the cops kept her from, so she moves back there, pocking the newly-placed clue token. Joe Diamond, following a lead from his conversations in the bar, decides to head to the graveyard to see what he can dig up, pocketing a clue token of his own. Monterey Jack decides he's had enough of trees and the outdoors in general after his horrible encounter, and ducks into a nearby house, known only as The Unnamable. This nets him a clue token as well.

Turn 2: Arkham Encounters
Marie thanks the old man for the use of his diary, and is about to head on her way when the janitor pulls her over with a proposition.
The Society members are bird watching in the woods. The janitor offers you a ride there. If you accept, move to the Woods and draw 2 cards, encountering one card of your choice and discarding the other.
A normally attractive offer, but with a gate to another world open and a Hound of Tindalos running free in the Woods, it's unlikely the Society members are doing much bird watching in reality. They may not even be alive. Marie can't seal that gate yet or have a chance fighting the Hound, and so she decides to decline the janitor's offer.

Once again poking around in Independence Square, Amanda stumbles upon a fortune teller. Thinking she might have some information, she asks the fortune teller for help.
Anna Kaslow gives you a tarot reading. Look at the top card of the mythos deck. If it isn't "The Story Continues," then you may choose to discard it to the bottom of the deck. If it is "The Story Continues," return it to the top of the deck.
Sweet. By seeing her future, Amanda is going to make sure the next turn isn't too painful for us. For clarification, though, "The Story Continues" is a mythos card that reads "Shuffle the Mythos deck, then draw a new card." Anyway, let's see what's on the top of the deck...
http://getmeoutofthis.net/gallery/d/245-2/DSCN2174.JPG
It seems there's a sandstorm in our future. I'll get into the details of what this does when we actually draw it, but although this is going to slow the movement of our investigators down, it gives ample chance to collect Exhibit items for free, something that could make our investigations much easier. The trade-off, though, is that a portal to another world is going to open in Independence Square, right on top of Amanda, and pull her in! She's just going to have to brace herself for a trip to another world, though, because the benefits of this mythos card are quite good. We'll leave it atop the deck.

Meanwhile, following a tip given by one of the patrons in the bar, Joe Diamond wanders through the gravestones of the Graveyard, looking for clues. Suddenly, there's a rustle behind him. He whips around. Nothing. Another rustle. Another turn. Nothing. Then, suddenly, he's knocked to the ground. He looks up only to spy a grotesque figure in front of him!
A monster appears!

poetfox
05-20-2008, 02:00 AM
I draw a random monster from the bag...
http://getmeoutofthis.net/gallery/d/248-2/DSCN2175.JPG
This Spectral Hunter is not pretty. This is going to be a tough combat. Let's go over monster stats really quick. On the front, in the corner, is the Sneaking difficulty. Sneaking by this thing is at a -4 penalty. There's no way Joe is going to sneak past it with his pitiful 1 Sneak. He's going to have to fight it. So let's look at the stats on the back. (And sorry about the weird redness of this picture.)
http://getmeoutofthis.net/gallery/d/260-2/DSCN2181.JPG
As you can see, the Hunter has a special ability called Ambush. This means after we start fighting this enemy, we no longer have the option of running away. Joe doesn't have this option anyway, of course. His sneak is too low. Below that, we see the special rules of this monster. Normally, when you kill a monster, you get to keep his tile as a "Monster Trophy." These can be turned in at various places on the board for money, allies, clues, and perks. However, we don't get to keep this one as a trophy, but get $5 for killing it instead.
On the bottom left is the Horror check modifier. Before kicking the ass of any monster, our investigators must deal with the horrific sights they're seeing and try not to go insane. They do this by making a horror check, which uses that investigator's Will. Succeed, and they are unaffected by such sights. Fail, and they lose sanity equal to the number of blue circles shown. If Joe fails this, he'll lose two sanity. Unfortunately, his Will is only 1, so he automatically fails due to the difficulty of -2. We could spend clue tokens to get dice for this, but the horror check only happens once, the first time you engage the monster, so Joe is in no danger of going insane even with taking the damage. We'll take two points off of his Sanity, reducing it to 2.
In the middle of the monster is a number of blood drops. These are the number of successes it takes to kill this monster. Unfortunately, you have to get all your successes in one roll. If you don't get enough the first time, you don't get to keep the one or two successes you made when you try again. The Spectral Hunter has 3 hits, normally, but thanks to that mean ol' Shub-Niggurath, it actually has 4 this game.
Finally, on the right is the monster's combat stats. It works similar to the Horror side. Fight checks are at a -2 penalty, and if Joe fails to kill the monster, it will deal him 2 damage to his Stamina. So let's fight this bitch! Joe's fight is 4, so he gets 2 dice after his penalty. That's not enough! However, since this is combat, we get to use 2 hands worth of weapons as well. We'll use his .45 Automatic, which gives us 4 extra dice, and his Knife, which gives us 1. That means we have 7 dice to make 4 successes. Tough, but doable. Let's see how it goes...
http://getmeoutofthis.net/gallery/d/251-2/DSCN2177.JPG
Ouch, only 2 successes. We could spend some clue tokens here, but since one more success isn't going to result in a kill and Joe can take a hit, we'll let him fail. The Spectral Hunter pounces back atop him, landing with a hard thud, dealing Joe 2 Stamina of damage as he cries out in pain. He takes aim, though, and tries again.
http://getmeoutofthis.net/gallery/d/254-2/DSCN2178.JPG
Three successes! So close! Now is the time to use a clue token. Joe's Hunches special ability gives us two extra dice for the price of one, which is nice, but momentarily forgetting that, I start by just rolling one die. But hey!
http://getmeoutofthis.net/gallery/d/257-2/DSCN2179.JPG
One was all we needed!
Slashing wildly with his knife, Joe manages to throw the creature off of him, he rolls over, and fires two shots from his .45, hitting the monster with the second shot. The monster cries out in pain, and is defeated. Joe gets his five dollars pay for a hard combat.

Meanwhile, seeking protection from the harsh spirits of the trees, Monterey Jack rushes into an abandoned house known only as The Unnamable. He takes a moment to explore the inside of the house.
You see a warped mirror. If you look into it, you see yourself in another time and place, holding an ankh in one hand and a sacrificial blade in the other. Your number of Clue tokens doubles, but if you gain more than 3 Clue tokens this way, you are Cursed.
Being Cursed is a very, very bad thing. If you're cursed, you only succeed on a roll of 6. Luckily, Monterey has 3 clue tokens, meaning we can look without too much worry and boost that number to 6. Monterey takes careful note of the vision, working in over in his mind and realizing several key links between the strange goings-on in Arkham and the traveling Egyptian exhibit. He vows to use this knowledge wisely.
Turn 2: Otherworldly Encounters
Everyone is still in Arkham, though that's about to change...

Turn 2: Mythos
Environment (Weather)
A Sandstorm?
Against all reason, a sandstorm comes up out of nowhere and strikes Arkham, clogging the streets and burying whole buildings! Strangely, it seems to avoid certain places with dark reputations.
Environments are ongoing effects in Arkham. Each stays in play until another of its type is drawn to replace it. This one makes moving to a location with a green diamond cost two additional movement points, which really slows down our investigators. However...
While this card is in play, instead of having an Arkham Encounter, any investigator in a street area may pass a Luck (-1) check to draw 1 Exhibit item.
Hanging around in the street means we can build up our arsenal of magical items. Sounds useful to me.
http://getmeoutofthis.net/gallery/d/263-2/DSCN2182.JPG
However, Amanda Sharpe will likely not be taking part in this, because a new gate opens on top of her, along with its guardian, a Cultist. She doesn't have time to deal with the Cultist, however, before the gate sucks her in! We flip over the gate token to reveal her destination...
http://getmeoutofthis.net/gallery/d/266-2/DSCN2183.JPG
Uh oh. Looks like she's going to the Abyss. Even though she knew it was coming, the horrible shock of being sucked through is too much for her, and she's Delayed. She's not going to be able to move next turn.
Another clue also appears at the Woods, trying to sweeten the pot for anyone crazy enough to fight that Hound of Tindalos.

Thus ends turn 2.

Let's see how everyone is doing after two turns.
http://getmeoutofthis.net/gallery/d/270-1/BoardAfterRound2.jpg
Monterey Jack (J): 3 Sanity, 7 Stamina
Speed: 4
Sneak: 0
Fight: 2
Will: 3
Lore: 1
Luck: 5
Cash: $7
Clues: 6
Items: Bullwhip, .38 Revolver, Alien Device, Wave of Destruction, Stealth

Marie Lambeau (M): 5 Sanity, 4 Stamina
Speed: 4
Sneak: 1
Fight: 1 (+1)
Will: 4
Lore: 4
Luck: 1
Cash: $4
Clues: 3
Items: Enchanted Knife, Voice of Ra, Cloud Memory, Vision Quest, Mythos Lore, Fight +1

Amanda Sharpe (A): 5 Sanity, 5 Stamina
Speed: 4
Sneak: 1
Fight: 2
Will: 3 (+1)
Lore: 3
Luck: 2
Cash: $1
Clues: 3
Items: .18 Derringer, Enchanted Cane, Wrack, Will +1, Expert Occultist

Joe Diamond (D): 2 Sanity, 4 Stamina
Speed: 6
Sneak: 1
Fight: 4
Will: 1
Lore: 0
Luck: 3
Cash: $13
Clues: 4
Items: .45 Automatic, Knife, Ancient Tome, Spot Hidden
http://getmeoutofthis.net/gallery/d/269-2/DSCN2184.JPG
Shubby is getting closer to being summoned, and we don't have any gates sealed yet. Not that we could yet, but we aren't even on our way. We need to seal 6 of them to banish Shub-Niggurath for good. So what should our battle plan be? Monterey Jack has enough clue tokens to seal a gate. Which one should he head for? The Woods and the Hound, or the Witch House and the Ghost? Should he stick around and try for some Exhibit items first? What should Joe Diamond spend all that money on? Unique items? Common items? Skills? Medical care for his physical and mental wounds? There's also been talk of attempting to ask the mysterious group at the Silver Twilight Lodge for aid and seeing if we can't get a membership. Who's up to that task?

Also, of course, any feedback of any kind other than tactical advice would be spiffy, as well.

Gredlen
05-20-2008, 02:20 AM
I am loaded with questions:

Do exhibit items count for Monterey Jack's mission?
Can characters exchange items?
How many unique items could Joe Diamond buy?
How tough is the ghost compared to the hound?

Thinaran
05-20-2008, 03:54 AM
This is great, I'm loving this! I'm pretty sure I saw the Arkham Horror game at my local comic book shop, and I really feel like buying it now.

Joe Diamond should buy skills, those are always good. Jack should head for the hound. It's going to jump Marie in the next round anyway, right?

poetfox
05-20-2008, 07:17 AM
I am loaded with questions:

Do exhibit items count for Monterey Jack's mission?
Can characters exchange items?
How many unique items could Joe Diamond buy?
How tough is the ghost compared to the hound?
I love to answer questions!
Unfortunately, although Exhibit items do similar things to Unique items, we need actual Unique items to complete Monterey's mission.
Characters can most definitely exchange items, though they have to be in the same space as one another to do so, which hasn't happened yet. They also can't exchange skills or Clue tokens, as those aren't really items, perse. (I guess the spells are on scrolls or in a spell book or something.) The moment Diamond is crossing the path of another character, he's probably going to pass off that Ancient Tome to someone who could actually use a Spell, for example. This also means Diamond could be all philanthropic and go shop for things the other characters need, if that's the way we wanna go.
Diamond can probably buy 1 or 2 Unique items. Let's look at a picture.
http://getmeoutofthis.net/gallery/d/205-2/DSCN2160.JPG
Hey, it's Monterey's starting equipment again! Now look to the bottom right corner of his Alien Device. See the price there? If we had bought that at a shop, it would have cost us $5, and it's one of the better Unique items. In general, Unique items are in the range of $4-7 while Common items are in the range of $1-5 or so.
The Ghost is much easier compared to the Hound, but it has Physical Immunity, because, well, it's a Ghost. We'd get no extra dice from guns and whips and the like while fighting it, but things like Marie's Enchanted Knife and Monterey's Alien Device, basically Unique Items, can still give bonuses because they're Magical weapons. There are some monsters who have Immunity to Magical damage as well, as well has Resistances to both these things, which means you only get half the bonus you're entitled.
It's going to jump Marie in the next round anyway, right?
No, Marie is safe. Well, for turn 3, anyway. I haven't covered Monster movement yet because, well, we've been lucky enough for no monsters to have moved yet, and I'm trying not to dump all the rules at once and, you know, be boring. It'll probably be covered in the next post/entry/whatever you call it, though.

Merus
05-20-2008, 07:43 AM
I would just like to give my approval of the noir segments at the start of each post. They're pretty tops.

Octopus Prime
05-20-2008, 07:51 AM
Joey should probably seek medical and mental help. I don't think he's going to be too useful to anyone if he's clawing at his eyeballs in the loony-bin.

Also, I'd suggest trying to seal off the gate with the ghost, since it seems that it's less dangerous then the dog thing, and you have something which I assume lets you hurt non-corporeal entities with that there device.

Brickroad
05-20-2008, 08:19 AM
I think I would totally love this game but unfortunately I only know like two people in the world who would play it with me. Most of my friends are the Apples 2 Apples-style board gamers.

They're always releasing weird complicated board games on XBLA though so who knows, maybe someday we'll hit the jackpot.

Awesome thread poetfox!

Traumadore
05-20-2008, 10:09 AM
I also love this. I mean this is going to take forever but I don't mind. One of the great things about Arkham Horror is how well it gives you a sense of story about what happened to your character.

It's also one of my favorites but it is really hard to get people to agree to play this one, hehe.

I also wanted to say that if i'm not mistaken, regions with portals lose their clue tokens, and cannot receive anymore until it is sealed.

Red Hedgehog
05-20-2008, 10:30 AM
I will add another word of encouragement - I love the story you are adding and you're doing a great job of explaining the rules.

It seems like this game totally relies on its atmosphere, as the gameplay is ridiculously complicated. It's like they took the most inscrutable elements of American and German board games and fused them into one. I have to say that this isn't the type of game I enjoy playing a lot - I'm more of the simple rules with deep strategy kind of guy - but the flavor of the game sounds like it could be fun once in awhile if playing with someone who knows the rules well.

Brickroad
05-20-2008, 10:35 AM
The rules don't sound too terribly complicated to me (at least, no more so than your typical tabletop RPG), but there does seem to be a lot you have to keep in your head at once. That each round is broken into phases makes things a little easier, I would think.

I'm going to talk to my Cthulhu-fanboy buddy this weekend and see if he'd be interested in hunting this down with me and trying to get enough people around a table to play it a couple times. About how long does a typical 4/5-person game take, poetfox?

shivam
05-20-2008, 10:38 AM
i had no idea you could play it solitaire. great idea, poetfox!

Red Hedgehog
05-20-2008, 11:02 AM
The rules don't sound too terribly complicated to me (at least, no more so than your typical tabletop RPG), but there does seem to be a lot you have to keep in your head at once. That each round is broken into phases makes things a little easier, I would think.

Yeah, when I sit down to play a board game, I don't really want to be playing an RPG. Just my usual style. Like I said, I could see playing this every so often, probably when I'm in more of an RPG mood.

Ample Vigour
05-20-2008, 11:46 AM
I'll second sealing the Ghost gate; Hounds are a bitch kitty to deal with (and you'll spend the rest of your life plastering over all the corners in your house.)

Arkham Horror is so much fun. If my buddy who has a copy is in town, I'm putting a game together ASAP.

Traumadore
05-20-2008, 11:49 AM
Yeah it says 1-8 players on the back of the box, but unfortunately the game is wicked hard if you don't have at least four investigators, so even with 2-3 players you'll probably have to control more than one guy. As far as the complexity, it is no big leap for someone coming from an RPG background since you're used to playing games with hundreds of pages of rules.

As far as boardgames go it is definitely in the company of games like Twilight Imperium, and Panzer Grenadier and it's ilk. I do so love a complex game though it is something of an ordeal teaching it to someone who hasn't had experience with RPGs or adventure boardgames already.

Falselogic
05-20-2008, 12:02 PM
so complicated! so esoteric! I can't wait for my copy to arrive, and torture my friends with this eldritch horror of a game! Thanks so much for doing this LP! I second the question "how long does a typical game last?"

I also think we should start closing a gate ASAP, maybe the one in Indy sqaure as the cultist looks like the easiest to beat. Also maybe some story plot points (the little blurbs at the beginning) from some other characters point of view (especially Amanda in the abyss!)

Awesome thread!

poetfox
05-20-2008, 12:18 PM
About how long does a typical 4/5-person game take, poetfox?
It really depends on the number of people you have and what Great Old One or whatnot you're facing. If you take on Yig, games are normally pretty short. 2 Hours or so? But for some of the slower, meaner gods... well, I've had games take up to five hours. Heh.
And yeah, it really is an RPG for people who don't like RPGs but secretly like them. I can't get my friends to play a pencil and paper tabletop RPG to save their lives, but I can almost always get them to sit down for this. I take what I can get.
In any case, there is a lot of rules talk when we play, scheming, planning, etc. That's half the fun. Although I do sort of suggest being really flexible about letting people go back in time and do things you normally do during your upkeep later during the turn. Forgetting to up your Sneak stat before a critical turn is no fun, and since it's a co-operative game, why not be nice, you know?

I'm going to process these pictures and then post this next section, and then the next installment should be late Wednesday night... like... so late that it's really Thursday morning late. Just so you all know.

Zithuan
05-20-2008, 12:21 PM
The back of the box claims that the game can take 2-4 hours, and I believe that's a reasonable estimate. The only time a game will be significantly shorter than that will be if the Ancient One happens to wake up very quickly (Yig is the most prone to this). On the other hand, the game has a built in doomsday counter that more or less ensures a game can't take too long.

poetfox
05-20-2008, 12:48 PM
When you work in nightclubs, night after night, you tend to get a different perspective on things. You wake with the setting sun and curl up to sleep when the sun comes up. You see shady deals going on in front of you every night as you sing: Guys cheating on their girls, mobsters dealing and flashing their cash... you get to the point where you think you've seen everything, especially living in a big ol' city like New Orleans. When I think back to before, I was so sure I knew everything, even more than most. It's kinda funny to think how wrong I was.
It all started a few days ago. I had just finished another set and wowed them all. They call me "the Smoky Velvet" for my voice and, well, if you'll let me brag, it 's deserved. When I get up there, really get belting it out, it's... well, it's like I have a lasso, and when I start singing, I catch 'em good in that loop, and with each note, I pull them closer, trap them further. When I hit those high notes, really bring them home? They're mine.
Managing to sneak out past the crowds, I headed home, back to my little apartment. When I got there and opened up the door, I noticed someone had slid a telegram underneath it. Picking it up, I was in for some sad news. My grandma has passed away. We were close, back when she used to live here in New Orleans with me. She was the one that taught me to sing. We'd grown apart though, unfortunately, when she got the crazy idea to move up to some town in Massachusetts. Never talked much after that. No matter, though. It was still a sad occasion. The telegram didn't say anything about how she had died, just that her funeral was in a couple days, and that she had something for me in her will.
After the sun came up and I had gotten a little sleep, I left to book me a ticket to Arkham.

---

Unfortunately, evil is inconsiderate and will not defeat itself, so it's time to jump back into the fray.

Turn 3: Upkeep
It's time to actually utilize our focus. Amanda is in the Abyss, and thus does not need much if any speed for movement. Investigators move forward automatically one space during their movement phase. As such, I'm using her focus to max out her Sneak at 4 to hopefully keep her out of trouble. Similarly, it's time for Monterey Jack to kick some ass and take names. I use his focus to kick up his Fight 2 notches, increasing it to 4. This, however, makes his Will 1, meaning that just about anything is going to cause him Sanity damage. This is bad, because he only has three Sanity, but we aren't going to get gates sealed without taking risks, and he's unlikely to take out the Ghost without the extra Fight dice.
Marie is going to lower her Speed to 3 for the extra point of Sneakiness, because her goal this turn is only three spaces away and unhindered by the Sandstorm. She also casts Voice of Ra. Why? Well, if we're going to get into the Silver Twilight Lodge, there are tough stat tests. Marie is making sure she has all the advantages she can, so she centers herself by singing a little song to calm her nerves. Marie's lore is 4, and Voice of Ra has a difficulty of -1, meaning she has 3 dice. She also has to expend a point of Sanity to attempt the spell. Even if we fail, that's lost for good. I roll the die...
http://getmeoutofthis.net/gallery/d/272-1/DSCN2192.JPG
And the spell is cast. Marie now gets a +1 bonus to all stat checks this turn, preparing her for what might lie ahead.

Turn 3: Movement
Amanda wakes up, disoriented, in a horrible, dark world she has never seen before. She uses this turn to stand back up after being Delayed and prepare for her journey through The Abyss.

