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Arkham - Processing Movement and Battle

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Re: Arkham - turn 2 beginning

Postby Newcastle » Wed Oct 26, 2011 6:16 pm

Apologies to all:

In my previous post, i said move to "magic shop" i meant that to mean the magical item shop in general...didnt realize it was an actual game place.....


Sooooo....my movement in all likelihood will be the "Curiosity Shop" so i can buy some nifty, shiny, magicky items for you folks to use :D

I have 11 bucks right now, so...hopefully i get something nice. Shoes would be nice though...
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Re: Arkham - turn 2 beginning

Postby Pyperkub » Wed Oct 26, 2011 6:21 pm

I suppose I could go after the Nightgaunt instead, though that would necessitate using my holy water (as it will take 3 hits to kill, afaik). Q would have to stay put or evade though (if not fighting), as I go later.
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Re: Arkham - turn 2 beginning

Postby Qantaga » Wed Oct 26, 2011 6:24 pm

Catching up...
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Re: Arkham - turn 2 beginning

Postby Qantaga » Wed Oct 26, 2011 9:56 pm

If I'm interpreting it correctly, my chances of fighting the Nightgaunt are better than evading it. I can set my sneak to 3, but it has a -2 awareness, so I would only get one die roll to evade.

I have the Mists of Releh spell, but I'm not sure how this: "Any Phase: Cast and exhaust to pass an Evade check. The casting modifier is equal to the monster's Awareness. " applies against the Nightgaunt's -2 Awareness. How would the -2 affect the chances of the Evade being successful, if I use the spell?

As for combat, I would get 8 rolls to get 3 hits (surely, I must be due after the last combat roll sequence :)), if I'm reading it correctly (3 successes needed because of the Nightgaunt's toughness plus the Old Ones +1 toughness). If Newcastle can also cast Intervene on me, that would be three more die, but I wouldn't want this:

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


to interfere with Newcastle's plans this turn, if there is a chance that Newcastle would need his hands free.

Any advice would be appreciated.

If rshetts2's return is going to banish the Nightgaunt anyway, and the Mists' spell is a relatively sure thing for me to evade it, maybe that would be best. Or, I'm happy to fight it, if that's in the best interests of the team.
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Re: Arkham - turn 2 beginning

Postby Newcastle » Wed Oct 26, 2011 10:18 pm

Q - all i am doing this turn is shopping; so i dont think it will interfere w/ my shopping.
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Re: Arkham - turn 2 beginning

Postby Remus West » Wed Oct 26, 2011 10:20 pm

When you cast a Spell you use your Lore stat in a skill check. To cast the Mists spell you would use your Lore (- Monster's awareness). In this case, Lore -2. If you succeed in that check you Evade the Monster automatically. If you fail then you would need to decide whether to try to sneak past (Evade) or fight (Combat). If you decide to Evade and fail you take damage equal to the Monster's combat damage (in this case, you would get booted into the nearest Gate).

While you guys are discussing him, please remember that due to the Ancient One he has 3 toughness - not two.
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Re: Arkham - turn 2 beginning

Postby Qantaga » Wed Oct 26, 2011 10:32 pm

Remus West wrote:While you guys are discussing him, please remember that due to the Ancient One he has 3 toughness - not two.


Hey, whadda ya know? I actually had something figured out correctly:

Qantaga wrote:As for combat, I would get 8 rolls to get 3 hits (surely, I must be due after the last combat roll sequence :)), if I'm reading it correctly (3 successes needed because of the Nightgaunt's toughness plus the Old Ones +1 toughness).


:)

Newcastle wrote:Q - all i am doing this turn is shopping; so i dont think it will interfere w/ my shopping.


It looks like I should try to fight it, then.

