Arkham Horror: Turn 10. INVESTIGATOR VICTORY!

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Gryndyl
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Re: Arkham Horror Turn 6 Mythos!

Post by Gryndyl »

Chaosraven wrote:Speed: 3 Sneak: 2 Fight: 0 Will: 4 Lore: 4 Luck: 2

Barring any other plan, figure to focus Speed 2 Sneak 3, Lore 3 Luck 3,
and go to

Merchant District Streets:
Maniac: -1, moon, threat: low

to introduce the Maniac to my friend TOMMY
For the record, there are two folks already heading to the merchant district. You're welcome to head there as one of them may want one of your guns but I'm guessing that the maniac will be long disposed of.
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Re: Arkham Horror Turn 6 Mythos!

Post by Isgrimnur »

Yeah, since you move last, Chaos, the raving will be done before you show up to join the maniac in his rantings. I'm trying a new .30-06 therapy to expose the maniac's innermost troubles to an open air forum, where they can be exposed to the light of day.

DocD could use your rifle to better effect than my cavalry saber, however.
It's almost as if people are the problem.
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Re: Arkham Horror Turn 6 Mythos!

Post by Scoop20906 »

Should I head to the graveyard and try to close that gate?
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Re: Arkham Horror Turn 6 Mythos!

Post by stessier »

Scoop20906 wrote:Should I head to the graveyard and try to close that gate?
Do you have 5 more clues already? Why am I clueless?????
I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities. - Vaarsuvius
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Re: Arkham Horror Turn 6 Mythos!

Post by Chaosraven »

Docd where can you get to? Should I sneak past the maniac and grab the clue?
"Where are you off to?"
"I don't know," Snufkin replied.
The door shut again and Snufkin entered his forest, with a hundred miles of silence ahead of him.

Sweet sweet meat come. -LordMortis
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Gryndyl
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Re: Arkham Horror Turn 6 Mythos!

Post by Gryndyl »

stessier wrote:
Scoop20906 wrote:Should I head to the graveyard and try to close that gate?
Do you have 5 more clues already? Why am I clueless?????
You don't need 5 clues to close a gate, only to seal it. A closed gate can potentially reopen. Sealed gates (in the basic game) are shut for good.
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Remus West
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Re: Arkham Horror Turn 6 Mythos!

Post by Remus West »

Scoop20906 wrote:Should I head to the graveyard and try to close that gate?
That is where I was headed. I do have the clues needed to seal it.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
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Lars
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Re: Arkham Horror Turn 6 Mythos!

Post by Lars »

Ok, just to make everyone aware, I do have a Gate Box as one of my items.

Gate Box When you return to Arkham from an Other World, you may return to any location with an open gate and gain explored status for that gate.

So, I was thinking I could jump into a gate, and come out whatever gate opens up when I'm ready to return to Arkham. With any luck, you guys will have closed the other gates, or perhaps a gate will attempt to open at the sealed location in the meantime, which means we could win when we close all the gates at the same time. Thoughts? Or, I could give the item to someone better prepared to travel through the other worlds, and we can delay this plan a turn.
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Re: Arkham Horror Turn 6 Mythos!

Post by Chaosraven »

What are the rules for handing stuff off? I'll check the board when I get home to devise a plan.
"Where are you off to?"
"I don't know," Snufkin replied.
The door shut again and Snufkin entered his forest, with a hundred miles of silence ahead of him.

Sweet sweet meat come. -LordMortis
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Re: Arkham Horror Turn 6 Mythos!

Post by Chaosraven »

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

leave stats alone

go to

Unvisited Isle and snag the Clue

(do I have to end a move with someone to give them stuff?)
"Where are you off to?"
"I don't know," Snufkin replied.
The door shut again and Snufkin entered his forest, with a hundred miles of silence ahead of him.

Sweet sweet meat come. -LordMortis
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Gryndyl
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Re: Arkham Horror Turn 6 Mythos!

Post by Gryndyl »

Chaosraven wrote:Speed: 3 Sneak: 2 Fight: 0 Will: 4 Lore: 4 Luck: 2

leave stats alone

go to

Unvisited Isle and snag the Clue

(do I have to end a move with someone to give them stuff?)
Nope. As long as you move through the location they're in at any point in your movement you can hand off items.
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Re: Arkham Horror Turn 6 Mythos!