Joe Diamond, our favorite private eye, is shaken from his intense battle with the Spectral Hunter. Something is going on here! He stumbles back towards Arkham Asylum, hoping to get some therapy to help him deal with what he's seen. It also gives him a potential opportunity to question some of the patients there. Perhaps their insane ramblings aren't so insane after all. However, due to the Sandstorm currently ravaging Arkham, he doesn't have enough movement to make it all the way to the Asylum, so he stops in the Downtown Streets.

Monterey Jack has had enough, and decides it's time to take action. He heads to the Witch House, searching for the cause of the disturbance there. He soon locates what seems to be a rip in reality, a portal to another world! He moves forward to investigate when a wispy figure passes in front of him. The sight of it chills Jack to the bone. He's going to have to kill or evade this Ghost if he's going to get to the gate! However, with Monterey's impressive 0 Sneak and the fact that it's a -3 penalty to sneak past the Ghost, evasion seems unlikely. It's time to throw down.
http://getmeoutofthis.net/gallery/d/274-1/DSCN2185.JPG
As you can see, the Ghost is Undead, which just means certain items, such as the Cross, affect it more than a normal monster. More importantly, though, it is Physical Immune. That means that Monterey's physical weapons, his Gun and Bullwhip, can't give him a bonus against it. He just has his dice from his Fight stat, along with the two extra dice from his Alien Device. With the -3 penalty to fight checks, though, that leaves Monterey with a mere 3 dice to attack with. Ghosts normally only take one hit, but thanks once again to Shubby's special ability, it takes two this game. That doesn't seem like good odds, but luckily, even though we can't use it to get us extra die, we can still use the Bullwhip's special ability to re-roll one die in a combat check to help us win, so we have a chance.
First, though, the Horror check. Monterey can't deal with anything due to his pitiful 1 Will, and so he loses two Sanity. Then, he attacks, the humming of the Alien Device adding power to his fists as he swings wildly at the ghostly image...
http://getmeoutofthis.net/gallery/d/276-1/DSCN2187.JPG
I'm a lucky bastard, I didn't even have to use the Bullwhip's ability! Monterey soundly defeats the Ghost, and gets to take it as a Monster Trophy. The ghastly image is dispelled, and Monterey is free to enter the portal, but only after collecting the Clue token on the Witch House.
http://getmeoutofthis.net/gallery/d/278-1/DSCN2188.JPG
It looks like Monterey Jack is headed to the City of the Great Race. He appears in the new dimension to a roaring crowd, creatures running past him left and right! Something taps him on the shoulder and points to a finish line far away, barely in his field of vision. Monterey then knows what he must do, and takes off in a sprint! He's going to win this race!
Wait, it's not that kind of Great Race?

Meanwhile, Marie, working from a tip from one of the members of the Historical Society, decides to check out the Silver Twilight Lodge. They've a reputation for having secret meetings and dealings with the Occult. She stops by the Lodge, picking up a clue token.

Turn 3: Arkham Encounters
Since Amanda and Monterey are no longer in Arkham, they do nothing this phase, and just wait around for the next one.

Diamond would normally not have an encounter, being in the boring streets. However, thanks to this mysterious Sandstorm, he can use this phase to have a chance at drawing an Exhibit item. His 3 luck means he has 2 dice to hit a success on this Luck (-1) check. He searches through the piles of sand...
http://getmeoutofthis.net/gallery/d/280-1/DSCN2189.JPG
I am on fire today! Too bad I'm probably wasting all this luck for when I really need it. Joe's hand bumps into something hard! He pulls it out of the sand, brushing it off, revealing...
http://getmeoutofthis.net/gallery/d/282-1/DSCN2191.JPG
A Tablet of Bast! Not the best item, but potentially useful. This lets Joe skip having encounters in Arkham 3 times. Useful if he's trapped and low on health. Also, I know from experience that there are mythos cards and encounters that do really nasty things to you if you don't have an exhibit item of some sort, so just having one of any kind is a benefit. He pockets the tablet.

Meanwhile, Marie pokes around the Silver Twilight Lodge, asking too many questions and generally making a nuisance of herself in her search for the truth. Finally, Carl Sandford gives in with an evil grin.
"You want to see what we're really about, then?" If you accept the Order's invitation, you are introduced to the Black Man. Make a Luck (+0) check or be devoured. If you pass, take a Silver Twilight Lodge Membership and gain 2 Clue Tokens.
Woah, now this is seriously a tough decision. Having a Lodge Membership lets us have encounters in the Inner Sanctum, which can get us all kinds of goodies and do all kinds of things, if we're willing to risk playing with those dark magics. However, if Marie gets devoured, that's it. She's gone, and I have to start a new investigator to replace her. She only has 1 Luck, too. However, I tend to play this game really aggressively. Want to risk it? Cause I'm going to.
Still, I'm no dummy. I know what sort of Encounters can result in getting a membership, and Marie had prepared herself for such an occurrence earlier, when she casted Voice of Ra. This gives her an extra die to play with. Add that to the fact that since this is a life or death situation, we're going to be willing to pop Clue tokens like they were orange Tic-Tacs, we might have a chance at this. I roll the dice.
http://getmeoutofthis.net/gallery/d/284-1/DSCN2193.JPG
Damn, I am a lucky bastard, aren't I? I mean, I suppose you have no way if knowing if I'm making up these rolls, but I'm not. I'm just that lucky today. Marie gains 2 Clue tokens, giving her enough to seal a gate, but more importantly,

poetfox
05-20-2008, 12:53 PM
http://getmeoutofthis.net/gallery/d/286-1/DSCN2194.JPG
She gets herself a Silver Twilight Lodge Membership. We can have lots of fun with this, and get her into all kind of horrible occult rituals. Exciting!

Turn 3: Otherworldly Encounters
Marie and Joe won't be doing anything this round, because they're not in another world.

The Otherworldly encounter deck works a bit differently than the Arkham encounter deck. Instead of there being a separate deck for each area, there is one huge deck with color-coded cards. Each dimension has a couple of colors associated with it. You draw until you get a card of one of those colors, then you either read the encounter under that area or, if there isn't one, you read the encounter marked "Other."

Amanda's in the Abyss, and it's encounter colors are Red and Blue, so I start drawing, and the first card I hit of that color is... woah.
http://getmeoutofthis.net/gallery/d/288-1/DSCN2195.JPG
These cards are BAD NEWS. If Amanda had been in R'lyeh instead of the Abyss, she would have to fight Cthulhu, by herself, right now, due to some mistake she made. Even outside of R'lyeh, it's still bad, because
A monster appears!
Wandering about aimlessly in the dark depths of the Abyss, Amanda nearly lets out a scream. Ahead of her, she spots a Flying Polyp.
http://getmeoutofthis.net/gallery/d/290-1/DSCN2197.JPG
Luckily, it doesn't seem to have noticed her yet. The Polyp has a difficulty to sneak past it of +0, meaning it's not very observant. He's not a monster you want to mess with lightly, and we were smart enough to up Amanda's Sneak skill before we started, so we're going to try to avoid combat this time. Amanda crouches down in the shadows and attempts to slide by...
http://getmeoutofthis.net/gallery/d/292-1/DSCN2198.JPG
And is successful. Since Amanda used stealth, she doesn't get the keep it as a Trophy, but she no longer has to deal with it, either. We return the Polyp to the Monster Cup.
Meanwhile, in the City of the Great Race, Monterey pauses momentarily by one of those side tables to grab a cup of Gatorade before continuing on in this marathon run...
Okay, fine.
The City's colors are Green and Yellow, so I draw until I hit a green card. Monterey sneaks into one of the huge buildings in the City, luckily undetected. It seems abandoned, and,deciding that this might be a long trip in another world, and scours the place for provisions...
Yes! You think you have a use for this item. Draw 1 Common Item.
http://getmeoutofthis.net/gallery/d/294-1/DSCN2199.JPG
Score! Brass Knuckles! Like the Alien Device, this weapon does not require any hands to use, basically giving Monterey an extra die for free in combat. He pockets it.
Unfortunately, all that time spent searching means that he fell back to 5th place. If Monterey is going to win the race, he's going to have to...
Fine, fine...

Turn 3: Mythos
Environment (Urban)
Students Protest Museum Exhibit
The students of Miskatonic are stirred up by the "disrespectful scavenging of a society's remains" - by which they mean the visiting museum exhibit. Any investigator who ends his movement in the streets must make a Fight (-1) check or be Delayed by the throngs of protesters.
Well, that kinda sucks. Granted, if we're forced to lose a whole turn, at least we can disrespectfully scavenge some more Exhibit items for ourselves, but with the movement penalties of the Sandstorm, this is unfriendly. Since this is an Urban environment and not another Weather environment, both stay in play.
http://getmeoutofthis.net/gallery/d/296-1/DSCN2201.JPG
However, a new portal has appeared at the Black Cave, and with it, a Wraith, a really difficult monster that's luckily easy to Sneak past. A clue also appears at the Unnameable, and we add another Doom token to Shubby's Doom track. No monsters move once again, so I'm going to continue to not tell you the arcane secrets of monster movement until that time. Ooooh, it's a mystery!

The turn ends as Amanda passes the first player token to Joe.

Turn 4: Upkeep
Marie refreshes her spell, Voice of Ra. I don't think we're going to cast it, though. The Inner Sanctum is dangerous, but we've got the hard test completed and got her in the door. Monterey lowers his speed to 2 to up his sneak to 2. This will probably make him lose the race, but will make him be able to survive better with his low Sanity.

Turn 4: Movement
Joe finally moves into the Arkham Asylum to get his head a much-needed shrinking.
Meanwhile, Monterey moves forward to part 2 of his Other World, searching for a way back Arkham.
Marie stays right where she is. It's Inner Sanctum time, baby.
Amanda also stumbles forward in her quest through The Abyss, moving to the second part of the dimension.

Turn 4: Arkham Encounters
Once again, Amanda and Monterey are sitting out this phase.

At Arkham Asylum or St. Mary's Hospital, you can get medical treatment. Instead of having an encounter, you're given two choices. You can waste a turn to heal 1 for free, or you can pay $2 to completely heal yourself in the appropriate stat. With Diamond needing 2 Sanity to be at full again, it's a tough choice whether or not to pay the money, but he's got a lot of it, and we need him back in action ASAP. Diamond pays the therapist two bucks, and has a long, involved session where he talks about how everything he does is just a reaction to the day his father wasn't there. This puts him back up to max Sanity in no time flat.

Meanwhile, new Twilight Lodge Member Marie is about to have her first encounter in the Inner Sanctum. Sandford unlocks the door and leads her into a room covered in arcane markings. Members of the Lodge seem to be gathering for some sort of ceremony.
You're invited to take part in a Gating ceremony. If you agree, spend 2 Clue tokens and 1 Sanity to make a Lore (-2) Check. If you pass, close one gate of your choice. If you fail, nothing happens.
It's important to note that closing a gate and sealing a gate are completely different things. Closing a gate buys us some time. If too many gates are opened, Shubby will be summoned. However, just closing it doesn't get us to victory. To do that, we have to seal 6 gates so that a portal can never open in that area again. Still, this is a very useful ritual, and one of the reasons why joining the Lodge is such a good idea. Marie is totally going for it. She spends a clue token and a point of sanity, and taps her crazily useful Mythos Lore skill to pay for the other clue, then attempts the ceremony.
http://getmeoutofthis.net/gallery/d/298-1/DSCN2202.JPG
Damn. Luck had to run out sometime. However, we've invested a lot in this roll. Let's throw a clue token in there.
http://getmeoutofthis.net/gallery/d/300-1/DSCN2203.JPG
There we go! Marie chants with her fellow Lodge members as they stand in a circle around a large, ancient rune drawn into the floor... suddenly, there's a flash of light! Marie is momentarily stunned, but when her head clears, she knows the ritual has been successful.
I decide Marie should close the newly-opened gate at the Black Cave. The Wraith would be easier to sneak past than the equally nasty Hound of Tindlos, sure, but with 2 Clue tokens on the Woods, there's more reward for trying to seal that gate than the one at the Cave. Now, let's look at the Gate token.
http://getmeoutofthis.net/gallery/d/302-1/DSCN2204.JPG
See that symbol on the bottom of it? That diamond? Remember seeing those before? Each monster has such a symbol on it. If we seal or close a gate with that symbol, all monsters with that symbol are sucked back through it into their home dimension. Unfortunately, there are no monsters on the board with the diamond symbol. It was hoping it would be a square, so we could get rid of that stupid Hound. Oh well, so it goes. Either way, Marie gets to take it as a Gate Trophy. Gate Trophies are worth 5 toughness of Monster Trophies when trading in for goodies.

poetfox
05-20-2008, 01:02 PM
Turn 4: Otherworldly Encounters
Once again, since Joe and Marie are in Arkham, they're taking a break for his phase.

Creatures on his tail, Monterey Jack runs through the City of the Great Race. Trying to shake them, he crawls into a crawlspace of some sort in one of the buildings. This manages to shake his pursuers, but, unfortunately, they set up camp in front of the entrance to the space as they figure out how to search for him. Surely they'll leave eventually, but Monterey can't do anything until they do.
It seems as though you've run out of options for now, so you must bide your time. Stay here next turn.
http://getmeoutofthis.net/gallery/d/304-1/DSCN2205.JPG
Monterey is Delayed, and must face danger in the City for one more turn.

Amanda continues to wander through the darkness of the Abyss when suddenly, her feet get wet. Water? Here? She takes a better look at her surroundings.
A dark ocean laps at your feet, and you see the gables of old-fashioned buildings across the water. Could that be Innsmouth? Your Luck slider is reset to the lowest number, but you gain 1 Clue token.
A vision of something she recognizes gives Amanda a better understanding of where the hell she is and how she can get out. We knock her luck down a mere notch to 1, but more importantly she gains 1 Clue token. Unfortunately, she's still one Clue token short of being able to seal this gate, but it's certainly a better outcome than most.

Turn 4: Mythos
Environment (Mystic)
A Dark Wind Covers Arkham
Inky cloud blow in from the east, bringing with them sickness and fear.
The third type of Environment, and this one is REALLY bad. The maximum stamina of all Investigators in Arkham is reduced by 1 while this is in play, which takes a hit off of Marie. Horror checks are also made at a -2 penalty while this wind blows, making it that much easier for our team to go insane.
Additionally, the Terror track increases by 1. What is the terror track, you ask?
http://getmeoutofthis.net/gallery/d/306-1/DSCN2206.JPG
Various mythos cards can increase this track. Additionally, if the investigators don't keep monsters in Arkham in check, this track also starts increasing as monsters over the max monster cap appear. The track only really has an effect on gameplay when it hits 3, 6, 9, and 10. At 3, the General Store closes, meaning investigators can no longer buy Common items. At 6, the Curiosite Shoppe closes, meaning they can no longer buy Unique items. At 9, Ye Olde Magik Shoppe closes, meaning they can no longer buy spells. If it manages to hit ten, then the monster limit is lifted, and any number of monsters can harass the investigators. Needless to say, if you can keep it low, do it.
http://getmeoutofthis.net/gallery/d/310-1/DSCN2208.JPG
It looks like a new portal has opened at the Unvisited Isle, still named that even though we visited it earlier. With it, comes its guardian, a Formless Spawn, which pretty clearly has a form in the picture. Huh. In any case, it's a middle of the road monster with Physical Immunity. A clue also appears at the Witch House, which is kind of annoying. Monterey has a million clue tokens right now, and doesn't really need it, yet he's going to get it when he comes back from his trip to the City of the Great Race. If it had shown up in Independence Square, Amanda could have sealed her gate. Oh well, so it goes.
http://getmeoutofthis.net/gallery/d/316-1/DSCN2213.JPG
Shubby also gets his 5th doom token. He's almost halfway summoned!

However, for the first time this game, monsters move! Let's look at the bottom of the Mythos card.
http://getmeoutofthis.net/gallery/d/308-1/DSCN2210.JPG
See those symbols? Just like before, right? If the symbol of a monster on the board is listed in these boxes, it moves one space, following the arrow of the color of box it is in. Our new friend, the Formless Spawn, is a Circle, and Circles move Black.
http://getmeoutofthis.net/gallery/d/312-1/DSCN2211.JPG
We follow the arrow (which is both white and black in this case) and move the Formless Spawn to the streets.

The Hound of Tindlos is a Square, and Squares move White. However, monsters with a green border have special movement rules, listed on the back of the tile. The Hound says that, if it moves, to move it instead of the nearest investigator.
http://getmeoutofthis.net/gallery/d/314-1/DSCN2212.JPG
Oh crap. Marie is going to have some trouble come next turn.

With the passing of the first player token back to Monterey, thus ends turn 4.

Let's see the state of the board and how our investigators are doing.
http://getmeoutofthis.net/gallery/d/318-1/BoardTurn4.jpg
Monterey Jack (J): 1 Sanity, 7 Stamina
Speed: 2
Sneak: 2
Fight: 4
Will: 1
Lore: 1
Luck: 5
Cash: $7
Clues: 7
Items: Bullwhip, .38 Revolver, Alien Device, Wave of Destruction, Stealth, Brass Knuckles
Trophies: Ghost (2 pts)

Marie Lambeau (M): 3 Sanity, 3 Stamina
Speed: 3
Sneak: 2
Fight: 1 (+1)
Will: 4
Lore: 4
Luck: 1
Cash: $4
Clues: 4
Items: Enchanted Knife, Voice of Ra, Cloud Memory, Vision Quest, Mythos Lore, Fight +1
Trophies: Plateau of Leng (5 pts)

Amanda Sharpe (A): 5 Sanity, 5 Stamina
Speed: 1
Sneak: 4
Fight: 2
Will: 3 (+1)
Lore: 4
Luck: 1
Cash: $1
Clues: 4
Items: .18 Derringer, Enchanted Cane, Wrack, Will +1, Expert Occultist

Joe Diamond (D): 4 Sanity, 4 Stamina
Speed: 6
Sneak: 1
Fight: 4
Will: 1
Lore: 0
Luck: 3
Cash: $11
Clues: 4
Items: .45 Automatic, Knife, Ancient Tome, Spot Hidden, Tablet of Bast

Well, our exploits in the Lodge were sort of successful, but now Marie is in for a world of pain. Should she run? Attempt to stay and fight and hope her Fight +1 ability brings her to victory? What about Joe? Now that he's mostly healed, should he go after gates? Look for an Elder Sign? Also, nobody has even went to Dunwich. Should we explore early, or wait until there's trouble? What do you all think I should do?

Also, random question, do you like the pictures of the dice rolls? If it's a nice visualizer, I'll keep taking them, but if you're tired of looking at dice atop those sheets, then I'll stop taking them and speed the process up a bit.

Ample Vigour
05-20-2008, 01:11 PM
Joe needs to make a beeline for the unguarded Woods gate. Marie won't last long against the Hounds with Fight +1, so she should lay low and try to sneak.

This is great stuff, poetfox.

Zithuan
05-20-2008, 01:42 PM
I also wanted to say that if i'm not mistaken, regions with portals lose their clue tokens, and cannot receive anymore until it is sealed.

This is correct. I went to double check the current rules (http://www.fantasyflightgames.com/PDF/AH_Rules_internat.pdf) to see if this had changed, but no such luck. See sections V.1.C.2 and V.2 on pages 9-10.

I am enjoying the fiction context to the gameplay though. After having played for a while, sometimes my group will skim the text just to see what the cards does, ignoring the flavor text.

Flying Polyp

When I saw that you drew that thing, I cringed. Especially with Shub-Niggurath's power boosting it....

poetfox
05-20-2008, 01:46 PM
I also wanted to say that if i'm not mistaken, regions with portals lose their clue tokens, and cannot receive anymore until it is sealed.
This is correct. I went to double check the current rules to see if this had changed, but no such luck. See sections V.1.C.2 and V.2 on pages 9-10.
Rules I have overlooked make me sad. Well, fine. If I'm not mistaken, the only thing it changes in this run is... Monterey has one less clue token? But that's not enough to stop him since he's got a billion million from that mirror thing. Also, I guess I need to take the clue tokens off the board that are on the Woods and such, but that's a my problem thing. Heh.

Matchstick
05-20-2008, 01:49 PM
Yeah it says 1-8 players on the back of the box, but unfortunately the game is wicked hard if you don't have at least four investigators, so even with 2-3 players you'll probably have to control more than one guy.

I disagree with this. I think the game scales harder with more people. All the sliding values work against you as you get more. With 7 or 8 players, you go to fighting the Big Bad (tm) if you get to 5 open gates (or maybe it's 6). If you get a couple of bad random events (as I did the last time we played), you have no shot at getting the gates under control before you get a one-way ticket to Devouring Ville (tm). I'd guess with 2 it might be nasty, but with 3-5 people who know what they're doing, you'll have a better chance than with more, in my experience.


