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Subject: Arkham Horror PBF League 1.10 - All Things Must End rss

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Alain Baum
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This is BGG Play by Forum Arkham Horror game 1.10 of the Arkham Horror League.

This game is by invitation only.
If you wish to participate, there is a waiting list here:
http://boardgamegeek.com/wiki/page/AH_PBF

Geeklist for this game: Arkham Horror PBF League 1.10

Post Typography
* Normal text for discussions, etc.
* Italics for flavor text/fluff. This is optional, but encouraged.
* Bold for in-game moves and actions.

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Please use images in your post to identify your character when you post. It helps people keep track of who everyone is. You can find some banners in this geeklist.

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I will usually refer to everyone by their character name. For the sake of game speed, COs (Conditional Orders) are a great way to keep things moving along unless you check in frequently.

Game Type
This will be a 5-player game with the Dunwich Horror, Kingsport Horror, Curse of the Dark Pharaoh (orig.) and King in Yellow expansions. No components from Miskatonic Horror.

Scenario
Ancient One: Azathoth (Doom=14, no final battle, Maniacs have toughness +1)
Herald: Ghroth (Doom starts at 2. Each time an Environment (Mystic) card is drawn, every investigator must either spend a Clue token or else a die is rolled: (see table below))
Removed cards: All Unique Items, all Exhibits, Arcane Insight (Spell, 2x), The Messenger (Ally)
The monster cup includes all mask monsters from base, DH and KH.
Special Rules: If an investigator begins with a unique item, they draw a random skill instead. House rule: If an investigator would gain a unique item or exhibit during the game, s/he gains nothing instead. Ghroth’s power grows with the coming of Azathoth. Roll a die on his chart each time a Mythos card that opens a gate (Monster Surges do not count for this) is drawn from the Mythos deck, roll twice on the chart each time an Environment (Mystic) is drawn. Investigators may spend 2 clue tokens to bypass this roll, and 3 clue tokens to bypass a roll caused by Environment (Mystic). House rule: In case a gate opens on an Environment (Mystic) card, the latter takes precedence.

Ghroth table:
1: Each investigator in Arkham loses 1 Sanity.
2: Each investigator in Arkham loses 1 Stamina.
3-4: No effect.
5: Raise the terror level by 1.
6: Doom increases by 1.
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Alain Baum
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The players currently participating are:

Daimbert - 1d100 = (35) = 35
StatSig - 1d100 = (32) = 32
Spirit of 70 - 1d100 = (52) = 52
anoirtrou - 1d100 = (36) = 36
funbelievable - 1d100 = (41) = 41

Lowest number above starts first in the turn order. Please post your top three choices of characters. You can choose from any characters except those that have been devoured. New Investigators from Kingsport and Dunwich are included.

Available Investigators (Base game):
* Dexter Drake the Magician
* Gloria Goldberg the Author
* Jenny Barnes the Dilettante
* Monterey Jack the Archaeologist
* Sister Mary the Nun
* Vincent Lee the Doctor

Available Investigators (Dunwich):

* Jacqueline Fine the Psychic
* Jim Culver the Musician
* Marie Lambeau the Entertainer
* Mark Harrigan the Soldier
* Rita Young the Athlete

Available Investigators (Kingsport):
* Wendy Adams the Urchin
* Luke Robinson the Dreamer
* Tony Morgan the Bounty Hunter

Devoured Investigators:
* Ashcan Pete
* Kate Winthrop
* Joe Diamond
* Mandy Thompson
* Amanda Sharpe
* Harvey Walters
* Darrell Simmons
* Carolyn Fern
* Lily Chen
* Lola Hayes
* Michael McGlen
* Daisy Walker
* Bob Jenkins
* Leo Anderson
* Wilson Richards
* Diana Stanley
* Charlie Kane
* Rex Murphy
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  • Wed Jun 26, 2013 9:06 am
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Allan Cybulskie
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My top three:

1) Jim Culver
2) Luke Robinson
3) Dexter Drake
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Adam
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My top three:

1) Jacqueline Fine
2) Marie Lambeau
3) Gloria Goldberg
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Blue (She/her)
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1)Gloria Goldberg
2) Jacqueline Fine
3) Dexter Drake
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Austin Fleming
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1) Wendy Adams
2) Luke Robinson
3) Rita Young
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1) Tony Morgan the Bounty Hunter
2) Marie Lambeau the Entertainer
3) Mark Harrigan the Soldier

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Alain Baum
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Okay, everyone gets his first choice.