Post by Chaosraven »

Rifle: (2 hands, physical weapon) + 5 to combat checks
.45 Automatic: 1 hand, +4 to combat checks)

Find Gate: (casting modifier -1, sanity -1) On movement phase cast and exhaust to immediately return to Arkham from an Other World. You will get credit for having explored the Other World and have the opportunity to close the gate

==================

What do you guys want?
"Where are you off to?"
"I don't know," Snufkin replied.
The door shut again and Snufkin entered his forest, with a hundred miles of silence ahead of him.

Sweet sweet meat come. -LordMortis
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Gryndyl
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Re: Arkham Horror Turn 6 Mythos!

Post by Gryndyl »

Lars wrote:Ok, just to make everyone aware, I do have a Gate Box as one of my items.

Gate Box When you return to Arkham from an Other World, you may return to any location with an open gate and gain explored status for that gate.

So, I was thinking I could jump into a gate, and come out whatever gate opens up when I'm ready to return to Arkham. With any luck, you guys will have closed the other gates, or perhaps a gate will attempt to open at the sealed location in the meantime, which means we could win when we close all the gates at the same time. Thoughts? Or, I could give the item to someone better prepared to travel through the other worlds, and we can delay this plan a turn.
Just to clarify victory conditions a bit, for a "close all gates" victory the players must also have as many gate trophies as there are players; 8 in you guy's case. While your plan with the gate box is sound it won't mean a victory even if it's the last gate on the board. There is a bit of a risk in your plan, fyi. If the old gates are all closed and a new one attempts to open at a sealed location you could end up Lost in Time and Space which essentially loses you a turn.

Victory conditions spelled out a bit:

A. Gate Closure Victory: No gates remain on the board and the players have gate trophies equal to or greater than the number of players. This number will include the last gate closed but will not include any gate trophies that are spent.

B. Gate Seal Victory: Successfully seal 6 gate locations.

C. Vanquish the Great Old One: If the Great Old One awakens and the players successfully defeat it in combat then they win the game.

Mythos Victory condition:

A. The Great Old One awakens and devours all investigators in combat.
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Re: Arkham Horror Turn 6 Mythos!

Post by Remus West »

We are doing pretty well getting gate tokens right now. I think we should stick with whats working and just continue to jump into the gates as they open. The big flaw I see in this is needing clues to seal the gates. Do we get gate tokens even if we do not seal the location?
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
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Re: Arkham Horror Turn 6 Mythos!

Post by Gryndyl »

Remus West wrote:We are doing pretty well getting gate tokens right now. I think we should stick with whats working and just continue to jump into the gates as they open. The big flaw I see in this is needing clues to seal the gates. Do we get gate tokens even if we do not seal the location?
Yes you do.

You guys currently have 4 gate trophies towards victory condition A and two sealed gate locations towards victory condition B
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Re: Arkham Horror Turn 6 Mythos!

Post by Lars »

Gryndyl wrote:Victory conditions spelled out a bit:

A. Gate Closure Victory: No gates remain on the board and the players have gate trophies equal to or greater than the number of players. This number will include the last gate closed but will not include any gate trophies that are spent.
Spoiled sport.

Ok, then in that case, I shall move to the Newspaper to see if I can get some money rolling back in.
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Re: Arkham Horror Turn 6 Mythos!

Post by Scoop20906 »

Gryndyl wrote:
stessier wrote:
Scoop20906 wrote:Should I head to the graveyard and try to close that gate?
Do you have 5 more clues already? Why am I clueless?????
You don't need 5 clues to close a gate, only to seal it. A closed gate can potentially reopen. Sealed gates (in the basic game) are shut for good.
I only have 4 clues at the moment.
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Re: Arkham Horror Turn 6 Mythos!

Post by Scoop20906 »

Remus West wrote:
Scoop20906 wrote:Should I head to the graveyard and try to close that gate?
That is where I was headed. I do have the clues needed to seal it.
Ok, I can try to head to the unvisited isle to get a 5th clue. Looks like I will have to dodge alot of monsters to get there. How does that sound remus?
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Re: Arkham Horror Turn 6 Mythos!