As far as the complexity, it is no big leap for someone coming from an RPG background since you're used to playing games with hundreds of pages of rules.

Pretty true, although the layout of the rules in the original game are god awful. It's a nightmare to get your head around what is going on because things are spread out all over the place. Cheat sheets definitely help as well as somebody that is familiar with the layout of the rulebook.

Zithuan
05-20-2008, 01:51 PM
Rules I have overlooked make me sad.

There are a lot of rules to this game that are easy to lose track of. In our group, forgetting to roll for Retainers and Blessings is the most common oversight. Curiously, rolling to get rid of a Curse is never forgotten... ;)

Stiv
05-20-2008, 10:09 PM
This is totally fascinating. None of my friends here play board games so it's nice to live this one out vicariously. If I could get my hands on a Triumph of Chaos board and find somebody to play it with I would totally do an LP of that and it would take like 4000 pages. Goddamn that game is long.

mr_bungle700
05-20-2008, 10:58 PM
Also, random question, do you like the pictures of the dice rolls? If it's a nice visualizer, I'll keep taking them, but if you're tired of looking at dice atop those sheets, then I'll stop taking them and speed the process up a bit.

I like the dice roll pictures. They recreate the effect of rolling the dice ourselves and then looking down to see the results. It's a moment of suspense and then relief/disappointment that wouldn't be conveyed as effectively in text.

Of course, I imagine that it's pretty tedious to snap a picture of every dice roll, so if you want to cut that out of the process it wouldn't be that big a deal.

Matchstick
05-20-2008, 11:26 PM
Of course, I imagine that it's pretty tedious to snap a picture of every dice roll, so if you want to cut that out of the process it wouldn't be that big a deal.

Maybe a good middle ground would be to only take a few pictures of rolls that could be considered dramatic (closing of a gate, a fight that looks to go badly for the adventurer involved, etc.).

Traumadore
05-21-2008, 12:32 AM
critical dice rolls are fun, but we don't need to see all of them. Also the red tint is kind of creepy, and I like that. I say slay the hound if you can manage it, it's going to just follow you around until you do. I think your best fighter should stay in town for monster control, if everyone leaves it will be a mess. You might have to pass off some clues.

sraymonds
05-21-2008, 09:01 AM
I wish the expansions were something I could go into my Wal-Mart or Target and pick up, but no, I have to drive 30 minutes to find a store with them.

sigh

Traumadore
05-21-2008, 09:13 AM
Actually if big box stores carried anything but Hasbro and Mattel products then the games store I work weekends at would be out of business. I'm ok with it.

By the way I heard The King in Yellow was the better expansion. I've never played with Dunwitch, as I can only imagine it makes the game longer and harder.

Shadax
05-21-2008, 06:32 PM
[I]
It looks like Monterey Jack is headed to the City of the Great Race. He appears in the new dimension to a roaring crowd, creatures running past him left and right! Something taps him on the shoulder and points to a finish line far away, barely in his field of vision. Monterey then knows what he must do, and takes off in a sprint! He's going to win this race!
Wait, it's not that kind of Great Race?


I see what you did here.

poetfox
05-21-2008, 11:38 PM
Today was supposed to be a great day.
I mean, I stayed up all night studying for that final, it seemed like, and it totally paid off. When Professor Walters said to put our pencils down, what was before me was one of the better bits of essay question answer I've ever created. It was picked up and turned in. The semester was over, and not a moment too soon. Arkham has seemed colder, darker the longer and longer the semester went on, it felt like. I noticed so many students dropping out, and I really was tempted to join them. College is hard work! But I'd made it once again, and all that stood between me and my vacation was one last shift at the bank.
It was supposed to be a great day, you know?
It was a slow shift as expected. Not many people coming or going, and I sat, slumped in my window, with my head propped up in my hands for most of the time. Just as my clock-watching was hitting that fever pitch as the minute hand was ticking towards closing time, she entered. It was really hard to miss her, as she was wearing a cloak of all things. Mr. Bradley seemed to recognize her though, and soon ushered her into the safety deposit box room. Nine minutes and three seconds later (I was really paying attention to the time, you understand) she walked back out and headed for the door. It was close enough. As soon as she was gone we could lock up, and then I would be free, free free! But then a glint on the floor caught my eye.
"Hey!" I yelled. But I was too late, the woman was already out the door.
"What are you yelling about?" Bradley asked me.
"She dropped her deposit box key," I said, getting out from behind the window and picking it up off the floor.
"Well, go on after her," Mr. Bradley said. "I'll clock you out and such."
"Thanks, Mr. Bradley!" I grabbed my coat and rushed out the door.
Scanning the horizon, I thought I saw a bit of her cloak disappearing behind a corner. She was going towards the University, apparently. Fair enough, I had to head back to the dorm before I left anyway. I hurried after her.

---

Evil waits for no one, not man, woman, or half-man, half-woman. However, it will wait while I clear up some rules things.
My status as a rule whore has been tarnished by someone pointing out to me earlier in the thread (in case you missed it) that Clue tokens can't be put on spaces with gates and when a gate opens, you remove all clue tokens from it. Harsh. I've fixed the board, but the main thing that has an effect on the game is that Monterey has 1 less clue token. Not too big a deal, as he still has enough to seal a gate, but of interest to note.
Also, I forgot to mention a small fact about the terror track: When the terror track moves upward, you draw a random ally and remove it from the game. That ally simply can't be recruited anymore. They've left town for safer pastures.
http://getmeoutofthis.net/gallery/d/320-1/DSCN2219.JPG
Professor Rice has hit the road in what appears to be a blinding flash of light. Oh well, so it goes. I toss him back into the game box.
It is also interesting to note that, while reading the rules to make sure no other such mistakes occur, I learned investigators can't trade money. What kind of sense does that make? It makes less sense that they can trade Spells, you know. And I mean, what would you be more willing to give up, a rare magical artifact, or $5? Crazy.

Anyway, BACK INTO THE FRAY.

Turn 5: Upkeep
Marie cowers in fear at her upcoming encounter with the Hound of Tindolos, so she maxes out her Sneak. Alternatively, Amanda kicks her Fight up to the max in preparation of kicking some Cultist ass. Everyone else seems pretty good.

Turn 5: Movement
Monterey manages to crawl out of the tiny space without being detected and gets back on the road to Arkham in the City of the Great Race.
Marie decides she's getting out of there while the getting is good, and makes to use her measly 1 Speed to get to the street. To get there, though, she'll have to sneak past that Hound. We've upped her Sneak to 4, and the Hound is only -1 to Sneak past, so we have a chance... GO, DICE ROLL!
http://getmeoutofthis.net/gallery/d/322-1/DSCN2214.JPG
Whew. A close one. Unfortunately, she can't get any farther than the French Hill Streets, where a group of protesters start calling her mean names and waving signs in her face with intimidating slogans. With only 2 Fight to pass the Fight (-1) check, she doesn't have much of a chance to push past them. I roll a three, and she's Delayed.
http://getmeoutofthis.net/gallery/d/324-1/DSCN2215.JPG
Oh well, maybe we can get an Exhibit item or two out of it. Then again, she only has 1 point in Luck right now. At least she's alive, I suppose.

Amanda finally lucks upon a portal out of the Abyss and back to Arkham, returning to Independence Square. She now has explored this gate, and thus gets a little Explored token put on the gate. This means we can close or seal it, though it's lost if Amanda decides to move away from Independence Square before the job is done. Now, investigators returning to Arkham from gates do not have to fight any monsters on the gate their first turn back. It's a little bonus. However, fighting a monster ends your movement, even if you have additional movement points. Since we'd probably like Amanda to move next turn and Cultists are hard to sneak past with their -3 difficulty, we might as well throw down now. Cultists are among the easiest enemies anyway, even with Shubby's buff giving him an extra hit.
http://getmeoutofthis.net/gallery/d/326-1/DSCN2217.JPG
See? Pitiful. Because a Cultist is a normal human, facing it doesn't require a Horror check, and he's so easy to attack that he actually gives us an extra dice to hit. With Amanda wielding her Enchanted Cane and Derringer, that means she has 10 dice to hit him twice! Catching the Cultist off-guard as she walks out of the very gate he's guarding, she aims her Derringer, channeling the energy from her cane into the shot...
http://getmeoutofthis.net/gallery/d/328-1/DSCN2218.JPG
Needless to say, she makes quick work of him, and takes the Cultist as a 2 point Monster Trophy.

Joe Diamond decides that his combat was a close call, and he needs better weapons to fight the forces of darkness. Therefore, he goes to the Curiosite Shoppe to see what Unique Items he can pick up.

Turn 5: Arkham Encounters
Monterey is still racing along, so he sits this phase out.

Marie has no encounter because she is in the streets. However, since we have a free clue token from her Mythos Lore, we might as well use that to get a 1 in 3 chance of securing an Exhibit item. However, I critically miss (Note: There is no such thing as a critical miss in this game) with a 1, and so she finds nothing in her search of the mysterious sands.

Diamond is going to turn down an encounter so he can use the Curiosite Shoppe's special ability to go shopping for Unique Items. Walking into the mysterious shop, he examines the rarer items on display, looking for something that might be of us. We draw three Unique Item cards to represent the selection the store has this turn.
http://getmeoutofthis.net/gallery/d/330-1/DSCN2222.JPG
Swing and a miss. No enchanted blades or Elder Signs to be found. Instead we have a Tome that gets us an ally, an item that basically gives us an extra man, and a charm that lets more gates be open before Shub-Niggaurath is summoned. In this game, Investigators are very serious shoppers. We have to buy an item out of these three, even though none of them are impressive. The Elixir of Life is almost certainly the most useful out of these, so Diamond drops a fiver on the table and pockets the bottle. The other two cards are discarded.
http://getmeoutofthis.net/gallery/d/332-1/DSCN2223.JPG
It's time for Amanda to close the gate to The Abyss. If you look on the Gate token, this gate has a difficulty of -2 to close. To close a gate, you can either use your Lore or your Fight, whichever is higher. However, Amanda has a 4 in both of those areas, so either way she gets two dice. She starts to chant a little spell, using everything she's learned about the occult to attempt to force the gate shut...
http://getmeoutofthis.net/gallery/d/334-1/DSCN2225.JPG
And she fails miserably. Damn. She'll just have to try again next turn.

Turn 5: Otherworldly Encounters

Running ahead, Monterey can see the portal back to Arkham in sight! But before he gets there, he notices a group of creatures to one side. Jack watches as they disperse, and then realizes what it is they're doing as he spies the magically sealed cages!
They've been collecting people! Make a Lore (-2) [2] check to determine how to release the victims. If you pass, you may search the Ally deck and take an Ally of your choice. If you fail, you are taken captive yourself, and are Delayed.
The [2] in this encounter means that, unlike most encounters, you need two successes to pass this. With Monterey's 1 Lore, he has no chance of getting 1 success, much less 2! His efforts are heroic, but the creatures return as he tries desperately to unlock the cages. Hopefully he will be able to figure the cages out before too long, but we can do nothing but set him back down and Delay him once again.

Man, this turn has been pretty disappointing.

shivam
05-21-2008, 11:47 PM
what counts as a success when you roll again?

poetfox
05-21-2008, 11:51 PM
Turn 5: Mythos

Environment (Urban)
Estate Sale
Investigators who end their movement in the Uptown streets may draw 2 Unique items and purchase one, none, or both of them at list price, discarding any that are not purchased.
Apparently a collector of rare artifacts has passed on, leaving us to rummage through his belongings and shop! We put an Activity token in the Uptown streets to remind us that this is going on. The best thing about this, though, is that it replaces our other Urban environment, which is that annoying one with the protesters that's got Marie delayed.

Also a clue appears at the Black Cave, and a gate opens at... the Witch House. Which already has a gate open. Uh oh.

When a gate is supposed to open where there is already a gate, a Gate Burst occurs. You draw a monster from the cup for each open gate (We have 4) and place a Monster at each gate. No Doom Token is added to the Doom track. These are the four monsters I drew.
http://getmeoutofthis.net/gallery/d/336-1/DSCN2226.JPG
http://getmeoutofthis.net/gallery/d/338-1/DSCN2230.JPG
http://getmeoutofthis.net/gallery/d/340-1/DSCN2231.JPG
http://getmeoutofthis.net/gallery/d/342-1/DSCN2233.JPG
I could have done a WHOLE lot worse. Easy monsters at most of the gates. The worst part is the Chthorian. If he moves, he doesn't move, and we instead roll a die. On a 4-6, everyone in Arkham gets dealt a damage. Ouch. Luckily, the portal that Monterey is in has the same symbol as the Chthorian. If he can ever get out of there and get that sealed, that would take care of it.

Monster movement brings great news: The Hound moves again and follows Marie to the street! Hurrah! The Witch also moves to join the Formless Spawn in the Merchant District streets.

This was the worst turn by far. Let's see if we can't turn it around. Monterey gives the First Player token to Marie.

Turn 6: Upkeep
Marie refreshes her Mythos Lore, and ups her Luck to 3 so she can have a chance at Exhibit items this turn. I'm tired of Monterey getting screwed in Lore checks, so I bump that up to a 3. Of course, that'll probably mean he'll need a Luck check this turn, since I just lowered it.

Turn 6: Movement
Marie can finally move again now that the protesters have dispersed. However, she notices the Hound has followed her to the streets! She attempts to hide in the shadows of the street by passing another Sneak check.
http://getmeoutofthis.net/gallery/d/344-1/DSCN2235.JPG
Thank goodness, she evaded the Hound again. Of course, she'll have to do it one more time to get her ass out of there next turn, but there's not a whole lot else we can do with her without getting her killed.

Amanda stays right where she is, to have another go at this portal, but the newly spawned High Priest has something to say about that.
http://getmeoutofthis.net/gallery/d/346-1/DSCN2236.JPG
Ick, Magical Immunity. Forgot about that last turn when I said these monsters were easy. That means Amanda can't use her Enchanted Cane. We'd have 4 dice to hit 3 successes. I don't like those odds. Amanda attempts to hide in the bushes in Independence Square, keeping away from the High Priest...
http://getmeoutofthis.net/gallery/d/348-1/DSCN2237.JPG
Whew, she remains hidden. She can take another crack at the portal this turn. Let's hope she finally closes the thing.

Diamond isn't satisfied just with an Elixir that can bring him back to life. He wants a sword! He's going to stay and shop once again.

Monterey manages to slip out of his cage, making him no longer Delayed.

Turn 6: Arkham Encounters
Marie digs around in the sand once again, this time with a bit more Luck. She has three dice, counting her Mythos Lore clue token die, and she searches hardcore.
http://getmeoutofthis.net/gallery/d/350-1/DSCN2238.JPG
A handful of threes means no Exhibit item. Rats.

Amanda decides to try her chant once again and seal this bastard gate once and for all. From her hiding place in the bushes, she focuses...
http://getmeoutofthis.net/gallery/d/352-1/DSCN2239.JPG
And comes through this time, sealing the gate to the Abyss! She takes it as a gate trophy. Also, as a bonus, it shares a symbol with the Formless Spawn, sucking it back through the gate and returning it to the Monster Cup. Unfortunately, though, she still doesn't have the clue tokens to seal this location, so we're no closer to victory.

Complaining and haggling with the store owner, Joe Diamond manages to get him to show off more of his wares, and he attempts to purchase another Unique Item...
http://getmeoutofthis.net/gallery/d/354-1/DSCN2242.JPG
A Healing Stone! There are very few items more useful than this. Unfortunately, Diamond doesn't have the $8 it would cost, which means we have to discard this one. Now, the Golden Sword of Y'Ha-Talla, however, is exactly in our price range, and would help Diamond kick considerable amounts of ass. Note that to use this weapon, you have to tap it, making it sort of a 1 hit wonder. If you don't kill the monster in one round, you can't use the sword anymore. Most combat in this game lasts but one round, however, so it's not too big a deal, and +5 is a huge improvement over the +1 of the Knife. He takes the sword, and leaves the shop a broke, but much better equipped Investigator.

poetfox
05-21-2008, 11:59 PM
Turn 6: Otherworldly Encounters

As he escapes from his captors, Monterey manages to steal a strange device from them, but has no idea what it does.
Deciding that you have to take the chance if you're to return home, you activate the strange device. Roll a die. On a success, gain 2 Clue tokens. On a failure, nothing happens.
Monterey smacks random buttons on the device, trying to make it do something...
http://getmeoutofthis.net/gallery/d/356-1/DSCN2243.JPG
The device sends a jolt through him, filling him with previously unknown knowledge! He pockets two clue tokens for being a lucky bastard.

Turn 6: Mythos
You know what a great way to end these two mediocre to bad turns is? A Rumor.

Rumor:
Disturbing the Dead
Ongoing Effect: Roll a die at the end of every Mythos Phase while this card is in play. On a 1 or 2, increase the terror level by 1.
Pass: If a single player discards 2 gate trophies during the Arkham Encounter Phase while in Rivertown Streets, return this card to the box. Each player draws 1 Spell.
Fail: If the terror level reaches 10, return this card to the box. Every investigator is Cursed.
Rumor has it that the dead walk again! It's freaking the shit out of the citizens of Arkham, too.
Rumors are totally your enemy in this game. If you have the resources to pass the rumor when it comes out, you get a big bonus, but otherwise, it's a pain in the ass. It stays in play until either the "Pass" or "Fail" requirement is met.
Also, a Rumor means no Clue token.
http://getmeoutofthis.net/gallery/d/360-1/DSCN2245.JPG
However, a portal re-opens at the Black Cave, taking a clue token down with it. Damn. I draw a new monster, and it's the difficult-to-kill Colour Out Of Space. Damn.
http://getmeoutofthis.net/gallery/d/358-1/DSCN2244.JPG
Also, Shubby gets another Doom token. He's officially halfway summoned! Damn.

Also, the Chthonian moves. Damn. Luckily, I roll a 4, and everyone keeps their Stamina.

Well, let's see everyone's status after these two shitty turns.
http://getmeoutofthis.net/gallery/d/362-1/BoardTurn6.jpg

Monterey Jack (J): 1 Sanity, 7 Stamina
Speed: 2
Sneak: 2
Fight: 4
Will: 1
Lore: 3
Luck: 2
Cash: $7
Clues: 8
Items: Bullwhip, .38 Revolver, Alien Device, Wave of Destruction, Stealth, Brass Knuckles
Trophies: Ghost (2 pts)

Marie Lambeau (M): 3 Sanity, 3 Stamina
Speed: 1
Sneak: 4
Fight: 1 (+1)
Will: 4
Lore: 2
Luck: 3
Cash: $4
Clues: 4
Items: Enchanted Knife, Voice of Ra, Cloud Memory, Vision Quest, Mythos Lore, Fight +1
Trophies: Plateau of Leng (5 pts)

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

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

Well, we gotta turn this shit around. We've got to get sealing gates to deal with this Rumor of the walking dead, or things are going to get real nasty really fast. Should Diamond work to seal gates, or should he just kick ass and take names with his new sword? What the hell is trapped Marie going to do? Will Monterey ever stop being delayed in the City of the Great Race? Do we even want him to? Why is Amanda Sharpe being one of the most useful characters?
We'll find out all this, and more, next time. Or something.
Next time should be tomorrow afternoon. Today afternoon. Whatever. Comment away!

Matchstick
05-22-2008, 12:29 AM
what counts as a success when you roll again?

A 5 or 6 unless you have a Blessing which makes it 4, 5, or 6.

Ample Vigour
05-22-2008, 01:03 AM
Rough turns. I don't know if our heroes are going to have the juice to keep Shubby bottled up.

Have I mentioned how much I love the Terror Track mechanic? It forces you to move like hell before everything shuts down, and it scares the hell out of you while you do it. This is probably the most atmospheric boardgame ever.

Falselogic
05-22-2008, 11:08 AM
We're getting our asses handed to us! Is the game usually this harsh on the players? Is it supposed to be very difficult to win? Give you that by the skin of our teeth feeling? I don't know if I'll be able to find friend who'll be willing to play a game they can barely win...

Matchstick
05-22-2008, 11:21 AM
The game can be very difficult. You need to keep pushing forward without dawdling to keep the gates under control. That said, I've only lost twice in 10 or so games I've played.

poetfox
05-22-2008, 12:17 PM
We're getting our asses handed to us! Is the game usually this harsh on the players? Is it supposed to be very difficult to win? Give you that by the skin of our teeth feeling? I don't know if I'll be able to find friend who'll be willing to play a game they can barely win...
All of these Call of Chthulu games are like that, as far as I know. You're supposed to be desperate and against odds you shouldn't be able to take. But hey, I make some progress in these next two turns. I'll get to posting them now.