Check my math: 3 Fight + 1 for whip + 3 for revolver + 3 for Newcastle's Intervene + 1 for whip reroll (if needed) = 11 die

Which would give me 11 chances to roll 3 successes needed (Nightgaunt's 2 toughness +1 for the Ancient One's bonus)
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Re: Arkham - turn 2 beginning

Postby Newcastle » Sat Oct 29, 2011 7:09 pm

Stats - No adjustments

MOVEMENT - Move to Curiosity Shoppe for an encounter

-Cast Intereference on Quantaga
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Re: Arkham - turn 2 beginning

Postby Remus West » Wed Nov 02, 2011 10:34 pm

Player turn order:
1. Qantaga - Fighting
2. RMC - Advancing in R'Lyeh
3. bb2112 -
4. redrun - returning to Arkham at Silver Twilight Lodge
5. Pyperkub -
6. El Guapo - Delayed in Plateau of Lang
7. Newcastle - Casting Intervention (during Upkeep since Qantaga moves first) then moving to Curiositie Shop.
8. rshetts2 - returning to Arkham at Independence Square


I believe this is where we are at. Did you guys forget about this?
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Re: Arkham - turn 2 beginning

Postby Newcastle » Wed Nov 02, 2011 10:42 pm

shoot pyper a PM am sure you can jab BB in real life.
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Re: Arkham - turn 2 beginning

Postby Qantaga » Wed Nov 02, 2011 10:48 pm

My "Fighting" is correct in your turn order above Remus.

Thanks for the Interference spell Newcastle.

Just to make it official:

Gloria:

Stats:

Speed/Sneak: 4/0
Fight/Will: 3/2
Lore/Luck: 3/3

Gloria stands fast to face the Nightgaunt.

(Oh, yeah... Suck it Indy) :)

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Re: Arkham - turn 2 beginning

Postby Remus West » Wed Nov 02, 2011 10:53 pm

Newcastle wrote:shoot pyper a PM am sure you can jab BB in real life.

shot them both a PM. I don't see bb often enough to hassle him face to face unfortunately. He has this whole "family" and "quality time with kids" thing. Silly married men. :lol:
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Re: Arkham - turn 2 beginning

Postby bb2112 » Thu Nov 03, 2011 8:08 pm

Ok, first off, does Harvey still lose the sanity for the elder sign because of his special ability?

Now for my move

Change sliders to S/S to 3/2

Use KiY with Lore of 5 - 2 = 3 Uses 2 Movement

Move to Merchant District with my last movement
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Re: Arkham - turn 2 beginning

Postby Qantaga » Thu Nov 03, 2011 9:18 pm

Just picked this up for iphone today:

Elder Sign: Omens

It's downloading now. Early reviews are very good. I can't wait to try it.
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Re: Arkham - turn 2 beginning

Postby Remus West » Fri Nov 04, 2011 1:11 am

bb2112 wrote:Ok, first off, does Harvey still lose the sanity for the elder sign because of his special ability?
I know he still loses Sanity to spells because the are a cost not a loss. I need to look into the impact of his ability combined with Elder signs. I suspect he does not have to lose the Sanity but I want to check before I make that official.
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Re: Arkham - turn 2 beginning

Postby bb2112 » Fri Nov 04, 2011 2:02 pm

At the end of my move, I will be in the merchant district. Not sure if anyone is passing through that space on their way to other things, but I can help hand stuff around if movements work.
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Re: Arkham - turn 2 beginning

Postby Pyperkub » Fri Nov 04, 2011 8:16 pm

Adjust my stats thus:

Speed/Sneak: 3(+1)/2
Fight/Will: 5/1 (boost fight by 1)
Lore/Luck: 1/3

Move to Rivertown>French Hill (kill ghoul if it's there)>The Witch House and collect clue/have encounter.
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Re: Arkham - turn 2 beginning

Postby Remus West » Sat Nov 05, 2011 12:39 am

Pyperkub wrote:Adjust my stats thus:

Speed/Sneak: 3(+1)/2
Fight/Will: 5/1 (boost fight by 1)
Lore/Luck: 1/3

Move to Rivertown>French Hill (kill ghoul if it's there)>The Witch House and collect clue/have encounter.

If the Ghoul is still there you will get stuck in the street. Is that alright?

edit: and since fights take place during movement and gate close/seal during encounters the Ghoul will certainly be there.
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Re: Re: Arkham - turn 2 beginning

Postby Pyperkub » Sat Nov 05, 2011 3:26 am

Remus West wrote:
Pyperkub wrote:Adjust my stats thus:

Speed/Sneak: 3(+1)/2
Fight/Will: 5/1 (boost fight by 1)
Lore/Luck: 1/3

Move to Rivertown>French Hill (kill ghoul if it's there)>The Witch House and collect clue/have encounter.