Post by Chaosraven »

Chaosraven wrote:Speed: 3 Sneak: 2 Fight: 0 Will: 4 Lore: 4 Luck: 2

leave stats alone

go to

Unvisited Isle and snag the Clue

(do I have to end a move with someone to give them stuff?)
Scoop20906 wrote:
Remus West wrote:
Scoop20906 wrote:Should I head to the graveyard and try to close that gate?
That is where I was headed. I do have the clues needed to seal it.
Ok, I can try to head to the unvisited isle to get a 5th clue. Looks like I will have to dodge alot of monsters to get there. How does that sound remus?
*grumble*
"Where are you off to?"
"I don't know," Snufkin replied.
The door shut again and Snufkin entered his forest, with a hundred miles of silence ahead of him.

Sweet sweet meat come. -LordMortis
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Re: Arkham Horror Turn 6 Mythos!

Post by Chaosraven »

Stessier: Remain at St. Mary's for healing
Semaj: Move through the Plateau of Leng
Isgrimnur: Move to Merchant District, Attack Maniac
Scoop20906: Move to Unvisited Isle
Remus West: Speed 1 Sneak 4; sneak past cultist and enter Graveyard Gate
Lars: Go to Newspaper
DocD: Move to Merchant District
Chaosraven: Move to Unvisited Isle

Where it states the Flyers won't move, does that mean they won't come down and attack the streets?
"Where are you off to?"
"I don't know," Snufkin replied.
The door shut again and Snufkin entered his forest, with a hundred miles of silence ahead of him.

Sweet sweet meat come. -LordMortis
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Re: Arkham Horror Turn 6 Mythos!

Post by Chaosraven »

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

leave stats alone

go to

Rivertown streets:
Cultist: -3, moon, threat: low

(by way of Miska Uni, Merchant Dis, to River)
"Where are you off to?"
"I don't know," Snufkin replied.
The door shut again and Snufkin entered his forest, with a hundred miles of silence ahead of him.

Sweet sweet meat come. -LordMortis
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Gryndyl
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Re: Arkham Horror Turn 6 Mythos!

Post by Gryndyl »

Correct. Flyers in the sky are unable to leave it.
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Re: Arkham Horror Turn 6 Mythos!

Post by Gryndyl »

Ok, all moves seem to be in...


Stessier: Remain at St. Mary's for healing
Semaj: Move through the Plateau of Leng
Isgrimnur: Move to Merchant District, Attack Maniac
Scoop20906: Move to Unvisited Isle
Remus West: Speed 1 Sneak 4; sneak past cultist and enter Graveyard Gate
Lars: Go to Newspaper
DocD: Move to Merchant District
Chaosraven: Move to Rivertown

Decision PMs soon to go forth.
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Re: Arkham Horror Turn 6 Mythos!

Post by docD »

Chaosraven wrote:Docd where can you get to? Should I sneak past the maniac and grab the clue?
I'm currently at the river docks, so I'd have to stop in the merchant district or sneak by the monster. I'd really like to stay wtih Isgrimmur becuase I'm down to one sanity (again) and he can shrink my head.
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Re: Arkham Horror Turn 6 Mythos!

Post by Chaosraven »

docD wrote:
Chaosraven wrote:Docd where can you get to? Should I sneak past the maniac and grab the clue?
I'm currently at the river docks, so I'd have to stop in the merchant district or sneak by the monster. I'd really like to stay wtih Isgrimmur becuase I'm down to one sanity (again) and he can shrink my head.
I'll stop by there on my way thru, what do you want?
"Where are you off to?"
"I don't know," Snufkin replied.
The door shut again and Snufkin entered his forest, with a hundred miles of silence ahead of him.

Sweet sweet meat come. -LordMortis
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Re: Arkham Horror Turn 6 Mythos!

Post by Remus West »

I was going to suggest that if you went to the unvisited with Scoop you could give him your find gate spell since he will have the clues needed to seal.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
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Re: Arkham Horror Turn 6 Mythos!

Post by Gryndyl »

Scoop doesn't actually have the move points to reach unvisited isle this turn, plus Scoop has a cultist to sneak past in order to move anywhere other than where he's at.
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Re: Arkham Horror Turn 6 Mythos!