Falselogic
05-22-2008, 12:30 PM
So sealing the gate and sealing a location are different things? I guess that means that a gate can re-open there? Does closing the gate remove one of the counters from Shub's summoning card? Can you close locations before they are ever opened?

poetfox
05-22-2008, 12:34 PM
"I am so sorry for your loss."
There were so many people about that I didn't know. I have to admit it was kind of awkward, being in a room of mourners and feeling like an outcast. It was also oddly intriguing, like I was looking into my grandmother's life, and seeing everything I didn't know about her in the people paying her respects. I looked down at her body, laid out all nice and pretty in the casket, remembering old times. It... she was a really great person. Soft music played in the background, and I began to sing along with it. She would have wanted it that way. I sang, and I sang, and when I finally stopped, there was no sound in the place. I turned around and noticed everyone's eyes on me.
I excused myself and left the room. Sitting down in the lobby, I let my eyes explore the floor and withdrew into myself. At least I tried to, before I was interrupted.
"Marie?"
"Yes, that's me..." I looked up. An older man was standing there, with some sort of package.
"She wanted you to have this."
"She?"
"Your grandmother. Made me promise to give it to you." He held out the package. I took it. It was oddly heavy.
"Oh... well... thank you." I said, looking up at him. "I'm sorry, I didn't catch your name."
"Probably for the best," he said, and left.
I undid the wrappings around the object. It was one of the oddest things I had ever seen. Some sort of statue or something? I had never seen anything like it before. Atop it was a small, handwritten note. "Keep this safe. I believe in you." I read aloud. What was all this?

---

Turn 7: Upkeep
Marie refreshes her Mythos Lore. Diamond ups his Fight to the Maxx. It's monster-killing time.

Turn 7: Movement
Amanda still doesn't want to fight that High Priest, so she decides to Sneak out of the Square into the Downtown streets. She stealthily moves through the shadows...
http://getmeoutofthis.net/gallery/d/364-1/DSCN2246.JPG
And manages to sneak past once again! She moves to the streets, but unfortunately has no more movement points.

Meanwhile, Joe Diamond, private eye, decides that it's a good time for a career change into Joe Diamond, professional monster slayer. He heads to the Merchant District streets to give that Witch what for, but he takes the long way, passing the Ancient Tome to Amanda so someone might get some use out of it. Drawing his new sword and automatic, he faces down the witch.
http://getmeoutofthis.net/gallery/d/372-1/DSCN2272.JPG
She has Magical resistance, but even at half-effectiveness his magical sword is better than the knife... I throw gobs of die as he charges the Witch...
http://getmeoutofthis.net/gallery/d/366-1/DSCN2248.JPG
And soundly defeats her, taking her as a monster trophy. Diamond has a movement point left, but you can't move after you've engaged in combat. If you want to pass by monsters and keep moving, you have to sneak. He stops in the streets.

Monterey finally find a portal back to Arkham, happy to be back after so many delays. He's greeted, though, with a dark wind that lowers his max stamina and makes him lose a point. Ugh. However, he spots a Cultist. No time like the present to get rid of him, and anyway, Monterey has tons of weaponry. He gets 12 dice for this roll! Should be easy-peasy!
http://getmeoutofthis.net/gallery/d/368-1/DSCN2249.JPG
Or... not. I use the Bullwhip's ability to re-roll one of my failures, but I roll a 1. Monterey is overconfident as he faces down the Cultist, and is caught off-guard. The Cultists swipes at him with a knife, taking off a point of Stamina. Not about to let him get away with that, he charges into the fray once again.
http://getmeoutofthis.net/gallery/d/370-1/DSCN2250.JPG
Much better. He takes the Cultist as a monster trophy, and is now ready to seal our first gate!

Marie is once again having to sneak past that pesky Hound of Tindalos. Once again she rolls 3 dice and once again she succeeds this time retreating to the Rivertown streets.

Turn 7: Arkham Encounters
This Encounters phase has a lot of Sand searching in it.

Amanda would like to get in on the action, but with only 1 luck, she fails automagically. Unfortunate. Joe Diamond has a go with his two dice, but with a 1 and a 4, he strikes out.
http://getmeoutofthis.net/gallery/d/374-1/DSCN2251.JPG
Marie, however, finally comes through. I draw the top card off of the exhibit item deck and... woah.
http://getmeoutofthis.net/gallery/d/376-1/DSCN2252.JPG
Eye of Light and Darkness! I know from experience that this is one of the better exhibit items, and turns Investigators into God-killing machines. However, it's sort of useless before that final all or nothing assault after a God is summoned, but still, it's good to have an ace up our sleeve. Marie pockets the Eye.
http://getmeoutofthis.net/gallery/d/378-1/DSCN2254.JPG
Technically before Marie gets the eye, however, Monterey tries his hand at sealing his gate! The difficulty is +0, so Monterey gets all 4 of his Fight dice to try... using his strength and force of will Monterey attempts to force the gate closed...
http://getmeoutofthis.net/gallery/d/380-1/DSCN2255.JPG
And succeeds! He spends 5 clue tokens as well, sealing the gate permanently. We're 1/6th of the way to victory, plus get gets a Gate trophy and sends the Chthonian packing for his trouble. Huzzah!
http://getmeoutofthis.net/gallery/d/382-1/DSCN2256.JPG

poetfox
05-22-2008, 12:44 PM
Turn 7: Otherworldly Encounters
Hey, everyone is back in Arkham! Neat! Let's move on, then.

Turn 7: Mythos
HEADLINE
MURDERER AT LARGE; VICTIMS' BRAINS MISSING
Victims of a string of murders are left as dessicated corpses with their brains and internal organs removed. The terror level increases by 1.
http://getmeoutofthis.net/gallery/d/384-1/DSCN2257.JPG
Goodbye, Mr. Sawyer. Your ability is hella useful, and we will never get to use it. I toss him back into the game box.
http://getmeoutofthis.net/gallery/d/386-1/DSCN2258.JPG
Wait, see that at the bottom of the card? Uh oh. No gates open this turn, but Shubby gets a double dose of Doom! This seems like the perfect time to use Marie's Witch Blood ability to soften this blow. We can only use it once all game, but it removes a Doom token, making this turn effectively add only 1.
http://getmeoutofthis.net/gallery/d/388-1/DSCN2259.JPG
A clue appears at the Science building. What fun!
http://getmeoutofthis.net/gallery/d/390-1/DSCN2260.JPG
Also, the Hound of Tindolos is on the move again. This time, however, there are two investigators at equal distance from it, so we get to choose. I'm having it go after Marie again, because she's an expert at avoiding this thing by now, and Monterey would go insane if he glanced at the thing.

Of course, the Colour Out Of Space moves, too, and that means I have to roll a die, and if it's a 4, 5, or 6, Monterey is going insane anyway, because all investigators will lose a sanity. Luckily, I roll a 1. I roll for the rumor while I'm at it, and get a 4, keeping the terror track where it is.

Onward to turn 8! Diamond gets the first player token.

Turn 8: Upkeep
Mythos Lore, Diamond's sword, and the Bullwhip are refreshed for another exciting maybe turn in Arkham. Amanda ups her Speed to 3 so she can get around town a little and get away from the Square she's been stuck at all game. Monterey does similarly, maxing his Speed.

Turn 8: Movement
You know what? I am fed up with that stupid Hound, and so is Joe Diamond. He moves to the Rivertown streets and engages the bastard.
http://getmeoutofthis.net/gallery/d/392-1/DSCN2263.JPG
...which may have been a bad idea. If he doesn't pass this horror check, he's insane. That, combined with the fact that Horror checks are at a -2 penalty in Arkham right now means that even if I did up his will, he wouldn't have any dice.
http://getmeoutofthis.net/gallery/d/394-1/DSCN2264.JPG
It takes every single one of Diamond's clue tokens, but he passes the Horror check. But now he has to get three successes to kill the Hound, and with the Hound's Physical Immunity, all he has in one round to use his sword. Diamond makes an impressive slash...
http://getmeoutofthis.net/gallery/d/396-1/DSCN2265.JPG
Bam! Our gamble paid off! Diamond slices off the Hound's head with his sword and gains an incredibly well-deserved Monster Trophy. Was it worth it? Eh, I don't know, but it felt damn satisfying.

Monterey Jack moves to search the Unnamable again for clues, since it proved so fruitful last time. He pockets a Clue token for his trouble.

Marie no longer has to Sneak the Hound of Tindolos, cause it's dead! However, I've got a real dangerous mission in mind. She moves to the Black Cave, and now has to sneak past both the Colour and the Wraith. Ick. Neither are hard to sneak past, however (The Colour is +1 to sneak past and the Wraith is +0), and she sneaks a sneaky snake right past both of them.
http://getmeoutofthis.net/gallery/d/398-1/DSCN2266.JPG
This earns Marie a first class, one way ticket to the Great Hall of Celano! She'll have to find her way back, now, and hopefully seal that gate! (She only has 4 clue tokens, but remember, she can use her Mythos Lore to pay for the 5th!)

Amanda decides to report the strange occurrences she's experienced to her professors at the University, and heads to the Science Building, gaining her 2 clues.

Matchstick
05-22-2008, 12:52 PM
So sealing the gate and sealing a location are different things? I guess that means that a gate can re-open there? Does closing the gate remove one of the counters from Shub's summoning card? Can you close locations before they are ever opened?

Once you've passed through the gate and come back out you can close the gate. Optionally, you can seal it. In order to seal it you have to either have 5 clues or an Elder Sign (something you can pick up at the magic shop). If you don't seal the gate, then another one can open at that same location again. If you seal it, then you remove a marker from the Big Bad's card and place it on the location and no further gates can open there. The key to the game is to be steadily sealing gates, because if you draw a Mythos card that directs one to be opened at a place where you sealed one previously, you essentially get a turn of breathing room, which can make all the difference. Additionally, if a Mythos card directs a gate to open where there already is one, you spawn monsters at every open gate, which can get hairy fast.

Octopus Prime
05-22-2008, 12:54 PM
That was curiously gripping for a picture of dice on a bed.

See you in Hell, Tinder Dog! Or, Double Hell, or wherever you'd go.

poetfox
05-22-2008, 12:56 PM
Turn 8: Arkham Encounters
Marie gets to sit this one out.

Diamond once again spends his turn sifting through sands, but I fail at that roll once again. Oh well, he was probably too busy enjoying his hardcore victory.

Exploring the house, Monterey notices some strange figures outside. He goes to investigate.
A group of cultists scampers through the night. If you follow them, make a Sneak (+0) check to watch where they bury their prize. If you pass, you my draw 1 Unique item or Exhibit item. If you fail, they turn and smile: a monster surprises you from behind!
As nice as those items would be, Monterey had to move his sneak down to 0 just to get here. He'd only get a monster fight for his trouble. Luckily, it's an option to follow the Cultists. Monterey decides he has better things to do than chase after odd people on a hunch, and gets back to his investigations.

Hanging around the Science Building, Amanda notices someone who seems a little out of place, and goes to see who he is.
You find a muscular, bored looked man who challenges you to an arm-wrestling match. Lose 2 Stamina if you accept. If this does not knock you unconscious, Sir William Brinton laughs and slaps your shoulder, offering to join your investigation. Take his Ally card. If it is not available, gain $5 instead.
http://getmeoutofthis.net/gallery/d/400-1/DSCN2267.JPG
Sir William is far from the most useful Ally, but we can eat him to refill Amanda's stamina if losing 2 gets her killed later, so why not take him along? Amanda fails spectacularly to best Sir William in arm wrestling, but makes herself a friend and takes his Ally card.

Turn 8: Otherworldly Encounters
Marie wanders along the Great Hall, taking in the sights. She enters a strange room that looks an awful lot like a cave, and spots some odd drawings on the wall.
Placing your hand on the ancient cave painting, you have a vision. Gain 1 Clue token.
The vision shows Marie what she must do to return to Arkham, and she is filled with confidence and knowledge.

Turn 8: Mythos
http://getmeoutofthis.net/gallery/d/402-1/DSCN2268.JPG
The High Priest is on the move.
http://getmeoutofthis.net/gallery/d/404-1/DSCN2269.JPG
So is the Wraith, moving away from the portal and right on top of Joe Diamond! Good thing he's a bad-ass.
You may wonder why I'm moving the monsters first. Well, that's because technically monsters move before we resolve the Mythos ability. Since monster movement is written on the bottom of the Mythos cards, this is really kind of pointlessly confusing, as you'd normally want to resolve the card from the top down. Luckily, it normally doesn't affect anything, but this turn, it does. Why?
HEADLINE
TERROR AT THE TRAIN STATION
A rusty train arrives in Arkham, disgorging 2 monsters into the Northside Streets.
Man, disgorging. There's a good word.
http://getmeoutofthis.net/gallery/d/406-1/DSCN2270.JPG
Since these monsters are created after the movement phase, they stay here, even if the card would make them move. The Goat Spawn isn't too bad, but Shubby has special effects on the Dark Young, giving them the Endless ability. This means they can't be killed. If we'd kill them, they're just stunned until next turn. Not good.

A clue would appear at the Black Cave, but there's a gate open there. A gate would appear at the Witch House, but Monterey has sealed it! The area is no longer unstable! Shubby doesn't gain a Doom token and we have nothing else new to deal with. I roll for the rumor, and it comes up a 5, leaving the terror level alone.

These turns went better. Let's see how everyone is doing.
http://getmeoutofthis.net/gallery/d/410-1/BoardTurn8.jpg
Monterey Jack (J): 1 Sanity, 7 Stamina
Speed: 4
Sneak: 0
Fight: 4
Will: 1
Lore: 3
Luck: 3
Cash: $7
Clues: 5
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): 3 Sanity, 3 Stamina
Speed: 1
Sneak: 4
Fight: 1 (+1)
Will: 4
Lore: 2
Luck: 3
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)

Amanda Sharpe (A): 5 Sanity, 2 Stamina
Speed: 3
Sneak: 2
Fight: 4
Will: 1 (+1)
Lore: 4
Luck: 1
Cash: $1
Clues: 6
Items: .18 Derringer, Enchanted Cane, Wrack, Will +1, Expert Occultist, Sir William Briton
Trophies: The Abyss (5 pts), Cultist (2 pts)

Joe Diamond (D): 4 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)
http://getmeoutofthis.net/gallery/d/408-1/DSCN2271.JPG
Things went much better this time around, didn't they? Shubby is close to summoned, but we're making progress now. I took some risks and they paid off! What other risks should I take? What else should I do? Let me know! Tell me things! I like being told things.

So sealing the gate and sealing a location are different things? I guess that means that a gate can re-open there? Does closing the gate remove one of the counters from Shub's summoning card? Can you close locations before they are ever opened?
You can Close a gate, or you can Seal a gate. I might not be being clear with my turns. If you seal a gate, you put that little marker on the space. Gates can't open there anymore. If you close a gate, it's gone, but a gate can reopen there if you draw a card saying one does. You can't seal an area off without Sealing a gate, unfortunately. The Sealed tokens are the other side of the Doom tokens on Shubby's card, but are not normally taken off of the Doom track, but instead taken from the bank of a million tokens. If you use an Elder Sign, though, that's the benefit. You get to take the token from the Doom track.

shivam
05-22-2008, 12:59 PM
i'm really digging the dice rolls =)

Zithuan
05-22-2008, 01:09 PM
In order to seal it you have to either have 5 clues or an Elder Sign (something you can pick up at the magic shop). If you don't seal the gate, then another one can open at that same location again. If you seal it, then you remove a marker from the Big Bad's card and place it on the location and no further gates can open there.

Actually, only Elder Signs remove a Doom counter. And the Dunwich expansion added Gate Bursts that can break through a sealed gate.

Some of the strategy of the game can involve knowing approximately which locations are most likely to have gates open, and give those spots the priority for sealing. e.g. Given a choice between Hibb's Roadhouse and The Woods, always seal The Woods first.

Matchstick
05-22-2008, 01:13 PM
Actually, only Elder Signs remove a Doom counter. And the Dunwich expansion added Gate Bursts that can break through a sealed gate.

Right. I saw poetfox's response and realized I'd messed that up. Sorry for the confusion.

Zithuan
05-22-2008, 01:23 PM
The Goat Spawn isn't too bad, but Shubby has special effects on the Dark Young, giving them the Endless ability. This means they can't be killed. If we'd kill them, they're just stunned until next turn. Not good.

"Endless: A monster with this ability cannot be collected as a monster
trophy. Instead, each time it is defeated, return it to the cup."

Otherwise, The Masks of Nyarlathotep would just be brutal.

poetfox
05-22-2008, 01:28 PM
"Endless: A monster with this ability cannot be collected as a monster
trophy. Instead, each time it is defeated, return it to the cup."

Otherwise, The Masks of Nyarlathotep would just be brutal.

Wow. And to think I had been scared shitless of Endless monsters all this time. *sigh* This game and it's rules... I love you Arkham Horror, but man.
Well, then I guess I know where Diamond is going next turn! Wait, the Wraith... the turn after next turn!

Traumadore
05-22-2008, 01:49 PM
Aw, I was gonna mention the endless rules. I guess i'll just say that it looks like we've reached a turning point, which is great! If only we could grab an elder sign. Once Marie emerges from Celeano we can put an end to the rumors too right? Here's hoping!

Also if Joe Diamond needs more cash I believe the encounters at the newspaper are very decent.

Red Hedgehog
05-22-2008, 03:29 PM
This is really turning into a great story. I'm just glad I don't have to keep all the rules straight.

Merus
05-22-2008, 07:16 PM
So, how come six gates is the requirement for winning? Is it because it just is, or because that means Shubby's stalemated? Would that then mean that monsters that summon with less gates are harder to play?

Matchstick
05-22-2008, 08:07 PM
So, how come six gates is the requirement for winning? Is it because it just is, or because that means Shubby's stalemated? Would that then mean that monsters that summon with less gates are harder to play?

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.

Merus
05-22-2008, 08:24 PM
So what happens if the Big Bad is summoned, or is that something we're about to find out?

Matchstick
05-22-2008, 08:53 PM
So what happens if the Big Bad is summoned, or is that something we're about to find out?

In my experience, the quick and dirty is that if the Big Bad is summoned, you die horribly (or to use the game's terminology "are devoured"). From my admittedly spotty memory (since I've only done it once), what happens basically is that each investigator takes a swipe at the Big Bad in turn and you must accumulate enough hits to do damage (equal or greater than the number of players regardless of whether they've been devoured or not). If you get enough hits, then you remove one doom token. If you can knock off all the tokens, then you win. Once each investigator has had his shot, the Big Bad gets a shot at each one of them and you go around again. The Big Bad's attacks vary by which one you're fighting, but generally they all suck. ;)

One fun note: Cthulhu adds a token back to the doom track each round, so unless you're doing at least two damage each turn, you're sliding backwards into his gaping maw of doom.

As an aside, I hope poetfox doesn't mind me answering questions in the middle of his show.

Ample Vigour
05-22-2008, 09:12 PM
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.

poetfox
05-23-2008, 01:58 AM
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...
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.

poetfox
05-25-2008, 02:29 PM
"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.
http://getmeoutofthis.net/gallery/d/412-1/DSCN2273.JPG
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...
http://getmeoutofthis.net/gallery/d/414-1/DSCN2274.JPG
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...
http://getmeoutofthis.net/gallery/d/416-1/DSCN2275.JPG
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...
http://getmeoutofthis.net/gallery/d/418-1/DSCN2276.JPG
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! (http://www.youtube.com/watch?v=JG8cMhoPP0k)
http://getmeoutofthis.net/gallery/d/420-1/DSCN2277.JPG
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!
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.
http://getmeoutofthis.net/gallery/d/422-1/DSCN2278.JPG
Shit. Another clue token.
http://getmeoutofthis.net/gallery/d/426-1/DSCN2280.JPG
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.
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?
http://getmeoutofthis.net/gallery/d/428-1/DSCN2281.JPG
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.
The conical beings here try to speak to you. Make a Lore (-2) check.
Okay.
http://getmeoutofthis.net/gallery/d/430-1/DSCN2283.JPG
Sweet!
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!

poetfox
05-25-2008, 02:41 PM
Turn 9: Mythos
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.
http://getmeoutofthis.net/gallery/d/434-1/DSCN2285.JPG
Looks like the General Store is closed for business. No Common Items for us.
http://getmeoutofthis.net/gallery/d/432-1/DSCN2284.JPG
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!
http://getmeoutofthis.net/gallery/d/436-1/DSCN2286.JPG
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...
http://getmeoutofthis.net/gallery/d/438-1/DSCN2287.JPG
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!
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!
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...
http://getmeoutofthis.net/gallery/d/440-1/DSCN2288.JPG
She manages to absorb the mystical teachings without sanity loss, and gains...
http://getmeoutofthis.net/gallery/d/442-1/DSCN2289.JPG
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
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.
http://getmeoutofthis.net/gallery/d/444-1/DSCN2290.JPG
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...
http://getmeoutofthis.net/gallery/d/446-1/DSCN2291.JPG
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...
http://getmeoutofthis.net/gallery/d/448-1/DunwichStatusturn10.jpg
http://getmeoutofthis.net/gallery/d/450-1/Boardturn10.jpg
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.