If the Ghoul is still there you will get stuck in the street. Is that alright?

edit: and since fights take place during movement and gate close/seal during encounters the Ghoul will certainly be there.


Yeah, I'll get stuck there

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Re: Arkham - turn 2 beginning

Postby Remus West » Sat Nov 05, 2011 10:48 am

Player turn order:
1. Qantaga - Fighting
2. RMC - Advancing in R'Lyeh
3. bb2112 - Use King in Yellow and move to Merchant District
4. redrun - returning to Arkham at Silver Twilight Lodge
5. Pyperkub - move to French Hill streets and beat up poor lonely little Ghoul
6. El Guapo - Delayed in Plateau of Lang
7. Newcastle - Casting Intervention (during Upkeep since Qantaga moves first) then moving to Curiositie Shop.
8. rshetts2 - returning to Arkham at Independence Square


I believe this is where we are at. I will attempt to find time this evening to update.
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Re: Arkham - turn 2 beginning

Postby redrun » Sun Nov 06, 2011 11:06 am

Remus West wrote:Player turn order:
4. redrun - returning to Arkham at Silver Twilight Lodge

I believe this is where we are at. I will attempt to find time this evening to update.



Mandy is planning on using clues to close the gate at Silver Twilight Lodge.
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Re: Arkham - turn 2 beginning

Postby Pyperkub » Wed Nov 09, 2011 9:41 pm

Am assuming we got hung up on encounters?
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Re: Arkham - turn 2 beginning

Postby Remus West » Wed Nov 09, 2011 11:30 pm

Pyperkub wrote:Am assuming we got hung up on encounters?

Just a busy Mod. Starting to run it now.
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Re: Arkham - turn 2 beginning

Postby Remus West » Wed Nov 09, 2011 11:39 pm

Now we are slowed by encounters as I need to wait for a decision.
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Re: Arkham - turn 2 beginning

Postby Qantaga » Thu Nov 10, 2011 12:01 am

So, my golden touch with the Arkham die continues.

I failed the Horror check. No big deal there, I can take the -1 Sanity hit.

My combat rolls were... wait for it... 3,3,1,1,1,3,2,4

So, my options are:

1. Use Mandy's re-roll.
2. Get sucked into the nearest gate. That's not a bad option, since Gloria has some other world benefits, but I only have 4 clues, so I won't be able to seal the gate on my return. :(
3. Spend clues, but I would have to get 3 successes of 4 clues, so it would probably just be a waste of clues.
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Re: Arkham - turn 2 beginning

Postby Remus West » Thu Nov 10, 2011 12:07 am

Pms have been sent. I will try to remember to bring my notes to work with me tomorrow as we have parent teacher conferences and if history is any guide I will have more than enough time to update during those (although I won't be able to do the maps until I get home).
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Re: Arkham - turn 2 beginning

Postby Newcastle » Thu Nov 10, 2011 12:46 am

You have the option to purchase one of:
Cabala of Saboth $5
Tome
Movement: Exhaust and spend 2 movement points to make a Lore(-2) check. If you pass, draw 1 Skill and discard Cabala of Saboth. If you fail, nothing happens

Silver Key $4
Any phase: Put 1 Stamina token from the bank on Silver Key before making an Evade check to automatically pass it. Discard Silver Key after using it if there are 3 Stamina tokens on it.

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

Please specify what order you would like the non-purchased items to be placed on the bottom of the deck.



Hey guys,

I can get one of the following

(am thinkign the blade)

but what do i put in the discard pile (somoething that EL GUapo can get)

So thoughts?