StatSig:

Daimbert:

anoirtrou:

funbelievable:

Spirit of 70:


Actually:
anoirtrou, you may want to reconsider your first choice, since the scenario rules severely gimp Wendy Adams. No unique items mean no Elder Signs, which means no "Blessed is the Child" ability. You'd get a random skill as a replacement for the starting Elder Sign. Please confirm your choice or whether you'd rather go with a different one. Note that Luke doesn't get his Gate Box either. Jim and Jacqueline aren't that hampered by the No Uniques rule.
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Austin Fleming
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Thank you, I missed that! I would like to start with Rita Young, if I may.
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Alain Baum
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Game Preparation Step 6:
Ally List:
Asenath Waite, Corinna Jones, David Packard, Dr. Ali Kafour, Earl Sawyer, Erica Carlyle,
Erich Weiss, Professor Morgan, Sarah Danforth, Sir William Brinton, Thomas F. Malone


Game Preparation Steps 7 and 9:
Receive Fixed (*) and Random Possessions in player order (replacement Skills are marked °):

Gloria Goldberg receives:
Skill Marksman
Common Item .38 Revolver
Common Item Makeup Kit
Spell Find Gate
Spell Bless

Jim Culver receives:
Skill Expert Occultist
Skill Expert Occultist°
Common Item Understudy's Script
Spell Denying the Ancient One
Spell Foresee

Rita Young receives:
Skill Strong Will
Skill Disguise°
Common Item Cavalry Saber
Common Item Bullwhip
Special Retainer*

Tony Morgan receives:
Skill Fisticuffs
Skill Sneak°
Common Item Handcuffs*
Common Item Lucky Cigarette Case

Jacqueline Fine receives:
Skill Speed
Skill Hide°
Common Item Time Bomb
Spell Feeding the Mind
Spell Shroud of Shadow

Everyone, I need your starting sliders now, please.

Also, Geeklist is here: Arkham Horror PBF League 1.10
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Allan Cybulskie
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Jim Culver sat in the booth, staring at the cup of coffee in front of him morosely. Everything was changing, and not for the better.

He hadn't had much luck with that trumpet his Daddy left him, but damned if it hadn't had a fine sound. Which was the only reason to keep it around, really. But now ... now, it didn't have that sound anymore. Or any sound. As far as he could tell, there was nothing wrong with it, but when he tried to play it ... nothing happened. No music, no sound, no nothing. Sometimes, maybe not even air. And there was no reason for it, and no explanation.

If only that was the oddest thing he'd come across in the past while ...

On top of all of that, a whole lot of the people that he knew who cared about these sorts of things had suddenly disappeared. No one knew where they were, and it seemed that no one cared ... or, maybe, they cared but were too scared to actually say it, in case they were next.

But he wasn't sure he cared about that anymore. Things seemed to be going really wrong, and he needed to go out there and do something about it, because he figured that if this kept up there'd be nothing good left in his life, and so he figured he had nothing to lose. Maybe bravery is nothing more than apathy with delusions of grandeur.

So, he'd read those books that professor had told him about, the ones that talked about spells. And then he dug out that old music box, the one that that archaeologist had given him, the one that creeped him out by playing songs that no one had ever heard ... just like his old trumpet used to. The link to the good if unlucky times, he figured, would help him along ... he hoped. Maybe it'd have a purpose. Maybe it wouldn't.

All he knew was that he had to get out there and stop what was going on.

He opened the music box and hoped it would give him an inspirational tune ... but the box was obstinately silent this time. He hoped that it hadn't gone the way of his trumpet. But, no matter what, he was going out there ... and the hells were going with him.


Initial sliders:

Speed/Sneak 3/1
Fight/Will 3/2
Lore/Luck 3/3
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Initial sliders:

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


I'm ready for a monster hunt. Bare-handed could be a little rough.
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Initial sliders: Speed 3 / Sneak 1, Fight 2 / Will 3, Lore 3 / Luck 3.
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A sword and a whip, huh? I guess the little track star has decided to take justice into her own hands.

Or she's a dominatrix...

Current Sanity: , Current Stamina , Focus: 2

Speed: 3 4 5 6 Fight: 2 3 4 5 Lore: 0 1 2 3
Sneak: 4 3 2 1 Will: 4 3 2 1 Luck: 3 2 1 0


$4mb mb   - Bullwhip, Cavalry Saber, Disguise, Strong Will, Retainer

Tropies: (0 Toughness)
Gate (0)

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Starting sliders:
Speed/Sneak: 4/0
Fight/Will: 3/2
Lore/Luck: 4/2
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Alain Baum
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I plan to reveal the first Mythos card tomorrow, along with a nifty flavor text (you'll never guess the theme, muahahaha!).