Octopus Prime
05-25-2008, 02:53 PM
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!

Zithuan
05-25-2008, 03:22 PM
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?

poetfox
05-25-2008, 03:39 PM
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.

Octopus Prime
05-25-2008, 04:21 PM
Well, just consider the way you were playing to be the House Rules.

mr_bungle700
05-25-2008, 06:21 PM
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.

Thinaran
05-26-2008, 04:27 AM
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.

Merus
05-26-2008, 06:22 AM
Toooooonight there's gunna be a murrrrrrder...

Seriously, it looks like you're screwed. But hey! Maybe this is salvageable.

poetfox
05-26-2008, 01:00 PM
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...

Zithuan
05-26-2008, 01:31 PM
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.

poetfox
05-26-2008, 03:13 PM
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.
http://getmeoutofthis.net/gallery/d/452-1/DSCN2292.JPG
She has no problem, and hides in the cave, waiting for her chance to seal the gate for good.
http://getmeoutofthis.net/gallery/d/454-1/DSCN2293.JPG
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.
http://getmeoutofthis.net/gallery/d/456-1/DSCN2294.JPG
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...
http://getmeoutofthis.net/gallery/d/458-1/DSCN2295.JPG
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...
http://getmeoutofthis.net/gallery/d/460-1/DSCN2296.JPG
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!
http://getmeoutofthis.net/gallery/d/462-1/DSCN2297.JPG
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.
http://getmeoutofthis.net/gallery/d/464-1/DSCN2298.JPG
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...
http://getmeoutofthis.net/gallery/d/466-1/DSCN2299.JPG
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.
http://getmeoutofthis.net/gallery/d/468-1/DSCN2300.JPG

poetfox
05-26-2008, 03:22 PM
Amanda, deep in the woods, sets about doing her chant, attempting to seal off her gate to the City...
http://getmeoutofthis.net/gallery/d/470-1/DSCN2301.JPG
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?
http://getmeoutofthis.net/gallery/d/472-1/DSCN2302.JPG
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...
http://getmeoutofthis.net/gallery/d/474-1/DSCN2303.JPG
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!
http://getmeoutofthis.net/gallery/d/476-1/DSCN2304.JPG
Damn. (http://www.youtube.com/watch?v=hxGfp4Mc8eY)
http://getmeoutofthis.net/gallery/d/478-1/DSCN2305.JPG
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.

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.
http://getmeoutofthis.net/gallery/d/480-1/DSCN2306.JPG
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!
http://getmeoutofthis.net/gallery/d/482-1/DSCN2307.JPG
Damn. Oh well.

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

Turn 12: Mythos
Come on, come on... be lucky be lucky...!
http://getmeoutofthis.net/gallery/d/484-1/DSCN2308.JPG
Damn. (http://www.youtube.com/watch?v=1ytCEuuW2_A)

OH SHI-
http://getmeoutofthis.net/gallery/d/486-1/DSCN2309.JPG
Shub-Niggurath is summoned. He immediately devours Marie.
http://getmeoutofthis.net/gallery/d/488-1/DSCN2310.JPG
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.

Ample Vigour
05-26-2008, 05:40 PM
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!

JohnB
05-26-2008, 06:12 PM
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.

mr_bungle700
05-27-2008, 01:27 AM
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...)

shivam
05-27-2008, 09:51 AM
Dude, you gotta play it again if you don't win.

Shadax
05-27-2008, 10:08 AM
Dude, you gotta play it again if you don't win.

sraymonds
05-27-2008, 10:21 AM
It's Miss Poetfox to you mooks.

shivam
05-27-2008, 10:24 AM
dude is gender neutral.

sraymonds
05-27-2008, 10:28 AM
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.

Brickroad
05-27-2008, 10:33 AM
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.

Zithuan
05-27-2008, 10:53 AM
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.

poetfox
05-27-2008, 12:16 PM
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.

Matchstick
05-27-2008, 12:43 PM
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. ;)

Octopus Prime
05-27-2008, 02:55 PM
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?

ohGr
05-27-2008, 07:04 PM
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.

Traumadore
05-28-2008, 12:04 AM
I really enjoyed the prologue story so far, please post the rest even if you don't finish. Also My favorite character is the nun. Because of her excellent sanity scores I always get to play the dimension diving nun! The first time I played this it was against Yig and we got mauled so bad. I can only imagine how this is going to go down.

poetfox
05-28-2008, 10:56 AM
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.

dwolfe
05-28-2008, 12:19 PM
:( sorry to hear it poetfox. Take out your frustrations on the big guy for us, will ya? "Oops, how'd those extra dozen d6 find their way into my combat rolls!"

poetfox
05-28-2008, 12:36 PM
Whew, I guess it was just a plugin not active? Well, things seem to be working again now. If they aren't, please please tell me.

Matchstick
05-28-2008, 12:44 PM
Whew, I guess it was just a plugin not active? Well, things seem to be working again now. If they aren't, please please tell me.

I see them, pf.

Lucas
05-28-2008, 02:08 PM
I'm seeing them too. At least as well as I can on 56K.

Falselogic
05-28-2008, 02:19 PM
My box arrived in the mail the other day! I haven't had time to slowly digest the contents but a quick look over has me excited with the prospects of playing!

SamuelMarston
05-28-2008, 04:23 PM
Poetfox, I didn't read this thread till today but it made for some great storytelling.

This would have made a fine damn movie. Especially with Marie's adventure and sacrifice counterbalancing the monster-hunting private-eye we had in Diamond.

I really want to buy this game, but that would be $50 I would spend on a game that none of my real life friends will have time or desire to play.

Would anyone be interested in finding a regular time to play this through AIM/MSN?

Thinaran
05-28-2008, 04:30 PM
Would anyone be interested in finding a regular time to play this through AIM/MSN?
Oooor over the forum?

sraymonds
05-28-2008, 04:35 PM
Would anyone be interested in finding a regular time to play this through AIM/MSN?

Yes. A million times yes.

The logistics of it might be a little difficult to play with though. It's a big board, and the thought of leaving it out for a few evenings is a bit off-putting.

poetfox
05-28-2008, 04:56 PM
(So in looking at my schedule, I realized I was stupid for deciding to do all the hard, time consuming stuff on the day I have work and the easy stuff on my day off. So... epic battle tomorrow. But here's some more story bits! We're almost to the start of the game, which is where said story bits end. I hope you've been enjoying them.)

---

"So I thought, maybe, you could help shed some light on this... I wasn't really sure where to turn."
"Well, I'm glad to help out... it's... well, it's a pleasure, ma'am." The young man grinned behind his glasses. I had another admirer, the last thing I needed. But hopefully he would at least prove more useful than annoying. "Let's move to the back and see what you have."
I followed the man to a back room, filled with crates and odd objects. Near the center was a workbench of sorts with various tools of some trade, I suppose. I have to admit, I'm not quite sure exactly what museuming entails.
"Just set it down here, and I'll take a look at it."
I nodded, and set the package down, unwrapping it, and revealing the odd statue inside of it.
The guy's eyes immediately lit up. "Oh my." He slipped on a pair of latex gloves and grabbed a magnifying glass, starting to look the thing over from top to bottom.
"What? Do you recognize it?" I peered over his shoulder, trying to see what he's finding so interesting.
"No... no I don't. Which is why it's so... you know, exciting. It's obviously old. Very old. It's not something someone just made... and, look, see, down here?" He pointed to some scratchings on the bottom of the thing. "This is some sort of writing..."
"Just looks random to me..."
"No, there's definitely a pattern here... it's writing. If we can translate it, that might help to figure out what it is."
"Well, alright then. Let's do that."
"Exactly!" He snapped off the gloves and grinned a childish grin. "Of course, this is probably going to take awhile... I'm likely going to have to head to the University library for some research and such..."
"Oh... well, when do you think you'll be done?"
"Well, don't worry, I'm an expert at this stuff. Best in the area. I should have some answers for you tomorrow, if you'd stop by?"
"Well, sure. I suppose I could do that..." My interest was intrigued enough to stay in Arkham one more night, I supposed. What a bad idea that was.

A few hours later, as I lay in bed thinking all that had happened so far, there was a knock at the door of my room. I certainly wasn't expecting anyone. I didn't know anyone in Arkham, and I certainly didn't tell anywhere back in New Orleans where I was staying.
"Who is it?"
"They're coming for you." It was muffled, but I was pretty sure it was the voice of the man who had given me that strange package.
"What? Who's coming for me?"
"They want the package. Get the hell out."
"No, seriously, what..."
"NOW."
Outside the door, I could hear footsteps of a couple people running up the stairs. I hesitated. I wasn't sure this could be happening. But as the man outside the door starting talking to him, seemingly trying to stall them, I knew it had to be real. I wrenched open the window and climbed out to the fire escape, making my way down quickly. I could hear fighting behind me, faintly. Not good. I hit the street and ran, anywhere away. I kept moving, and moving, until I was so exhausted I had to try to think of somewhere to go. There was only one person, really, who I even vaguely knew in this town, had talked to for any length of time, and had asked a favor of. I headed back towards the museum.

---

I saw her duck into an alley up ahead of me, behind the museum. It was a weird place for a lady to go on a night like this, but I try not to judge. I tried to pick up the pace and finally catch up to her.
Suddenly, there was a scream.
I broke into a run and covered the rest of the gap between me and the alley. A strange chant filled my ears all the while. It was... unearthly. It wasn't natural.
They say that you'll never know what you'd do in a dangerous situation until you're faced with it. Will you be the kind of person who dives in front of a moving train to push someone out of the way, or the kind of person that watches? Will you be a hero or someone on the sidelines? I'd honestly never put much thought into it before, but if I had, I probably would never have guessed I would have done what I did.
My body seemingly on autopilot, I punched the woman square in the face.
That seemed to stop the chanting, but not the thing that was being chanted at. It seemed to be made of living shadow, and growing. Or at least it was before I punched the cloaked woman in the face. Now it was just kind of seething in a pool of human blood.
I started to tremble. The fact that I had just jumped into an insanely dangerous situation was catching up to me, not to mention that I couldn't see this thing. It was in my vision, but it wasn't. It made my head swim. I wanted to curl up and hide.
Luckily, it was around that point that the other lady drove an odd knife right through the creature's head. At least, I think it was a head.
I looked to her. She was shaking as badly as I was, her hands gripping that knife like that was the only thing keeping her safe. Maybe it was.
"W-we s-should go..." I stammered. The woman could wake up at any moment. Then what?
"Y-yeah... yes..." The lady with the knife said.
I took a deep breath. "This way."
I started running towards the dorm, dodging the dead man in the middle of the street. Hopefully we wouldn't be found there. Hopefully.

---

I wanted vengeance.
It had been years since I had seen that symbol, since I was a much younger man, out with my dad on one of his adventures I had so wanted to be on.
It wasn't my fault, but it felt like it was. I sat there, unable to do anything, looking at the bloody symbol on his forehead and cursing the heavens.
I was a different man now.
Back at the private dick's office, we discussed what to do. He still didn't want to have anything I was selling, but I wasn't about to let him out of my sight. I had basically given up the search, and to have something like this fall right into my lap... Well, I wasn't about to let it slip away.
Of course, there was nothing we could do but let time slip away. We couldn't think of any other possible leads. We needed to get to that crime scene.

It was hours later before the cops cleared out. The streetlights were already turning on as we finally got a look at the place.
"Blood," Diamond said, looking at a spot on the road.
I came over to look and he was right. "Yeah, they didn't do too good a job cleaning up."
"They were rushed. Why, I wonder."
We walked slowly over the alleyway, looking for anything the cops might have missed. It was slow work with low visibility, and I was giving up hope when I spotted a glint of metal.
"What do we have here..."
"Found something?" the detective asked.
"Yeah... some sort of key." I took it under the streetlight to get a better look at it. "Not a normal key..."
"That's a safety deposit box key."
"Like they have at the bank?"
"Yeah. Someone involved in this shindig must have dropped it."
Our eyes met. "To the bank, then?"

"I'm telling you, I can't tell you whose key this is. We promise confidentiality in that sort of thing."
It was after hours, but a bunch of banging at the door had gotten a Mr. Bradley to talk to us. He was apparently working on some paperwork or whatever it is bankers do. Lucky us.
Joe flashed his card. "This is a very important clue to a very serious murder case, Mr. Bradley. Your help would be appreciated."
"Look, I'm sure it is, but you aren't cops with a warrant, and it's not right for me to go giving out that information. There's nothing I can do for you."
"Now, we can do this the hard..." I started.
Diamond put out an arm to stop me. "Let me handle this." He turned back to Bradley, pulling a bill out of his pocket and placing it on the table. "You sure there's nothing you can do? Nothing out of the ordinary you can tell us about?"
Bradley eyed the cash in front of him. "There was an interesting incident last night involving a key like that."
"Start talking." I said.

Stiv
05-28-2008, 10:37 PM
Would anyone be interested in finding a regular time to play this through AIM/MSN?

As implausible as this sounds, yes. Like I said earlier I don't have nearly enough board game nerd friends here.

poetfox
05-29-2008, 04:06 PM
We walked up the stairs towards the dorm room in question. The bored student at the front desk had said this was where one Amanda Sharpe lived. She had left the Bank, where she worked, carrying a key that very well could be the one we had. We had to check it out and find out for sure.
Monterey was still tagging along behind me. A pain, though I wouldn't have found this potential clue without him, I had to admit.
"This the place?" he asked, looking to the door.
"Yep." I knocked. The sounds of frantic movement could be heard behind the door. I knocked again.
"Who is it?" a worried voice called.
"Are you Miss Amanda Sharpe?"
"Who is it?" the voice repeated.
"My name is Joe Diamond. I'm a private eye. I'm looking into a safety deposit box key I found at the scene of a crime, and I have reason to believe you might know something about it."
"I'm not interested. Go away."
"I just want to ask a few questions, Miss Sharpe."
"Go away!"
"Let's just bust the door down. We need some answers." Monterey said. "She obviously knows something, or she wouldn't be so nervous."
"Yeah... yeah..."
Just then, I heard some footsteps on the stairs behind us. I turned to see two oddly-dressed men coming up the stairs. They were wearing cloaks of some kind. I couldn't see their faces.
They pushed Monterey out of the way as they went to the door. "Hey!" Monterey said, "I was standing..." He stopped taking, his eyes caught on the symbol on the back of the cloak. I saw it too.
Monterey looked to me. I looked back. I knew I couldn't stop him, even if I wanted to.
The taller of the two men started chanting something, messing with the door. It was an odd sound. I'd never heard anything like it.
I drew my gun. "Stop what you're doing. Hands behind your head."
The chanting continued.
"Hands behind your head!" I yelled.
The other man turned. He started chanting in a similar tongue. I could feel everything seem to ripple around me. My grip wavered.
A loud crack of a whip broke the sound as the man fell over, legs pulled from beneath him. "Enough of this 'Hands up' bullshit!" Monterey yelled. "Shoot him!"
I pulled the trigger. The loud gunshot mingled in the air with the sound of the door falling in.

---

A rumble from the woods... a loud crack. Our investigators look out into the darkness to see a mass of gaping mouths... hungry mouths... before they can do anything, one such mouth snaps out and eats Marie... with her scream echoing through the air, she's gone, like she was nothing... our investigators have failed... the end has arrived...
http://getmeoutofthis.net/gallery/d/493-1/DSCN2311.JPG
With final ultimate epic conflict comes final ultimate epic rules. We have a new set of phases to move through. We'll start with...

Epic Battle Turn 1: Refresh
Here's where all of our investigators pass the first player token about, refresh all of their items, adjust their stats as if it were the upkeep of a normal turn, and trade items about. See that? Trade items? Oh. So. Important.

In any case, our first order of business is keeping our three investigators alive for as long as possible. We'll get to Shubby's attack later, but it involves everyone making Sneak checks, so we'll max that out for everyone first, and then put the rest into other things like fight for hitting and lore for casting our single copy of Shriveling. Let's see our investigator's stats before we get started here after I make these adjustments...

Monterey Jack (J): 1 Sanity, 5 Stamina
Speed: 1
Sneak: 3
Fight: 5
Will: 0
Lore: 4
Luck: 2
Cash: $7
Clues: 3
Items: Bullwhip, .38 Revolver, Alien Device, Wave of Destruction, Stealth, Brass Knuckles, Eye of Light and Darkness
Trophies: Ghost, Cultist, City of the Great Race (5 pts)

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, Shriveling
Trophies: The Abyss (5 pts), Cultist (2 pts)

Joe Diamond (D): 2 Sanity, 4 Stamina
Speed: 4
Sneak: 3
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, Enchanted Knife
Trophies: Witch, Hound of Tindolos, Wraith, High Priest, Goat Spawn

There might be a couple spells I'm not noting there because they no longer have any effect on the game. In any case, Joe didn't have enough focus to get his Sneak maxed out yet, but hopefully that won't be a problem for this first turn. Monterey is going to start with the Eye because he can make the most use of it off the bat, and spends all of his Stamina (keeping one back so he isn't devoured) to give him +4 to checks this turn. Note that all of those physical weapons are completely useless, as Shubby is physical immune.

As prepared as they're going to get, our investigators head into battle. I hope you all like pictures of dice on my bed, cause there's going to be a lot of them.

Epic Battle Turn 1: Investigator Attack
Here's where the investigators throw down. They each attack. For every 4 successes our investigators get as a group, we remove a doom token from the doom track. Note that that number if 4 because we started the game with 4 investigators. Of course, we only have 3 now. Ick.

Shubby has a -5 difficulty to hit, so that's going to be subtracted from everything. This basically cancels out the bonus from Diamond's badass sword, but his fight combined with the Enchanted Knife our departed Marie left him leaves him with 8 dice. He swings at the Ancient one...
http://getmeoutofthis.net/gallery/d/495-1/DSCN2312.JPG
And score two successes. Not an auspicious start.

Now comes Monterey. With his Eye bonus of +4, combined with his Alien Device, he gets an exciting 6 dice. He swings his fists, powered by the device and eye...
http://getmeoutofthis.net/gallery/d/497-1/DSCN2313.JPG
And woah! Knocks it out of the park! After rerolling one of them with his Bullwhip ability, he takes off a Doom token by himself, and leaving Diamond's two successes still for Amanda to take advantage of.

Amanda needs to cast Shriveling to be effective... she spends a point of sanity and chants the spell...
http://getmeoutofthis.net/gallery/d/499-1/DSCN2314.JPG
Casting it without problem. This gives her +6 dice of magical damage! Combined with her Enchanted Cane, that means she gets 7 dice... she slings her spell at Shub-Nigguarth, swinging her cane as well...
http://getmeoutofthis.net/gallery/d/501-1/DSCN2315.JPG
Three successes! That takes off another Doom token. Unfortunately, that last success is just going to go to waste. We need to score all four in the same turn for it to count. Still, two doom tokens down. Not a bad start!

Epic Battle Turn 1: God Attack
Shubby is all mouths and not eyes, and can be easily hid from, at least in the beginning. Every turn, during this phase, he's going to force the investigators to pass a Sneak check. The difficulty starts at +1, but it goes down by 1 every turn. If they pass, they're safe. If they fail, they lose a Monster Trophy. If they have no more Monster Trophies, Shubby will devour them, soul and all.
Amanda is most in danger here, as one failed sneak check for her, and it's all over. Monterey can fail once and still be in the game, and Diamond has an impressive 4 hits from being a monster hunter.

Diamond didn't manage to max out his sneak, but he does his best to hide anyway...
http://getmeoutofthis.net/gallery/d/503-1/DSCN2316.JPG
...shit. Even with the +1, he still fails spectacularly. I return one of his Monster Trophies to the cup.

Monterey, still under the +4 influence of sacrificing all his life to the Eye of Light and Darkness, has no problem passing this check. Of course, next turn, when he loses that bonus, he might be in trouble.

Amanda, too, manages to hide from Shubby's gaping maws without issue.

Epic Battle Turn 2: Refresh
Monterey gets the first player token. Shriveling and the Bullwhip and Diamond's awesome sword get refreshed, and Diamond manages to max his sneak, as well as Amanda managing to max her fight. Monterey hands the Eye to Amanda, who blows her last point of Stamina on a +1 boost, then immediately cannibalizes Sir William Briton to max her Stamina back out. Such a delicious feast can only lead to victory! I hope!

Epic Battle Turn 2: Investigator Attack
Without the buffing might of the Eye of Light and Darkness, Monterey is in a bad place, only having 2 dice to attack with, which come up 2s. Even his bullwhip doesn't help him land a hit. His fists do nothing against the awesome might of Shub-Niggaurath.