RE: Q's situation

All things being equal i think he should take Mandy's reroll no sense in throwin ghim to the otherworld unless he's prepared.
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Re: Arkham - turn 2 beginning

Postby El Guapo » Thu Nov 10, 2011 12:59 am

I'd lean towards the blade too. For the others I'm not sure the order matters all that much, as I apparently don't have any money, and I'm probably not going to get to buy/recover either while I'm in the Other Worlds, and they'll probably be covered up before I get back. Anyhow I guess I'd put the Silver Key on the bottom (where I could draw it if I happen to get the opportunity), since that's pretty useful.
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Re: Arkham - turn 2 beginning

Postby rshetts2 » Thu Nov 10, 2011 3:03 am

I concur. Grab the magic weapon. Its very likely we will face the Ancient One and will need all the magic weapons we can muster or our physical damage based fighters will be useless. A +4 one hander is a very nice weapon.
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Re: Arkham - turn 2 beginning

Postby RMC » Thu Nov 10, 2011 6:05 am

Well my luck is holding true. My second encounter in a row that drains one sanity, so that puts me at 1 without doing anything. Also the monster only takes 1/2 from physical damage, so yepp..

I am going to burn through my clues, to try and get 3 successes on 4 dice. But it looks like I might be insane in R'yal soon.

We can all wait and see what my die rolling get's me.
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Re: Arkham - turn 2 beginning

Postby bb2112 » Thu Nov 10, 2011 9:16 am

NC - I concur on the magic weapon, and El Guapo is right. Most likely not able to get whatever is put on the bottom, but I think that is ok. Both items while useful, are not essential.

RMC - Is your sanity loss due to a missed roll, or is it automatic? If it is a roll, we may want to use Mandy's roll for you since closing gates is a high priority. But that does screw Q. Sorry Q.

Remus, do you have an answer on my sanity loss using the elder sign?
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Re: Arkham - turn 2 beginning

Postby RMC » Thu Nov 10, 2011 9:35 am

Mine is automatic - Here is the text of my PM:

A Slimey Monster appears!
Dark Young
Physical Resistance (you only get 1/2 bonus from physical weapons)
Nightmarish 1 (even if you pass the horror check you take -1 Sanity)

+0 to horror check for 3 Sanity damage
-1 to Combat check does 3 Stamina damage

requires 4 hits to kill.


I knew there was a reason this game sits on my shelf and never gets played by my group. :grund:
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Re: Arkham - turn 2 beginning

Postby bb2112 » Thu Nov 10, 2011 9:44 am

Ouch.
That's no reason to cry. One cries because one is sad. For example, I cry because others are stupid, and that makes me sad.

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Re: Arkham - turn 2 beginning

Postby redrun » Thu Nov 10, 2011 10:35 am

Qantaga wrote:So, my golden touch with the Arkham die continues.

I failed the Horror check. No big deal there, I can take the -1 Sanity hit.

My combat rolls were... wait for it... 3,3,1,1,1,3,2,4

So, my options are:

1. Use Mandy's re-roll.
2. Get sucked into the nearest gate. That's not a bad option, since Gloria has some other world benefits, but I only have 4 clues, so I won't be able to seal the gate on my return. :(
3. Spend clues, but I would have to get 3 successes of 4 clues, so it would probably just be a waste of clues.


Question (I'm too lazy to figure out the monster and your fight stats): Does this include the bonus you got from the interference spell that Newcastle threw?
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Re: Arkham - turn 2 beginning

Postby El Guapo » Thu Nov 10, 2011 10:36 am

RMC wrote:Mine is automatic - Here is the text of my PM:

A Slimey Monster appears!
Dark Young
Physical Resistance (you only get 1/2 bonus from physical weapons)
Nightmarish 1 (even if you pass the horror check you take -1 Sanity)

+0 to horror check for 3 Sanity damage
-1 to Combat check does 3 Stamina damage

requires 4 hits to kill.


I knew there was a reason this game sits on my shelf and never gets played by my group. :grund:


Sounds like instead of using the re-roll, Qantaga could just get sucked through a gate, which isn't so bad, right? So the re-roll might still be available.

Did you pass the horror check already?
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Re: Arkham - turn 2 beginning

Postby redrun » Thu Nov 10, 2011 10:37 am

Qantaga wrote:
My combat rolls were... wait for it... 3,3,1,1,1,3,2,4

So, my options are:

1. Use Mandy's re-roll.
2. Get sucked into the nearest gate. That's not a bad option, since Gloria has some other world benefits, but I only have 4 clues, so I won't be able to seal the gate on my return. :(
3. Spend clues, but I would have to get 3 successes of 4 clues, so it would probably just be a waste of clues.