Post by Remus West »

Well, nevermind then. Nothing to see here, move about your business.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
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Re: Arkham Horror Turn 6 Mythos!

Post by Semaj »

remus is secretly the double agent working for the bad guys.
Some claim to be things they aren't.
Some claim things they don't deserve.
Some claim to know more than they ever will.
I don't claim anything, because no one would believe the truth anyways.
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Re: Arkham Horror Turn 6 Mythos!

Post by Remus West »

Can I seal Semaj's gate right now? :P
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
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Re: Arkham Horror Turn 6 Mythos!

Post by docD »

Chaosraven wrote:
docD wrote:
Chaosraven wrote:Docd where can you get to? Should I sneak past the maniac and grab the clue?
I'm currently at the river docks, so I'd have to stop in the merchant district or sneak by the monster. I'd really like to stay wtih Isgrimmur becuase I'm down to one sanity (again) and he can shrink my head.
I'll stop by there on my way thru, what do you want?
the .45 pistol would be great, it would leave me one hand to cast spells. Otherwise the hunting rifle would be good.
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Re: Arkham Horror Turn 6 Mythos!

Post by Chaosraven »

Give docd the .45
"Where are you off to?"
"I don't know," Snufkin replied.
The door shut again and Snufkin entered his forest, with a hundred miles of silence ahead of him.

Sweet sweet meat come. -LordMortis
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Re: Arkham Horror Turn 6 Mythos!

Post by Gryndyl »

Turn 7 Encounters

Upkeep rolls:
Stessier: Retainer 2: + $2
semaj: Retainer 4: + $2

Stessier:

You decide that after the punishment you've endured that it might be a good idea to just rest at the hospital for awhile.
-$2, Stamina restored.

Semaj:

You begin making your way across the frozen wasteland. The wind is a constant howl throwing up great stinging sprays of ice particles. You pass a large outcropping of crumbled black stone and find yourself looking down into a shallow valley. At the bottom is a huge stained slab of stone that can only be an altar. There is a scroll lying atop it, which you find mildly intriguing. Above the altar, however, floats a gigantic eyeball. Watching.

So, that's obviously not the right way.

You spin on your heels and head off to find a route with fewer giant eyeballs.

Isgrimnur:

You arrive in the Merchant District. There is a blood spattered man lurking in the street, carrying a dripping axe. You recognize him as one of the more violent patients from the asylum. Time for some hands on therapy!

Maniac: No san check needed, +1 combat, 1 stam dam, 1 toughness

fight 3 +rifle 5 +maniac 1=9 dice. 6,5,5,4,3,1,1,1. 3 successes out of 1 needed. gain maniac trophy, 1 point.

Scoop20906:

You decide to make your way towards the Unvisited Isle. You step out into the streets of Rivertown. A hooded figure springs out at you from behind a tree, and you feel a sharp sting as it sweeps a blade across your ribs!
(Sneak past cultist: 1 Fail. 1 stamina damage)

That was your best suit! Definitely deserving of a bullet in response.

combat: .38 revolver 3 +fight 4 +cultist 1=8 dice.
6,5,4,4,3,3,2,1; 2 successes out of 1 needed. Cultist defeated. Cultist is endless and is not gained as a trophy.

Remus West:

This area has perhaps become a little too exciting. Even now you watch as a hooded man leaps out and attacks some passing innocent who promptly guns him down in the street. You scurry for cover (sneak roll: 4- cultist 3 +1 for fog=2 dice. 5,3 success!) and find yourself outside the gates of the graveyard. When you step through them, however, you find yourself on a bleak shore of black sand beneath a pitch black sky. The air is thick with salt and the stench of rotted fish and seaweed.

You stand stock still for a moment, blinking in surprise. That's when you feel something cold, wet and slimy snaking its way up your leg as the seaweed around you begins to move and twist. You leap forward and scramble for the supposed safety of the rocks further inland (luck-1 roll: 6,4,3 success!). Just in time too! A great shape slowly moves past, crossing the patch of seaweed where you just were. Glad you didn't get to meet whatever the hell that was.