Amanda once again must cast Shriveling if she has any hope of dealing obscene amounts of damage. It takes using her Expert Occulist skill, but she manages to pass. Once again, she slings her spell at her enemy, powered a bit by a slight Eye boost...
http://getmeoutofthis.net/gallery/d/505-1/DSCN2317.JPG
Three successes! Not bad. But you know what? She's the most likely to die at random. We should spend these clue tokens while we have them. Amanda uses the rest of her clues for 4 more dice...
http://getmeoutofthis.net/gallery/d/507-1/DSCN2318.JPG
nd lands one more hit, taking off a Doom token. Go team!

Diamond, of course, is still pumped up and ready for battle, with 8 dice ready to go. He rolls...
http://getmeoutofthis.net/gallery/d/509-1/DSCN2319.JPG
Wham. Bam. Thank you, Ma'am. Diamond slices through the Ancient One, removing another Doom Token!

We're doing better than I expected actually... can we pull this off?

poetfox
05-29-2008, 04:10 PM
Epic Battle Turn 2: God Attack

This time, the difficulty is +0... Monterey and Amanda make it by fine, but...
http://getmeoutofthis.net/gallery/d/511-1/DSCN2320.JPG
Dammit, Diamond! Sneak better! I guess subtlety isn't his strong suit, it's kicking ass. He loses another Monster Trophy.

Epic Battle Turn 3: Refresh

Bullwhip, Shriveling, Sword? All Refreshed. No items change hands, but Amanda sacrifices all her newly-cannibalized Stamina for a +4 Eye boost to this turn. Huzzah! Also, it's Amanda's turn to be first.

Epic Battle Turn 3: Investigator Attack

Once again, it's Amanda's time to cast Shriveling. With that huge boost from the Eye, though, she has absolutely no problem. She heads into battle with an impressive 12 dice, and casts at the darkness... or Shubby. Whichever.
http://getmeoutofthis.net/gallery/d/513-1/DSCN2321.JPG
Man, all those dice and only 3 successes. Oh well, not too bad.

Diamond once again draws his sword and slices bravely...
http://getmeoutofthis.net/gallery/d/515-1/DSCN2322.JPG
And scores a measly 2 successes. That takes off a doom token, but with Monterey only having 2 dice, that other success is likely to go to waste...
http://getmeoutofthis.net/gallery/d/517-1/DSCN2323.JPG
Yep, it does. Even after the bullwhip, he only scores 1 success. I could use his clue tokens, but better to use them when I have more of a chance of taking off another token than now.

Epic Battle Turn 3: God Attack

We're up to a -1 modifier...
http://getmeoutofthis.net/gallery/d/521-1/DSCN2325.JPG
Amanda has 0 problems with her Eye bonus.
http://getmeoutofthis.net/gallery/d/523-1/DSCN2326.JPG
Diamond manages to finally sneak this time! I'm so proud of you, monster slayer...
http://getmeoutofthis.net/gallery/d/519-1/DSCN2324.JPG
Even Monterey comes through with his measly 2 dice! Rock on! We might beat this yet...

After three rounds of epic combat we've managed to take off the bottom row of Doom Tokens! Yay! Of course, we ate William Briton to do it and have nearly exhausted the usefulness of the badass Eye of Light and Darkness, so it could be tough going for the rest... also, Diamond took 2 hits because he stands bravely in the face of danger.
http://getmeoutofthis.net/gallery/d/525-1/DSCN2327.JPG
Can we pull this off...?!?!?!?

We'll find out late tonight, most likely, when I finish this mother up. (I mostly wanted to get this far posted before I get totally confused as to which dice roll pictures go to what, as I didn't have anything in the middle of them this time... also, because I had like... exactly 2 story bits left, so... the last one is on the last installment! Yay!)

Falselogic
05-29-2008, 04:26 PM
So awesome! Slice off those toothed genitalia!

Ample Vigour
05-29-2008, 04:27 PM
oh man oh man oh man

This exciting stuff, poetfox. Go team humanity!

Gredlen
05-29-2008, 05:34 PM
This is awesome. I didn't expect to see so many Doom Tokens being removed so quickly.

PapillonReel
05-29-2008, 05:36 PM
Wow, you're actually turning it around. My bet's on Diamond dealing the finishing blow.

JohnB
05-29-2008, 05:40 PM
I still think they're fucked. Really, Diamond is going to be the only damage dealer in a turn or two since that buff spell Amanda has seems like it only has one more charge left. So when you have that and bullwhip guy only having like 2 attack/sneak/whateveritis dice, they're pretty much doggie chow. I can't see the trio knocking off 7 more HP in that time.

Shadax
05-29-2008, 10:42 PM
http://getmeoutofthis.net/gallery/d/493-1/DSCN2311.JPG

I like this, it looks like a Final Fantasy boss fight. You can even imagine that the woodstain is a swirling hypnotic background

Merus
05-29-2008, 10:55 PM
Yeah, they're not yet halfway and every turn that goes by it's going to be harder to get away from Shubby - and every adventurer that gets devoured makes it harder to get successes, which prolongs the fight, which increases the chance for devouring.

Octopus Prime
05-30-2008, 05:36 AM
Go! Dismember that formless void!

Pajaro Pete
05-30-2008, 07:48 AM
I suddenly feel compelled to pray for the safety of Monterey Jack and his friends, even though I have never met them.

Brickroad
05-30-2008, 08:38 AM
I suddenly feel compelled to pray for the safety of Monterey Jack and his friends, even though I have never met them.

Hell yes.

Octopus Prime
05-30-2008, 09:13 AM
I suddenly feel compelled to pray for the safety of Monterey Jack and his friends, even though I have never met them.

Bless you sir. You make me H*A*P*P*Y.

sraymonds
05-30-2008, 09:41 AM
CURSE YOU POETFOX! CURSE YOU FOR MAKING ME BUY THE EXPANSIONS!!

Which I'm having a bit of trouble finding, because Thoughthammer only has the Dunwich Horror in stock.

dwolfe
05-30-2008, 12:14 PM
The only question I have is: what is the boss battle music for this fight?

Gredlen
05-30-2008, 12:20 PM
The only question I have is: what is the boss battle music for this fight?

This (http://youtube.com/watch?v=EupikPl_PW4).

shivam
05-30-2008, 12:28 PM
more like this (http://youtube.com/watch?v=xisIVhc64Ng).

PapillonReel
05-30-2008, 12:52 PM
This is probably because I'm still on a FES high, but I'm going to go with this. (http://youtube.com/watch?v=i5fdXtWUPkc)

Zithuan
05-30-2008, 01:07 PM
I always imagine these battles sounding like this (http://ca.youtube.com/watch?v=wdHU0BgmNxQ).

poetfox
05-30-2008, 02:25 PM
Amanda screamed and jumped back as her door slammed to the floor. She hadn't known what she was getting herself into. I mean, neither did I. But I was tired of being a victim of circumstance, and I wasn't about to scream. I was going to take matters into my own hands.
"Shit... shit...!" Amanda said, picking up an odd cane that had been sitting in the corner of the room and attempting to wield it in what she hoped was a menacing manner.
I stood up, knife in my hand. The cloaked figure started to enter, chanting.
"You get the hell out of here." I said in as calm of a voice as I could muster. It felt like there was a wind in the still room, a crackle of energy.
Outside, I heard a voice yell "Then shoot him again!" There was a gunshot, followed by another.
I raised my knife, and began to hum a little song, advancing. The energy was stronger now, making me want to tremble, to hide and never come out, but I was in control now, dammit.
Suddenly, there was a thud as Amanda brought the cane down upon the man's head. It startled him for a moment, but that was all I needed. I tackled him, and we fell out into the hallway, startling the two men. I thought I noticed them turn guns on me, but I didn't care. I brought the knife down into his chest, again and again.

I'm not sure when I stopped, exhausted, hands covered in blood. It was hazy for awhile there. I do know that soon I found myself back in the dorm room, in bed, with Amanda and the two men talking around me.
"I don't think we can be passive and hide anymore... I mean, we were trying to, but they obviously want to get us. We should do something about it." Amanda said.
"There is something going on here, the likes of which I've never seen... we've got to get to the bottom of this." said the man in the suit.
"What's... going on?" I asked.
"Marie! You're back with us!" Amanda said. "Thank goodness..."
"Who are you two?" I said, looking to the two men.
"I'm Joe Diamond, private eye." He flashed me a business card. "This is..."
"I'm Monterey Jack. I'm an archaeologist. Well, sort of."
"Well... nice to meet you both, I suppose..."
"Marie, we were just talking about how we can't hide anymore. There's something going on here." Amanda looked to me.
"Yeah... yeah, you're right." I got up, and sat on the side of the bed. "What are we going to do, though?"
"We have to look into this further. Those attackers have all the cards. We need to investigate further." Diamond said.
"If we're going to get information quickly, it might be best to split up," Monterey added. "I think we've all proven we're not useless if we get into trouble back there, and the sooner we know what's going on, the better. Not to mention we can hope they don't have the manpower to go after all of us."
"Good idea. I'll head to the police station, see if they can't tell us more about this murder... it has to be tied into all this."
Monterey nodded. "I'll head to the Curiosity Shoppe. I don't know if you know of it, but they... deal in questionable artifacts. Like that statue..."
"You know about the statue?" I asked.
"I tried to fill them in while you were out," Amanda said. "Sorry but... we need allies, right? They were willing."
"Right... right... well, I guess I'll go back to Ma's... that guy who helped me out... he knows more. I can see if anyone can identify him for me, or even if he's okay."
"Then, well, I guess I'll head back to the Bank... I might be able to convince Bradley into letting me know who's box that is, or at least letting me look inside it... we do have the key, after all, and he knows me, so..."
"Then we've got a plan," Diamond said.
We set out, going our separate ways, armed with what we could carry.

That was the beginning of the end, they say. But no matter what, remember this: we tried. We tried to stop the darkness. When others hid in safety, we tried.
We tried.

---

Epic Battle Turn 4: Refresh
Bullwhip, Sword, and Shriveling are good to go once again. Amanda hands the cane to Monterey and the Eye and first player token to Diamond. She's in the most danger of dying right now, so, you know... gotta protect the important items. Diamond uses his one spare point of Stamina for an Eye bonus.

Epic Battle Turn 4: Investigator Attack
Diamond stares bravely into the gaping maw of evil and slashes forth again...
http://getmeoutofthis.net/gallery/d/527-1/DSCN2328.JPG
Booyah! That's another doom token gone! Nice.

Monterey gets 5 dice now that he has the Cane, and so he rolls...
http://getmeoutofthis.net/gallery/d/529-1/DSCN2329.JPG
But even with the Bullwhip, he completely whiffs. Harsh.

Amanda once again must cast Shriveling to be able to do anything. She spends her last spare point of Sanity and casts...
http://getmeoutofthis.net/gallery/d/531-1/DSCN2330.JPG
And fails! Even after I rerolled with Expert Occulist, she still failed. That gives her -1 dice to attack with. Shit.

Epic Battle Turn 4: God Attack
-2 penalty to hide now...
http://getmeoutofthis.net/gallery/d/533-1/DSCN2331.JPG
Diamond isn't about to repeat the blunder of the first few turns, scoring double 6's to keep him safe! He even got an extra die on this that I forgot to roll, from the Eye, so he is, you know, super extra safe.
http://getmeoutofthis.net/gallery/d/535-1/DSCN2332.JPG
Monterey's 1 die, though, isn't so lucky. He loses a monster trophy. With no dice to defend with next turn, he's going to be devoured unless I spend his clue tokens on defense. I'm probably going to spend them on a last ditch attack, though.
http://getmeoutofthis.net/gallery/d/537-1/DSCN2333.JPG
Amanda manages to hide as well, keeping her alive for another round, though now that nobody has any sanity left to cast Shriveling, it might be a moot point.

poetfox
05-30-2008, 02:32 PM
Epic Battle Turn 5: Refresh
Bullwhip, Sword, Shriveling are refreshed. Monterey gets the first player token, and then passes his Alien Device and Bullwhip to Diamond, because, let's face it, at this point Diamond is going to kill Shubby or nobody is. He gives the cane back to Amanda, because she's more likely to live another turn, having an actual die to defend with.

Epic Battle Turn 5: Investigator Attack

Monterey has no attack dice, but he does have 3 clue tokens, and he blows them on a last-ditch attack.
http://getmeoutofthis.net/gallery/d/539-1/DSCN2334.JPG
And comes up with nothing. Ick.

Amanda wields her Enchanted Cane, giving her but 2 dice, but she tries her best...
http://getmeoutofthis.net/gallery/d/541-1/DSCN2335.JPG
And comes up with nothing at well...

But here's Diamond, stepping up to the plate, having 10 dice thanks to the Alien Device, and he slices...
http://getmeoutofthis.net/gallery/d/543-1/DSCN2336.JPG
and takes off another Doom Token, with a little help from the Bullwhip! It might be too little too late, though.

Epic Battle Turn 5: God Attack

The many mouths of Shub-Niggurath reach out, and tear Monterey apart, devouring him!
http://getmeoutofthis.net/gallery/d/545-1/DSCN2337.JPG
Poor Monterey... you had a device from Aliens and were an obvious parody of Indiana Jones, but now you're gone. Rest well, noble investigator.

Well, the difficulty is -3 now... Amanda does her best to hide...
http://getmeoutofthis.net/gallery/d/547-1/DSCN2338.JPG
But fails. The evil presence finds her, and swallows her without a second thought. She's devoured...
http://getmeoutofthis.net/gallery/d/549-1/DSCN2339.JPG
Poor Amanda... you were always the investigator I thought most useless, but you did so well during the course of this game that I had grown to like you... and now you're devoured, soul and all. Rest well, in the horrible empty void of devourdom... or my bed. Whichever it is.

And then there was one.
http://getmeoutofthis.net/gallery/d/551-1/DSCN2340.JPG
Diamond isn't going down without a fight, though, and hides this one last time. He'll be losing a Trophy each turn from now on, though.

Epic Battle Turn 6: Refresh
The Sword and Bullwhip refresh.

Epic Battle Turn 6: Investigator Attack
Diamond lets out a loud cry of sorrow for his fallen comrades, and rushes back to battle to avenge them!
http://getmeoutofthis.net/gallery/d/553-1/DSCN2341.JPG
Another doom token down. However, Diamond has 2 turns left and Shubby has 4 tokens left. Not good...

Epic Battle Turn 6 : God Attack

Diamond can no longer hide with the difficulty being -4, and he loses a Monster Trophy, leaving him with 2 left.

Epic Battle Turn 7: Refresh
Bullwhip, sword, yadda yadda, radda radda.

Epic Battle Turn 7: Investigator Attack
Diamond slashes again, and again, in a frenzy, desperate to kill the Ancient One!
http://getmeoutofthis.net/gallery/d/555-1/DSCN2342.JPG
Another Doom token down, but that's it. It is now mathematically impossible for Diamond to finish Shub-Niggurath off.

poetfox
05-30-2008, 02:34 PM
Epic Battle Turn 7: God Attack
The mouths bite hard at Diamond as he thrashes against him, removing another Monster Trophy...

Epic Battle Final Turn: Refresh
Diamond futility refreshes his sword and bullwhip.

Epic Battle Final Turn: Investigator Attack
With all his might, Diamond slashes and flails at the darkness, but to no avail... there's nothing he can do...

Epic Battle Final Turn: God Attack
Shub-Niggurath opens its many mouths, and swallows Joe Diamond, monster slayer... he is devoured.
http://getmeoutofthis.net/gallery/d/557-1/DSCN2343.JPG
Poor Joe Diamond... you kicked so much monster ass it was almost criminal, but you couldn't kick the ass of the worst monster of all... the Ancient One... rest in peace...

Shub-Niggurath is summoned, and nobody is left to stop it. Arkham is plunged into darkness...
http://getmeoutofthis.net/gallery/d/559-1/DSCN2344.JPG
---

And that's how you play Arkham Horror! A shame we didn't win, though... I hope you all have had as much fun and learned as much as I did. It was an interesting experience, but I must admit I look forward to having every surface in my bedroom back as well as having more time to play Shin Megami Tensei: Nocturne, which I started and then had this immediately eat up my free time. Heh. Thanks for following along, though, I really appreciate it! Any other comments? Etc? Go for it. Love to hear them.

sraymonds
05-30-2008, 02:37 PM
I'll be pouring one out for our homies that got eaten by the vagina monster.

Brickroad
05-30-2008, 02:37 PM
You've pretty much convinced me that I need to own this game, so, uh... job well done?

I'm really, really bummed we didn't win. =(

Pajaro Pete
05-30-2008, 02:38 PM
Welp, it's the end of the world so we might as well get crazy.

Falselogic
05-30-2008, 02:51 PM
I can't wait to con my friends into playing this!

JohnB
05-30-2008, 03:27 PM
Huzzah! Well done *applauds*

Poor bastards, though. I knew we should have taken Cleavage Lady.

dwolfe
05-30-2008, 04:11 PM
*moment of silence for the fallen investigators*

*applause*

Nicely done poetfox! I'm totally going to let you kill me in Halo 3 this week in return for all the entertainment.

Red Hedgehog
05-30-2008, 04:22 PM
Excellent story, poetfox!

shivam
05-30-2008, 04:29 PM
play again!
play again!

mr_bungle700
05-30-2008, 04:40 PM
So close!

So...close!

This has been a really great thread. Definitely the most intense Let's Play we've had, which is amazing considering that it was about a board game. I've been on the edge of my seat while reading more than a few of these posts.

The story bits were nicely written as well, and added an extra touch of creativity to the whole thing. Very nice.

I give this Let's Play five out of five Parish Heads.

http://img137.imageshack.us/img137/4795/parishsmallmo0.pnghttp://img137.imageshack.us/img137/4795/parishsmallmo0.pnghttp://img137.imageshack.us/img137/4795/parishsmallmo0.pnghttp://img137.imageshack.us/img137/4795/parishsmallmo0.pnghttp://img137.imageshack.us/img137/4795/parishsmallmo0.png

And now I have to buy this game and force my friends to play it.

Thinaran
05-30-2008, 05:54 PM
Thanks for the thread, poetfox!

Matchstick
05-30-2008, 05:59 PM
Awesome work, poetfox! Thanks.

Octopus Prime
05-30-2008, 07:35 PM
So close. So freakin' close.

Great Jarb though Ms. Fox. You entertained me, even though I didn't quite follow all the rules.

sraymonds
05-30-2008, 07:53 PM
I hope you get another game going. An online game, perhaps?

And as a goof, which Great Old One are you? (http://quizfarm.com/test.php?q_id=40207N)

I scored as Nodens.

Octopus Prime
05-30-2008, 08:01 PM
I'm Yog-Sothoth! An infinite mass of glowing bubbles! Accoring to Wikipedia:

He is stated as the only being truly more powerful than the all-mighty Azathoth, and wiser than the all-seeing Yibb-Tstll.

Yay?

Matchstick
05-30-2008, 08:09 PM
I'm Yog-Sothoth! An infinite mass of glowing bubbles!

As am I.

Octopus Prime
05-30-2008, 08:11 PM
As am I.

Yay! We can be Bubble-Pals!

Pajaro Pete
05-30-2008, 08:37 PM
I'm Nyarlethotep.
You are Nyarlathotep! You are different from others in a dark way... You like to get your own way and go about getting it by manipulating people. You like to disguise your self to go about your duties and sometimes you are even mistaken for the devil.....

Now I have to wear yellow contacts and pink eye shadow.

Stiv
05-30-2008, 11:31 PM
I'm giving this thread the highest 8.5 ever! Now I want to buy this damn thing and, more importantly, bring the gang back together. I really am serious about making a Triumph of Chaos LP because of this if I can get somebody else to play it with me because that game is NUTS.

Thank you for expanding the realm of LET'S PLAY into non-TV entertainment mediums.

Octopus Prime
05-31-2008, 07:08 AM
Thank you for expanding the realm of LET'S PLAY into non-TV entertainment mediums.

Well, this and the Lone Wolf one.

PapillonReel
05-31-2008, 07:18 AM
I'm... Azathoth?

You are Azathoth! The blind idiot God! You were once an intelligent person, a geek maybe, but slowly you are loosing your sanity and clarity of sight..... You're interested in music, particularly classical...

I'm not sure what to make of this one...

Zithuan
05-31-2008, 10:52 PM
Inspired by this thread, my gaming group took a break from D&D to play Arkham Horror tonight. We picked Abhoth (http://www.boardgamegeek.com/image/145221?size=large) as our opponent since, for reasons unknown, we have the worst win/loss record against him.

Our Team:
Marie Lambeau (http://www.boardgamegeek.com/image/145223?size=large)
Wilson Richards (http://www.boardgamegeek.com/image/145224?size=large) - me
Rita Young
Diana Stanley (http://www.boardgamegeek.com/image/145225?size=large)

At a critical point, we drew an environment that prevented gates from being sealed, only closed. This thwarted any ability to slow down Abhoth's short Doom track, and we had to prepare for its awakening.

In the final battle, I was the first devoured, and Rita was the last one standing, desperating trying to burn away Abhoth with a Flamethrower. In the end, we were 1 success short of victory.