The timing of Ghroth's ability is pretty unclear and I haven't found a definite ruling on this. I think it's easiest if I resolve it at the end of the mythos phase, but before any other "end of mythos phase" effects (like certain rumors). It helps with the timing regarding your decision of whether to spend clues or not.

Incidentally, I can reveal to you this much: The first mythos card will open a gate, but is not an Environment (Mystic) card. So you may think about whether you want to spend your starting clues or not.
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Alain Baum
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Starting Mythos:
Ill Wind Grips Arkham! (Headline)
* A gate opens at the Graveyard, leading to the Abyss. The clue there is lost. Doom increases to 3.
* A Nightgaunt appears at the Graveyard.
* A clue appears at the Unvisited Isle.
* The Nightgaunt moves to the Sky.
* Rift token: Congregational Hospital
* Gloria as first player, must pass a Luck check (-1) or be Cursed:
Luck = 2 -1 = 1 die -> Result: 1d6c[5] = (2) = 0 SUCCESSES (FAIL)
* Gloria, will you spend clues?
* Everyone, Ghroth will roll. Will you spend 1 clue each to prevent this?
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The talk is all over the town: Something horrible has started to invade Arkham. After the destruction wreaked by the brood monster and the aquatic abomination, nothing less than the annihilation of all things is at stake.

People await the inevitable: A small band of investigators have shouldered the impossible task of stopping the invasion, but the odds are stacked heavily in their opponent's favor. To confound it all, a horrible moon has appeared in the sky, oppressing the population.

People have already left the town. Oliver Thomas has packed up first, and he took all of his stock with him. His store is now merely a shadow of what it was.

Also, Hibb closed his Roadhouse, an unprecedented move. He sold his place to a newcomer from Boston, who went about and changed the name of the bar. Hibb was never to be seen again.


You could often hear an otherworldly laughter emanating from the darkness, and a strange clientele has flocked to the new place. Oh, they seem jovial enough, but they secretly plot Arkham's demise...
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Norm: Hi, everybody!

All: NORM!

Sam: What's up, Normie?

Norm: Ghroth is up, and speaking of froth, will you draw me a beer, Sammie?

Sam: Here you go, Norm. Say, it's become windy outside.


Norm: Yeah, but it's not a normal wind. It's really depressing. I hear a writer has become really caught up in it. She's sitting in the diner across the street, looking despondent.

Sam: And what about the streets, are they still safe?

Norm: Yeah, it's still calm. There's some sort of creature flying outside, but otherwise, no trouble.

Sam: Sounds boring.

Norm: Believe me, Sam, this will get interesting soon enough. Now, give me another beer, will ya?
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OOC: I always knew Ted Danson was an avatar of Nyralathotep!
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Definitely not a theme that I could have come up with, mostly because I don't remember enough about that show to do it well [grin].

As for the Mythos, my vote is to let the roll happen. Right now is when we can most afford most of the actions, and we probably want to start sealing ASAP to avoid the issues with the other games.

My plan for this round would be to bump up my Lore and try to use the Understudy's Script to get to 5 clues, and then head out to the Graveyard and into that gate.
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Wouldn't we have to spend 2 clues to avoid Groth because of the special rules for the scenario? If so, I would vote no as well. I don't think we can affort to lose 10 clues on the first turn.
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Pass on Clues, both for the Luck and Mythos rolls.

My job is to basically seal gates, so I'm going to be pretty stingy with Clues. If I don't wiggle out of the Curse in a turn or two, I may chill at the Asylum and keep trying to cast Bless on myself.
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If I understand the clue costs, it's one for a gate opening, two for a gate and an Environment (any but Mystic), and three for a gate and an Environment (Mystic). So it's one clue each this time, which I vote against spending clues on. Maybe with enough clue gathering we can get the gates sealed fast. Although the biggest trouble would likely be environment/gates that knock someone out after just one of us has used up the few we carry.
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Austin Fleming
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The scenario special ability is:

"Roll a die on his chart each time a Mythos card that opens a gate (Monster Surges do not count for this) is drawn from the Mythos deck, roll twice on the chart each time an Environment (Mystic) is drawn.

Investigators may spend 2 clue tokens to bypass this roll, and 3 clue tokens to bypass a roll caused by Environment (Mystic)."

It looks like this just supplants his normal ability:

"Each time an Environment (Mystic) card is drawn from the mythos deck, every investigator must either spend a Clue token or else the first player rolls a die and consults the chart below"

So 2 clues for a gate opening and 3 clues for an Environment (Mystic). Other environments have no effect.
 
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