4. Figure out how we can roll our own dice, since Remus's dice rolling abilities are going to kill us. :)

BTW, I think we should try (if reasonably possible) to preserve your clues.
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Re: Arkham - turn 2 beginning

Postby RMC » Thu Nov 10, 2011 10:47 am

El Guapo wrote:
RMC wrote:Mine is automatic - Here is the text of my PM:

A Slimey Monster appears!
Dark Young
Physical Resistance (you only get 1/2 bonus from physical weapons)
Nightmarish 1 (even if you pass the horror check you take -1 Sanity)

+0 to horror check for 3 Sanity damage
-1 to Combat check does 3 Stamina damage

requires 4 hits to kill.


I knew there was a reason this game sits on my shelf and never gets played by my group. :grund:


Sounds like instead of using the re-roll, Qantaga could just get sucked through a gate, which isn't so bad, right? So the re-roll might still be available.

Did you pass the horror check already?


Umm.. Nope. Have not passed anything yet, so horror check could kill me right off. I am pretty sure I am a goner on this. So save Mandy's reroll for someone that can use it for a chance at least.

I have 4 clues, to try and maybe eek something out here. I will lose 1/2 anyway, so might as well try.

The only thing is if I get knocked out or go insane, I think I am gone from the game, right? Lost in time and space = Character no longer in the game.

So... I think I should just try to fight, and see if I even pass the horror check. I only have 2 sanity left, so I can't even use my good spell to protect myself, I have to use my cheapo one.
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Re: Arkham - turn 2 beginning

Postby redrun » Thu Nov 10, 2011 10:51 am

RMC wrote:Mine is automatic - Here is the text of my PM:

A Slimey Monster appears!
Dark Young
Physical Resistance (you only get 1/2 bonus from physical weapons)
Nightmarish 1 (even if you pass the horror check you take -1 Sanity)

+0 to horror check for 3 Sanity damage
-1 to Combat check does 3 Stamina damage

requires 4 hits to kill.


I knew there was a reason this game sits on my shelf and never gets played by my group. :grund:


What are your current fight stats? I'm looking at your character sheet, and from what I can tell you have four clues and two items (Sabre, Elder sign). With the 1/2 bonus for physical weapons, how many dice are you currently rolling (pre-clue use) for fighting?

Insane or Unconscious in an Other World (0 Stamina or 0 Sanity):
Move to lost and time space, lose 1/2 items (your choice!), lose 1/2 clues, lose retainers, lose next turn, following turn return to any location desired in Arkham.

While we really want you to go through and close a gate sooner, if the worse is losing 2 clues and the sabre (and leaving you at 1/1 and losing a turn) - well, it might be better than throwing all four clues at a combat and having the same result. OTOH, if using the clues gives you any reasonable chance to make it (with or without a reroll), we might want to go that way.
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Re: Arkham - turn 2 beginning

Postby El Guapo » Thu Nov 10, 2011 10:52 am

No, you wouldn't be eliminated. If you're lost in time and space, you do come back. I'm not sure I remember the rule exactly, but I think you're basically delayed for 1 turn then come back at the Sanitarium with 1 sanity (and maybe you lose some other stuff as well, not sure).

I believe that there isn't a way that you can be completely eliminated from the game, short of getting devoured by the GOO during the final fight.
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Re: Arkham - turn 2 beginning

Postby Remus West » Thu Nov 10, 2011 11:27 am

El Guapo wrote:No, you wouldn't be eliminated. If you're lost in time and space, you do come back. I'm not sure I remember the rule exactly, but I think you're basically delayed for 1 turn then come back at the Sanitarium with 1 sanity (and maybe you lose some other stuff as well, not sure).

I believe that there isn't a way that you can be completely eliminated from the game, short of getting devoured by the GOO during the final fight.

Partially correct. If you go insane in Arkham you are moved to the Assylum. If you are knocked out in Arkham you are moved to the Hospital. In either case the relevant stat is raised from zero (or less) to 1 and you are good to go the following turn.

redrun has it right regarding going insane or getting knocked out in an Other World. You get Lost in Time and Space. Which means you suffer loses just like you would in Arkham, you miss a turn, then you return to Arkham the following turn you get to choose the space you return to - so you could show up where you needed to be to get healed.
Nub Nou.

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Remus West
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