Most frustrating sequence of events for me:
A gate to Yuggoth opened on me, and after exploring it, I failed to close the gate. A Nightgaunt ends up pulling me through the gate again, and the first encounter says the monsters at my location follow me. I voluntarily fail the fight check to get pulled back to Arkham again. Then, I again fail to close the gate, and the Nightgaunt manages to pull me into Yuggoth a 3rd time. I was still trying to close that damn gate when Abhoth woke up.

Elfir
05-31-2008, 10:58 PM
Most frustrating sequence of events for me:
A gate to Yuggoth opened on me, and after exploring it, I failed to close the gate. A Nightgaunt ends up pulling me through the gate again, and the first encounter says the monsters at my location follow me. I voluntarily fail the fight check to get pulled back to Arkham again. Then, I again fail to close the gate, and the Nightgaunt manages to pull me into Yuggoth a 3rd time. I was still trying to close that damn gate when Abhoth woke up.

Oh how I wish I could have been there to see that... Right up there with the cycle of devouring game.

Traumadore
06-01-2008, 12:31 AM
I'm pretty sure you should have been "lost in space and time" if a night gaunt gets you while you're in another dimension.

poetfox
06-01-2008, 01:34 AM
I'm pretty sure you should have been "lost in space and time" if a night gaunt gets you while you're in another dimension.
I'm pretty sure I read specific errata that said the closest gate was the gate back to Arkham, but I could be crazy.
And yep, just checked the FAQ/Errata PDF (http://www.fantasyflightgames.com/PDF/AHfaq.pdf) on the website, and I'm right.

Zithuan
06-01-2008, 10:38 AM
I realize I have been woefully derelict in not bringing this up before, but Arkham Horror lends itself to the best method for determining what player goes first in any given game.

Quite Simply, each player draws a monster from the Monster Bag, and whichever player gets the most dangerous or powerful monster goes first. Often, it is pretty clear: e.g. Shoggoth > Elder Thing > Byakhee > Zombie. Other times, we have to debate relative strength, such as with a Hound of Tindalos vs a Gug.

We use this method for every game we play, even Uno or Fluxx.

SamuelMarston
06-01-2008, 11:55 AM
Thank you so much Poetfox! This thread has been a blast!

Elfir
06-06-2008, 11:22 PM
I just finished playing a game of Arkham Horror with mostly the base set but with all the expansion investigators, including Kingsport. I ended up using the new girl, Wendy - a street urchin who starts with the Elder Sign her mommy left her before being committed. Even though I had very few items throughout the game, I felt like a freaking Mary Sue. She can auto-evade on the streets, has very high movement/sneak, and if she has an elder sign can't even be cursed or arrested! Other people by the end of the game had huge piles of items in front of them but there I was... six dollars and three gate trophies.

virulent
06-07-2008, 08:28 AM
I haven't played Arkham Horror in so long that it hurts. Man, I wish there were more nerds in my area who were into Cthulu AND boardgames.

virulent
06-07-2008, 08:29 AM
I haven't played Arkham Horror in so long that it hurts. Man, I wish there were more nerds in my area who were into Cthulu AND boardgames.

Merus
06-07-2008, 09:16 AM
I too picked this up thanks to poetfox, and played through the base game against Shub-Niggoroth. Managed to win by sealing six gates, too, although I admit I cheated a couple of roles so I wouldn't lose my investigators. Sister Mary ended up being a bit of a powerhouse, and I got lucky in that one of the mythos cards cleared out the really nasty enemies, and I had three flying enemies up in the Sky that couldn't move thanks to lucky Mythos cards.

sraymonds
06-07-2008, 08:30 PM
I've played two games against Yig since pfox started this up. I have lost both times. The first game was my fiancee and I, and that was us trying to relearn the rules. The second game was us plus my friend and his girlfriend and us teaching them the game.

Protip: Mark Harrigan, the soldier, is LAME. I spent the whole game losing encounters and I beat up one maniac. His flamethrower is awesome though.

poetfox
06-07-2008, 08:44 PM
Since everyone is reporting... heh...

I played a game last night with my friends. We fought Glaaki, and it went... badly. When Mandy Thompson went into a gate to R'yleh turn 3... and then get attacked by Cthuhlu and devoured turn 4... well, the game isn't going to go well. That combined with the fact that when Glaaki was summoned, two characters had no dice to attack it with didn't help either.

Things of note, however: I failed every sneak check at least 2 times, and always with doubles. Snake Eyes, Two 2s, Two 3s... I would have been put into Monopoly jail like 3 times. However, once my brother, taking pity on me, gave me a Silver Key, I never had to sneak again.
We also drew every single task, and finished all but one of them, which was weird.
Bob Jenkins was once again the warrior prince, but didn't kill nearly as many as last game. (That's sort of an inside joke, I suppose, but whenever Bob Jenkins is in a game, he is going to murder some peeps.)

sraymonds
06-07-2008, 08:47 PM
I also spent 120 bucks last week getting all the expansions. I hope the rumored Innsmouth expansion is next.

Brickroad
06-07-2008, 09:08 PM
Girlfriend surprised me with a copy of this today! Hurrah! I wonder how many copies of Arkham Horror this thread managed to sell.

I'm gonna do a dry run through a game tonight and read the rulebook so when I start introducing it to people I will know what I'm talking about.

Thanks again for the awesome thread poetfox, and for introducing me to this game.

poetfox
06-07-2008, 09:12 PM
I wonder how many copies of Arkham Horror this thread managed to sell.
Yeah, seriously... Fantasy Flight should be giving me a kickback or something. Heh.

But as long as you all are kicking Ancient One ass and having fun, Secondary Let's Play Mission Objectives have been accomplished. (Primary was to make and complete a Let's Play thread that people enjoyed. I'm fairly confident I did that at this point.)

SpoonyGundam
06-07-2008, 09:34 PM
We knocked Nyarlathotep right the fuck out about a week ago over here. It got pretty hectic right before he got summoned, but I managed to grab four clue tokens the turn before he woke up. In the end, Michael McGlen (me) and Joe Diamond each had eight clue tokens or so, so it was pretty clear sailing at that point. He didn't even get to devour anyone.

Also, Kingsport is out now, right? What are the new investigators and ancient ones like?

Elfir
06-07-2008, 09:38 PM
Girlfriend surprised me with a copy of this today! Hurrah! I wonder how many copies of Arkham Horror this thread managed to sell.

I'm gonna do a dry run through a game tonight and read the rulebook so when I start introducing it to people I will know what I'm talking about.

Thanks again for the awesome thread poetfox, and for introducing me to this game.

Good luck with your first playthrough! You already have a better idea how it goes than most people starting out. ^_^

I love seeing how new people play... There are so many ways!

*playing again tomorrow* Glee~!

sraymonds
06-07-2008, 09:40 PM
Also, Kingsport is out now, right? What are the new investigators and ancient ones like?

Thought Hammer listed it as being in stock, and I should be getting my copy on Tuesday or Wednesday.

Elfir
06-07-2008, 09:41 PM
We knocked Nyarlathotep right the fuck out about a week ago over here. It got pretty hectic right before he got summoned, but I managed to grab four clue tokens the turn before he woke up. In the end, Michael McGlen (me) and Joe Diamond each had eight clue tokens or so, so it was pretty clear sailing at that point. He didn't even get to devour anyone.

Also, Kingsport is out now, right? What are the new investigators and ancient ones like?

I'll be able to say better when we play with the full expansion but the new investigators are interesting. A chick who pays one less sanity for spells and I think tomes don't cost sanity. A politician who can lower the terror track. The little girl I mentioned who can evade like mad, flying around the board almost as fast as the deputy. It's neat but still pretty well-balanced. Boobs McChesty (Mandy) is still the best investigator I think. ^_^

Zithuan
06-08-2008, 12:23 AM
We had a game Friday where the 2nd Mythos card drawn let everyone roll Luck (-1) to gain a Blessing. When 3 of the 4 investigators are Blessed, the game is too damn easy. Only one of them lost his Blessing before the game ended, and that player drew 3 Elder Signs during the game (he didn't even bother taking the 3rd one). Shub-Niggurath's doom track was only at 5 when we won, how boring. :(

Here's hoping for a more entertaining slaughter tomorrow (with Kingsport).

SpoonyGundam
06-08-2008, 01:20 AM
So I found this Arkham Horror custom content program (http://www.sfu.ca/~cjenning/eons/) earlier.

Messing around with it is fun (http://img150.imageshack.us/img150/3941/arkhamrj8.jpg).

dwolfe
06-08-2008, 09:27 AM
So I found this Arkham Horror custom content program (http://www.sfu.ca/~cjenning/eons/) earlier.

Messing around with it is fun (http://img150.imageshack.us/img150/3941/arkhamrj8.jpg).

Awesome. Now to do some Talking Time regulars, someone?

poetfox
06-08-2008, 03:26 PM
Well, man. That's fun, that little program. I've mostly been making horrible inside joke investigators for my friends, but, well, I made this...
http://getmeoutofthis.net/gallery/d/561-1/F_O_E__-Front-Side.png

SpoonyGundam
06-08-2008, 03:44 PM
You realize this means you have to make Etrian Odyssey investigators now. And do the next Let's Play game with five of them against the F.O.E.

Brickroad
06-08-2008, 05:07 PM
Huzzah! My trial run game was a little shaky (lots and lots of rules to keep in my head at once), but in the end the investigators managed to send Yig back where he belongs!

By the time there were eight tokens on the doom track I realized I was never going to seal any gates, so I had everyone mad dash for the church to get everyone blessed.

I was prepared for the final battle. Everyone had Holy Water, nobody was cursed, and two (the magician and the nun) managed to cast Dread Curse of Azathoth. A third had a Shotgun (all 6s count as two successes) and Marksman (exhaust to re-roll a Combat check), so racking up lots of successes was easy.

In fact, I think I got off TOO easy. The rules are a little vague here; does the Refresh phase allow me to use abilities that work during Upkeep (like the psychiatrist's ability to give someone 1 Sanity)? And spells that last "until the end of combat", do they really stay in play until the end of combat? Once I got the Azathoth spell cast, that's 18 dice per round right there. It took three tries for the nun to cast it, and she wouldn't have had enough Sanity to pay the cost if the psychiatrist weren't buffing her each round.

This game takes up my ENTIRE living room. It eats up my entire coffee table plus two TV trays. I went and bought a cheap card table at Wal-Mart for when I get some more people in to play.

You realize this means you have to make Etrian Odyssey investigators now. And do the next Let's Play game with five of them against the F.O.E.

THIS SOUNDS LIKE A FANTASTIC IDEA.

SamuelMarston
06-08-2008, 05:14 PM
This game takes up my ENTIRE living room. It eats up my entire coffee table plus two TV trays. I went and bought a cheap card table at Wal-Mart for when I get some more people in to play.


I could send you a webcam I'm not using if you'd like to set it up point it toward the board and let us watch you nerd it up.

Or I guess we could even use it for online games.

Ample Vigour
06-08-2008, 05:20 PM
You realize this means you have to make Etrian Odyssey investigators now. And do the next Let's Play game with five of them against the F.O.E.

I'd buy that for a dollar!

poetfox
06-08-2008, 05:47 PM
In fact, I think I got off TOO easy. The rules are a little vague here; does the Refresh phase allow me to use abilities that work during Upkeep (like the psychiatrist's ability to give someone 1 Sanity)? And spells that last "until the end of combat", do they really stay in play until the end of combat? Once I got the Azathoth spell cast, that's 18 dice per round right there. It took three tries for the nun to cast it, and she wouldn't have had enough Sanity to pay the cost if the psychiatrist weren't buffing her each round.
If Dread Curse is what I think it is, as in the two-handed attack spell, then that lasts until the end of combat... which ends when a new round of ultimate epic conflict begins. See how I casted Shriveling every turn up in the Let's Play? Yeah. The various upkeep abilities do definitely work during the Refresh phase, though most healing items have been errata'd to say "Remove from the game if the Ancient One Awakens."
This game takes up my ENTIRE living room. It eats up my entire coffee table plus two TV trays. I went and bought a cheap card table at Wal-Mart for when I get some more people in to play.
This is why I was quite happy to get every single available surface in my bedroom back. It is a serious chunk of board game. Heh.

sraymonds
06-08-2008, 06:46 PM
Huzzah! My trial run game was a little shaky (lots and lots of rules to keep in my head at once), but in the end the investigators managed to send Yig back where he belongs!

By the time there were eight tokens on the doom track I realized I was never going to seal any gates, so I had everyone mad dash for the church to get everyone blessed.

I think Yig curses everyone at the start of his fight though, so I don't know if the blessings keep.

RE: oodles of rules. This is a nice little cheat sheet (http://www.boardgamegeek.com/file/info/22116) that I found on Board Game Geek.

poetfox
06-08-2008, 07:13 PM
I think Yig curses everyone at the start of his fight though, so I don't know if the blessings keep.
All the more reason to get blessed, as instead they just kind of cancel each other out, leaving you in the normal state without blessing or curse. I'm pretty sure, anyway.

Zithuan
06-08-2008, 07:48 PM
RE: oodles of rules. This is a nice little cheat sheet (http://www.boardgamegeek.com/file/info/22116) that I found on Board Game Geek.

The cheat sheet has one very important oversight, Victory condition 1 should say:
"Close the Gates (when all gates on the board are closed, the players must have a number of gate trophies equal to or greater than the amount of players) [spent trophies donít count]."

Brickroad
06-08-2008, 08:50 PM
If Dread Curse is what I think it is, as in the two-handed attack spell, then that lasts until the end of combat... which ends when a new round of ultimate epic conflict begins. See how I casted Shriveling every turn up in the Let's Play? Yeah.

I see that's how you did it, but I couldn't find anything in the rulebook to support the final battle not counting as a single combat. In fact, the rules actually refer "rounds" which, with all my roleplaying experience, implies multiple sections of a single combat.

The Big Bad cards even specifically give them an attack that only works at the "Start of Battle". If each round begins a new battle, they'd get to use that super attack every single round.

(I'm confident I would have killed him anyway, even without those spells. All that Holy Water, psych lady's Shotgun + Marksman, and her Upkeep ability was basically one free Sanity every round.)

The various upkeep abilities do definitely work during the Refresh phase, though most healing items have been errata'd to say "Remove from the game if the Ancient One Awakens."

I didn't have any cards in play that said to be discarded, but I haven't gone through and read all the cards either.

All the more reason to get blessed, as instead they just kind of cancel each other out, leaving you in the normal state without blessing or curse. I'm pretty sure, anyway.

Exactly. Start of combat all those blessings went away, but that's better than going in with everyone cursed!

Zithuan
06-08-2008, 09:25 PM
In fact, I think I got off TOO easy. The rules are a little vague here; does the Refresh phase allow me to use abilities that work during Upkeep (like the psychiatrist's ability to give someone 1 Sanity)? And spells that last "until the end of combat", do they really stay in play until the end of combat? Once I got the Azathoth spell cast, that's 18 dice per round right there. It took three tries for the nun to cast it, and she wouldn't have had enough Sanity to pay the cost if the psychiatrist weren't buffing her each round.

Spells that are refreshed (such as at the beginning of each combat round in the final battle) cease to work and must be re-cast.

So since Dread Curse of Azathoth says "Cast and exhaust" must be re-cast every round of combat. The sanity cost of 2 per casting will eventually wear you down, even with Carolyn Fern's ability.

Yig and Nyarlathotep are the easiest Ancient Ones to fight, the ones from the Dunwich and Kingsport expansions are much tougher. I'm dreading why my group decided to try to fight Atlach-Nacha:

Doom Track: 13
Gates effectively cannot be sealed; Gate openings burst through any seal.
Combat: -5, Physical Resistance & Magical Resistance
Attack: 1 Ally or Investigator is devoured each round

If I can get my camera working, I can post pictures of the new Ancient Ones and Investigators if people are interested.

Brickroad
06-08-2008, 10:06 PM
So since Dread Curse of Azathoth says "Cast and exhaust" must be re-cast every round of combat. The sanity cost of 2 per casting will eventually wear you down, even with Carolyn Fern's ability.

This just confuses me more, because the card itself very clearly says "...until the end of this combat." The way I read this is, once I cast the spell, it works until the end of combat as long as I devote both hands to it (which I did).

It makes more sense after having discussed it, and I'll know for next time. But it's really strange they'd tuck that rule away in a parenthetical blurb in a section that isn't even talking about fighting the Ancient One. Nowhere in the entire section of the Final Battle (on pg. 22) does it say that each round counts as a full combat, nor that spells that exhaust and refresh need to be re-cast. All the language in that section (and elsewhere in the rulebook) describes the Ancient One fight as one single combat that is divided into rounds.

Hrm... how many other niggling details did I miss?

Thinaran
06-13-2008, 05:24 PM
Got the game, and did a single player run tonight. Took me five hours, as I had to keep checking the rules constantly the first five turns. Drew investigators and the Ancient at random, and ended up with Monterey Jack, Jenny Barnee, and Michael McGlen. No really interesting items, except for Jenny, who got an Obsidian Statue (block all stamina/sanity damage once) and the Expert Occultist skill pluss the Wither spell.

Managed to seal four gates, but new ones opened over already open ones four out of the five last Turns, creating gate bursts and filling the Terror Track. Ithaqua was summoned, but as I only had to get three successes to remove one Doom Token, and my investigators having 15 attack dice between them, I managed to beat him relatively easily; only Monterey was devoured since he had so little stamina when the battle begun.

Though I didn't realize until after that when it says "Fight check", it probably means unmodified without items, right? I still would have beaten him, though probably with less stamina left. Jenny still had the Obsidian Statue, so that's was one round without getting hurt, and Mike reduces all stamina damage by 1.

I also got the King in Yellow expansion, but I haven't opened that box yet.

Brickroad
06-19-2008, 10:37 AM
Though I didn't realize until after that when it says "Fight check", it probably means unmodified without items, right?

Right. Otherwise it's a Combat check.

We did a six-player game last night against Azathoth and had a blast. Hit a few snags with the rules here and there but otherwise it went pretty smoothly. We all picked our investigators (I went with "Ashcan" Pete) and let the new guy in the group (who has a hardon for Cthulhu mythos, which is why he was invited) pick our Big Bad.

We thought we were doing pretty good, three gates sealed with the doom track at 7 or 8, when I suddenly remembered the rule about too many open gates. We studied the board and saw that it would be impossible to win unless we got really lucky with the mythos cards. We did; next two gates caused monster bursts, the third tried to open in an already sealed location. Managed to keep the gates and monsters at reasonable levels after that and won the game.

Thinaran
06-20-2008, 04:31 AM
Question: The rules aren't really clear on this, but how do you Close a gate as opposed to Seal it?

Elfir
06-20-2008, 05:03 AM
Question: The rules aren't really clear on this, but how do you Close a gate as opposed to Seal it?

If you don't spend the five clue tokens, you've only closed it. The clue tokens or Elder Sign are used for sealing.

sraymonds
06-25-2008, 04:37 PM
Fantasy Flight has posted up rules for league play. (http://www.fantasyflightgames.com/ah_league.html)

Matchstick
06-25-2008, 04:45 PM
Fantasy Flight has posted up rules for league play. (http://www.fantasyflightgames.com/ah_league.html)

I was going to declare this stupid until I looked at it and saw they were doing it with a team-based setup. My cynical self just presumed they'd use some cockamamie scheme to evaluate individual players (cf: Lord of the Rings).

Elfir
06-25-2008, 04:52 PM
How does that work? o_O

nunix
07-09-2008, 04:29 PM
Okay, so if I don't buy any expansions at first, does the game work? Do I need to print a bunch of errata to even out really obvious gameplay glitches (Warcraft, Game of Thrones)? I am really, really interested in a cooperative board game like this; I've had a couple of ideas for my own for some time, and this looks a) awesome Cthulhu fun, and b) a good model to use for my own designs, but I don't want to feel crippled because I didn't want to shell out for more cards and more complication initially.

Brickroad
07-09-2008, 04:33 PM
I own only the core game. The only thing I bought was a small tackle box to hold all the chips and pieces, and I threw a bunch of spare d6s I had laying around in there too.

The rulebook is pretty good. There is an errata section on the first page, so I must have a later printing of the game, but I bet all that stuff is also available on the website (wherever that is) to be printed out.

sraymonds
07-09-2008, 04:36 PM
Yes, the game works without the expansions. The first time I played, all I needed was the rulebook and the errata.

Matchstick
07-09-2008, 06:14 PM
Go to the Fantasy Flight website and get the errata from there.

Zithuan
07-09-2008, 11:06 PM
Me and my group played the first edition dozens of times before any errata or expansions were released. A few minor clarifications caught us off guard when we learned we'd been playing "wrong" for so long.