Lars:

You step into the office of the newspaper editor. The guy behind the desk looks up at you-he looks rather tired. He squints in your direction, taking in the Tommy Gun and the various spatters of color you've picked up recently.

"Ummm, yes. You may have your own column."

Gain Retainer

DocD:

You make your way to the Merchant District. A man in doctor scrubs goes trotting past you. He pauses when he sees you and hands you a pistol. Here," he says. "You look like you need this more than I do." Without another word he scurries off. Just ahead you see Dr. Fern. Maybe she can help you with the pounding reality headaches you've been having. This seemed a rather productive place to go! She seems to be in the process of shooting a lot of holes into a man charging her with an axe but you're sure she can fit you into her schedule just as soon as she's done with that.

(gain .45)

Chaosraven:

You go jogging across town. The chaos seems to be everywhere in the city. You pass a screaming lunatic with an axe charging at a woman who promptly guns him down (sneak roll for maniac: 6,2 success). Past her is a man in a cape with a top hat, looking on as if he were wishing he could assist her. You can help with that! You hand him your .45. The more armed sane people the better, you think.

You arrive at the Unvisited Isle. A silent man leaving the island brushes past you with a scowl. Your arm goes numb with cold from the brief contact and you spin to confront him but he is already gone. (1 stamina damage. Will -1 roll to avoid a point of san loss. will-1 roll: 5,2,1 success)

(- .45, + 1 clue, -1 stamina)

Game Board after turn 7 encounters

Enlarge Image

Gate Count: 2 Monster Count: 5 Terror Track: 1 Doom Track: 5 of 11 Gate Trophy Total: 4

GM Commentary:

No pics this time as I couldn't find any I liked that I hadn't already used.
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Re: Arkham Horror Turn 7 Encounters

Post by Remus West »

So next turn Semaj will emerge at the unnameable and close that gate AND fight the two mosters or does he close the gate then wait a turn to face the monsters?
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
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Re: Arkham Horror Turn 7 Encounters

Post by stessier »

Remus West wrote:So next turn Semaj will emerge at the unnameable and close that gate AND fight the two mosters or does he close the gate then wait a turn to face the monsters?
Closes the gate and waits a turn.

I just realized I never discarded half my items. Off to figure out what to dump.
I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities. - Vaarsuvius
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Re: Arkham Horror Turn 7 Encounters

Post by stessier »

Sister Mary discards:

2x Holy Water
Cross
I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities. - Vaarsuvius
Global Steam Wishmaslist Tracking
Running____2014: 1300.55 miles____2015: 2036.13 miles____2016: 1012.75 miles____2017: 1105.82 miles____2018: 1318.91 miles__2019: 2000.00 miles
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Re: Arkham Horror Turn 7 Encounters

Post by Gryndyl »

stessier wrote:Sister Mary discards:

2x Holy Water
Cross
Thanks for remembering :D
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Re: Arkham Horror Turn 7 Encounters

Post by stessier »

Gryndyl wrote:
stessier wrote:Sister Mary discards:

2x Holy Water
Cross
Thanks for remembering :D
Like my character would ever cheat. ;)
I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities. - Vaarsuvius
Global Steam Wishmaslist Tracking
Running____2014: 1300.55 miles____2015: 2036.13 miles____2016: 1012.75 miles____2017: 1105.82 miles____2018: 1318.91 miles__2019: 2000.00 miles
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Remus West
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Re: Arkham Horror Turn 7 Encounters

Post by Remus West »

stessier wrote:Sister Mary discards:

2x Holy Water
Cross
You threw away the water I gave you?!!!!! :evil:
Spoiler:
Shrug, wasn't using it anyway. :P
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
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Re: Arkham Horror Turn 7 Encounters

Post by stessier »

Remus West wrote:
stessier wrote:Sister Mary discards:

2x Holy Water
Cross
You threw away the water I gave you?!!!!! :evil:
Like I was ever going to use a vial of stuff on which you hastily scribbled "Holy Water". :roll:
I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities. - Vaarsuvius
Global Steam Wishmaslist Tracking
Running____2014: 1300.55 miles____2015: 2036.13 miles____2016: 1012.75 miles____2017: 1105.82 miles____2018: 1318.91 miles__2019: 2000.00 miles
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