And my general advice is to skip Dark Pharaoh completely, but make sure to pick up the big box expansions even if you don't plan to use the additional game boards.

sraymonds
07-15-2008, 03:51 PM
Some folks on another forum tried their hand at playing Arkham Horror online. (http://octopusoverlords.com/forum/viewtopic.php?f=16&t=55005) It got all jumbled up fairly soon.

nunix
07-27-2008, 07:53 PM
My brother and I lost our first game. Drew Nyarlathotep, and then the first or second mythos card we got was the one that adds doom every round on a die roll. We had that active almost the entire game because we didn't have any Allies to sacrifice to get rid of it. When we finally had to fight him, we got him down to 1 doom remaining.. and then the last character lost due to the clue-sanity trick.

Question:
Can more than one monster be on a street at a time? This happened a couple of times and we didn't know how to handle it.



...I actually had two or three other questions but it's been a week and a half since we played and now I can't remember the others, bleh.

Zithuan
07-27-2008, 08:09 PM
Question:
Can more than one monster be on a street at a time? This happened a couple of times and we didn't know how to handle it.

As long as you haven't exceeded the overall Monster Limit, all the monsters can be in the same place. Example: Turn 1: Gate opens at Woods, Turn 2: Monster Surge at Woods. In a 4 player game, you'd have at least 4 monsters in the same space.

When facing multiple monsters, you can choose to face them in any order. If, for example, you are in a street area and are faced with a Mi-go, a Cultist, and a Gug, you can kill the Mi-go first to try to get a unique item that might help against the Gug. If you don't think you can defeat the Gug, you can still fight the Mi-go and Cultist, then try to Evade the Gug. You can't move if you've fought this turn, so you will need to Evade again next turn to escape from it.

Edit:
...the first or second mythos card we got was the one that adds doom every round on a die roll.

I just remembered that there's a rule that says if you draw a Rumor as the first Mythos card to ignore it. For new players, I might even expand that for a couple more turns if you want mercy. Nearly all the rumors are bad, but Southside Strangler (I think that's the one you got?) can be especially tough to deal with.

nunix
07-29-2008, 01:12 PM
I just remembered that there's a rule that says if you draw a Rumor as the first Mythos card to ignore it. For new players, I might even expand that for a couple more turns if you want mercy. Nearly all the rumors are bad, but Southside Strangler (I think that's the one you got?) can be especially tough to deal with.

Where's the rule? I think I'm going with it as a house rule in any case, because the card we got - The Stars Are Right (add doom on a 1 or 2 during Mythos Phase, Pass: sacrifice an Ally, Fail: IF THE DAMNED MONSTER WAKES UP, no shit) - was with us almost the entire game, and definitely contributed to our downfall.

Zithuan
07-29-2008, 01:19 PM
Where's the rule? I think I'm going with it as a house rule in any case, because the card we got - The Stars Are Right (add doom on a 1 or 2 during Mythos Phase, Pass: sacrifice an Ally, Fail: IF THE DAMNED MONSTER WAKES UP, no shit) - was with us almost the entire game, and definitely contributed to our downfall.

Finally, the first player draws the top card of the mythos deck and resolves it as described in the Mythos Phase section of the rules. If a Rumor is drawn, discard it and draw again until you draw a mythos card that isnít a Rumor.

Page 5, "Game Setup", step 14 (http://www.fantasyflightgames.com/PDF/AH_Rules_internat.pdf)

Brickroad
07-29-2008, 01:23 PM
Shub-niggurath got us last week. We pulled some really hard monsters and a lot of people fainted/went insane, and by the time we got our shit together there were already five gates open and nobody was in a position to close any of them.

I'm confident we'll get him next time!

nunix
07-29-2008, 01:43 PM
Page 5, "Game Setup", step 14 (http://www.fantasyflightgames.com/PDF/AH_Rules_internat.pdf)

Okay, yeah.. our first card was actually the headline about the expedition returning, so Stars came up on turn 2 or 3. I still think I'll leave rumours out for a couple few turns in any case. -.-

nunix
07-29-2008, 01:45 PM
Shub-niggurath got us last week. We pulled some really hard monsters and a lot of people fainted/went insane, and by the time we got our shit together there were already five gates open and nobody was in a position to close any of them.

I'm confident we'll get him next time!

Who were your investigators? I like the interesting little scenarios that emerge just by the investigators that you get. I wound up playing the detective and the scientist (a classic TV combo if ever there was one), and my brother got the professor and the student (again, total chance, but cool and easy to imagine how they would've teamed up to hit the streets).

Brickroad
07-29-2008, 01:48 PM
Who were your investigators? I like the interesting little scenarios that emerge just by the investigators that you get. I wound up playing the detective and the scientist (a classic TV combo if ever there was one), and my brother got the professor and the student (again, total chance, but cool and easy to imagine how they would've teamed up to hit the streets).

Let's see... we had five players. Man I can't even remember.

The game before, though, Hastur got summoned and we killed him easily enough, thanks to our Terror Track being zero. I played Amanda (the student) in that game and remember doing precisely dick-all of use to the team as a whole.

Elfir
07-29-2008, 01:49 PM
My last game, this one guy took that woman in purple (looks like a witch/hooker with guns?) and started with a mission that required a whole bunch of street locations. All his Arkham Encounters were kinda whorish too. Even got handcuffed to the sheriff or something. Quite entertaining.

My boyfriend played as Wendy (little girl in the newest set) and kept getting creepy old men offering her.. things.

nunix
07-29-2008, 01:57 PM
I think you're talking about the debutante. Can't recall her name. She's in Arkham looking for a lost sister or somesuch.

Zithuan
07-29-2008, 02:07 PM
I think you're talking about the debutante. Can't recall her name. She's in Arkham looking for a lost sister or somesuch.

Jenny Barnes, the Dilettante
I'm apparently such a nerd that I didn't need to go check...

My new Favorite character is Lily Chen, the Martial Artist (Kingsport expansion)
Her big thing is that she has a Max Sanity/Max Stamina slider and can adjust them with Focus. Each turn she does so, she heals 1 point in whichever stat increased.
She also starts with the Martial Arts skill that gives +2 to Combat checks for each hand not holding a weapon.

Man, now I want to play again; it's been a couple months since the last time I played... :/

sraymonds
07-29-2008, 03:14 PM
I feel stupid for asking such a basic question, but...

What happens when you go to a location that has a gate and a monster? Do you fight the monster first or do you automatically get drawn into the gate? What about when you're leaving the other dimension and there's a monster on the other side?

nunix
07-29-2008, 03:15 PM
Jenny Barnes, the Dilettante
I'm apparently such a nerd that I didn't need to go check...

My new Favorite character is Lily Chen, the Martial Artist (Kingsport expansion)
Her big thing is that she has a Max Sanity/Max Stamina slider and can adjust them with Focus. Each turn she does so, she heals 1 point in whichever stat increased.
She also starts with the Martial Arts skill that gives +2 to Combat checks for each hand not holding a weapon.

Man, now I want to play again; it's been a couple months since the last time I played... :/

She sounds... ridiculously overpowered?

Re: playing: I don't understand why the hell FFG doesn't license this as a computer game. There are TOO DAMNED MANY PIECES anyway. I'm so tempted to grab a copy of VASSAL engine and work at some kind of port.

Zithuan
07-29-2008, 03:22 PM
What happens when you go to a location that has a gate and a monster? Do you fight the monster first or do you automatically get drawn into the gate? What about when you're leaving the other dimension and there's a monster on the other side?

You fight the monster during your Movement phase, then get pulled through the gate during the Arkham Encounters phase. A quirk of this is that if you draw an Arkham Encounter that says "A Gate and Monster appear!" you get sucked through the gate, and the monster stays where you were. Source (http://www.fantasyflightgames.com/PDF/AHfaq.pdf)

Most of the time, when you exit a gate it is during the Movement phase, so you would need to deal with the monster as soon as you get out. Sometime you can get back to Arkham during a different phase, in which case you wait until your next Movement phase to deal with the monster.

kaisel
07-29-2008, 03:31 PM
Re: playing: I don't understand why the hell FFG doesn't license this as a computer game. There are TOO DAMNED MANY PIECES anyway. I'm so tempted to grab a copy of VASSAL engine and work at some kind of port.

At one point I was thinking about whipping up a half-assed version in pygame that would have been a virtual board and that's about it. But VASSAL sounds like a perfect fit for this. How complicated is it?

Zithuan
07-29-2008, 03:42 PM
She sounds... ridiculously overpowered?

Her downsides:
She only has a Focus of 2 and her main ability needs it to work.
She starts with $4, 2 Clues, 1 Spell, 1 Common Item
Nearly all of her skills are average (range: 1-4) except Fight (range: 2-5)

She's definitely a good character, but mostly because she's not dependent on getting good random draws. Any character that starts with a Unique Item and gets a Healing Stone would be similarly powerful.

Most of the expansion characters are pretty strong, because the expansion Ancient Ones tend to be pretty horrible (esp. Atlach-Nacha).

My pick for most powerful character is Daisy Walker, the Librarian:

Never loses Sanity from reading a Tome
All Spells cost 1 less Sanity
Starts with a Tome (Livre d'Ivon) that lets you search the Spell deck for any spell you want.

sraymonds
07-29-2008, 03:43 PM
Rules!

Thanks for that! One more question. Does the investigator get an encounter during the Other Worlds phase if they just arrived there the previous Movement Phase?

Holy shit, that's one monster cup. (http://www.fantasyflightgames.com/article-monstercup1.html)

I've been playing my games mostly as Mark Harrigan, the soldier from the Dunwich Horror expansion, and while the flamethrower is cool, he spends most of his time going crazy.

Zithuan
07-29-2008, 03:46 PM
Thanks for that! One more question. Does the investigator get an encounter during the Other Worlds phase if they just arrived there the previous Movement Phase?

Yes. And I should have mentioned that the aforementioned "Gate opening" Arkham Encounters cause you to be Delayed on arrival and have an Other World encounter.

I've been playing my games mostly as Mark Harrigan, the soldier from the Dunwich Horror expansion, and while the flamethrower is cool, he spends most of his time going crazy.

I hate using characters with a Max Sanity of 3. I'm much more willing to play someone with a Max Stamina of 3. Either way, Injury and Madness cards are awesome!

sraymonds
07-29-2008, 03:51 PM
Injury and Madness cards are awesome!

I haven't played with those yet, because I don't feel like I have the proper grasp of the care game to add on the new boards and cards.

nunix
07-29-2008, 04:13 PM
At one point I was thinking about whipping up a half-assed version in pygame that would have been a virtual board and that's about it. But VASSAL sounds like a perfect fit for this. How complicated is it?

It's been a couple of years since I last played with it, but I don't remember it being terribly complicated. Java, comes with network code, pretty good community so you can figure out what you're doing.. it was mostly designed with old World War gaming in mind, but it can do anything (I made a version of Kahuna at one point, made a backup, hard drive died, no idea where I put the backup)

nunix
08-05-2008, 03:47 PM
So.

We lost.

Again.

This time it was against Shub-Niggurath. Jenny, Kate, Doc, and Photographer.

Jenny wound up with an accumulated ~$35-40 or so by the end of the game, mostly from Trust Fund.

All of our weapons were physical (except for Jenny, who had Shrivelling and the Curse of Azathoth), but with the -5 penalty to attack, we just gave up. It was.. it was really discouraging.

I kept a pad of paper and a pen this time, to write down every question I had.

There are a lot of questions!

1) Activity. WHAT THE FUCK IS THIS FOR?! Mythos cards occasionally say, "Activity at such-and-such streets".

1a) There are only 3 activity tokens. What happens when you get to a 4th?

2) When something says to "discard" it, is that to the bottom of its deck, or to a special discard pile? Usually it'll say "to the box" if it's a remove-from-play, but I'm wondering about normal discard (since some just say "discard" and some say "discard to bottom of deck").

3) Do monsters move during setup? You draw your setup Mythos card, set down gate and monster.. does that monster then move to streets if it's the appropriate symbol/card matchup?

4) "Streets". If something is on "Downtown Streets" is it on the square that says Downtown Streets specifically? Or any of the streets connected to that box? Does that box count as a move-step location?

5) Stirring. Every(?) boss card has some effect that happens "when it stirs". I could find no reference to this in rules, and it never came up on a card.

6) An investigator is on a location with a gate. There's a gate surge. Monster appears. You have to fight or evade it on the next movement phase, right?

7) Monsters in the outskirts: do these ever move? If so, how?

8) Undead: what's the significance of this keyword?

9) What happens when you run out of gates and you need to open another one? (i.e. everyone has them as trophies, say)

10) When you spend monsters or gates, do those go to the box, or back to their piles?

11) If a clue is created during a mythos phase on a location that's occupied, does that investigator automatically get the clue or do they only get it if they chose to not move next turn (thus "ending" movement on that location)

I have one more and I can kind of read my handwriting but it's either a duplicate or I've already forgotten what obscure rule question it was.

EDIT: Bonus zenny question: if there's just two real players, would it make the game easier or harder to play with less investigators? I'm wondering if we're making it more difficult by using two characters each.

poetfox
08-05-2008, 04:00 PM
1) Activity. WHAT THE FUCK IS THIS FOR?! Mythos cards occasionally say, "Activity at such-and-such streets".
It's just a quick glance way for you to tell where the effect listed on the card is happening. It's kinda pointless, as the card text tells you anyway, but whatever.

1a) There are only 3 activity tokens. What happens when you get to a 4th?

I mean, that's seriously unlikely? But if it happens, it's probably a situation like... an activity of some sort for each of the types of environment (Is there even one for Weather? I have no idea) and then, I dunno, a Rumor or something? Either way, since those tokens are really just a reminder, it doesn't matter too much. Use a penny or a clue token or the insanely useless "explored gate" tokens.

2) When something says to "discard" it, is that to the bottom of its deck, or to a special discard pile? Usually it'll say "to the box" if it's a remove-from-play, but I'm wondering about normal discard (since some just say "discard" and some say "discard to bottom of deck").

We've always put them on the bottom of the deck, since I felt like cards like "The Stars are Right" mean there has to be some good reason for shuffling the deck... but that very well might be a house rule I'm not clear on. I'll check in a second... Edit: Checked the rules under "Discarding cards" and I am so right, but Damn, Gina, These Rules So Disorganized!

3) Do monsters move during setup? You draw your setup Mythos card, set down gate and monster.. does that monster then move to streets if it's the appropriate symbol/card matchup?
No, monsters don't move during setup.

4) "Streets". If something is on "Downtown Streets" is it on the square that says Downtown Streets specifically? Or any of the streets connected to that box? Does that box count as a move-step location?
The colored box that says "Downtown" or "Uptown" or whatnot, is a space, most certainly counts for movement, and is what they're referring to when they say the X streets. The circles with names, such as the River Docks or Witch House or Silver Twilight Lodge are called Locations in rules text, for clarification. Also, the lines connecting Locations to the street location aren't spaces, if you've been counting them as such. Moving from the Library to the Miskatonic U streets takes 1 movement point, and moving from the Miskatonic U streets to the Merchant District streets? Also 1 movement point.

5) Stirring. Every(?) boss card has some effect that happens "when it stirs". I could find no reference to this in rules, and it never came up on a card.

If you are fighting an Elder god, then they are stirring in their slumber, trying to awaken. It's just trying to say flavorfully that that is an ongoing effect if you are fighting that particular ancient one.

6) An investigator is on a location with a gate. There's a gate surge. Monster appears. You have to fight or evade it on the next movement phase, right?
That's how I've always played it. The exception to all that is when you come out of a gate from another dimension, you get a "Free turn" of not having to deal with the monsters on that space.

7) Monsters in the outskirts: do these ever move? If so, how?

They build up until you hit the max number, (which is based on the number of players. Check the cheat sheet on the back of the manual) then you put them all back into the monster cup and raise the terror level by 1.

8) Undead: what's the significance of this keyword?

Certain cards, such as the Cross, refer to it. It doesn't do anything on its own.

9) What happens when you run out of gates and you need to open another one? (i.e. everyone has them as trophies, say)

The Ancient One awakens. So go turn them in for something. Although if you seriously have every gate as trophies, you've probably won already by having no gates on the board and gate trophies equal to the number of players.

10) When you spend monsters or gates, do those go to the box, or back to their piles?

Their piles. Thus there's strategy deciding to hold onto difficult things as trophies so you don't have the chance of having to deal with them again, or using them for rewards.

11) If a clue is created during a mythos phase on a location that's occupied, does that investigator automatically get the clue or do they only get it if they chose to not move next turn (thus "ending" movement on that location)

This I am also not sure on. We've always played it as they have to stay there to get the clue. Edit: The rules say you get to pick it up immediately, so apparently we've been making it harder on ourselves. Neat! I guess.
EDIT: Bonus zenny question: if there's just two real players, would it make the game easier or harder to play with less investigators? I'm wondering if we're making it more difficult by using two characters each.
I have never tried to play with less than 4 investigators, so I really couldn't tell you. I know that when we play with a full 8 players, we find the game pretty darn easy, though, so I'd say less would be harder, even with the sliding scales on things.

Brickroad
08-05-2008, 04:04 PM
Jenny wound up with an accumulated ~$35-40 or so by the end of the game, mostly from Trust Fund.

SPEND THAT MONEY!! One of our stock strategies is to park someone at the Curiosity Shoppe and have them hand out Elder Signs or other powerful weapons.

1) Activity. WHAT THE FUCK IS THIS FOR?! Mythos cards occasionally say, "Activity at such-and-such streets".

It means "something special happens at this location if you're here on your Arkham Encounter phase". The event is detailed on the card. Put an Activity Token to signify what's going on.

1a) There are only 3 activity tokens. What happens when you get to a 4th?

This is probably pretty rare (if even possible) but just write a "4" on a piece of paper and stick it there.

2) When something says to "discard" it, is that to the bottom of its deck, or to a special discard pile? Usually it'll say "to the box" if it's a remove-from-play, but I'm wondering about normal discard (since some just say "discard" and some say "discard to bottom of deck").

Keep in mind that some decks get shuffled every time someone draws from them. "Discard" means to the pile. "To the box" means out of the game.

3) Do monsters move during setup? You draw your setup Mythos card, set down gate and monster.. does that monster then move to streets if it's the appropriate symbol/card matchup?

We don't resolve this, because it means someone might have to fight on their very first turn. It probably doesn't make a huge difference in the long haul, though.

4) "Streets". If something is on "Downtown Streets" is it on the square that says Downtown Streets specifically? Or any of the streets connected to that box? Does that box count as a move-step location?

"Streets" are the square boxes you can't have encounters in. "Locations" are the circular ones you can. This is very specific, because flying monsters can only attack you in streets, and at least one special monster (the Hound of Thindalafuckyouuptheass) can only get you in locations.

5) Stirring. Every(?) boss card has some effect that happens "when it stirs". I could find no reference to this in rules, and it never came up on a card.

This is a general "attack" that is in CONSTANT effect through the entire game. For example, Cthulhu gives everyone a constant minus to their Sanity and Stamina.

6) An investigator is on a location with a gate. There's a gate surge. Monster appears. You have to fight or evade it on the next movement phase, right?

Right.

7) Monsters in the outskirts: do these ever move? If so, how?

These never move and can never be fought. They are an indication of how close you are to moving your Terrot Track up once, and nothing more.

8) Undead: what's the significance of this keyword?

Certain items (Cross, Holy Water) do extra damage to undead.

9) What happens when you run out of gates and you need to open another one? (i.e. everyone has them as trophies, say)

If you need to open a gate or spawn a monster but you can't because those decks are empty, THE ANCIENT ONE AWAKENS IMMEDIATELY. So don't let it happen.

10) When you spend monsters or gates, do those go to the box, or back to their piles?

Monsters go back in the cup, gate trophies go back in the stack. This is how you avoid awakening the Ancient One, the consequence of your #9.

11) If a clue is created during a mythos phase on a location that's occupied, does that investigator automatically get the clue or do they only get it if they chose to not move next turn (thus "ending" movement on that location)

They can either take it immediately or leave it there. Since investigators CAN NOT trade clue tokens, someone with a lot of them (or someone who has no real use for them) might choose to let it sit there so another investigator can put it to better use.

EDIT: Bonus zenny question: if there's just two real players, would it make the game easier or harder to play with less investigators? I'm wondering if we're making it more difficult by using two characters each.

We've played everything from 3 to 8 players and they all feel about the same to us. The game does a good job scaling all its variables by the number of players.

poetfox
08-05-2008, 04:27 PM
HA! Beat you to the answers, Brick. But yours are much more concise. Damn my verbosity!
SPEND THAT MONEY!! One of our stock strategies is to park someone at the Curiosity Shoppe and have them hand out Elder Signs or other powerful weapons.
I totally support this, though. Money is useless until you're buying weapons and such with it, really. (Though, I suppose if you're playing with the Dunwich board, keeping a dollar for the train might be a good plan) Have people with money get what they can for people and then pass it around so everyone can play their role effectively.