Seal that shit.
Michael McGlen blessing...
Back to Upkeep. Michael McGlen becomes first player. The Mummy moved, and is more Darrel's problem than Dexter's. The Star Vampire at Independence Square might be a bit of a pain in Sister Mary's ass, though. I usually link a large version of the monster card when the monster appears, but it looks like I might have spaced that when the Star Vampire showed up, so here's a copy:
Note that we have a new environment. It's no longer -1 Fight/+1 Lore. Instead, it's -1 Sneak/+1 Will. Remember that these changes only affect Arkham, not Other Worlds.
Dexter Drake is still delayed. The Movement phase will change that, so he'll have an Other World encounter during that phase.
Let's get blessing rolls from @MinusInnocence and @Board Rider. @Aladdar, you don't have to roll for your new blessing this turn, but will have to start on the next Upkeep. Let's get any slider changes from everyone and Movement actions for Sister Mary and Darrell Simmons. I don't have anything specific in mind for Michael McGlen. Unless anyone has a better idea for him, he'll head off to Unvisited Isle or The Unnamable, hoping to get a Clue from an encounter.
No changes to my sliders.
No way I'm sneaking past this thing unless I use a Clue, but the prospects of defeating it in combat aren't much better. I think I will leave my sliders where they are.
Rolling for the Patrol Wagon from last turn (because I came out of the Gate) and for my Blessing now.
On Sister Mary's turn, she will try to sneak past the Star Vampire (if it is still there because Michael McGlen hasn't rushed to the lady's rescue) and hop in her car to visit the Asylum.
I can't recall, if I try to sneak past something and fail, do I automatically take damage, or do I just then have to fight it?
At that point, you'd take damage. Then you generally have two choices. You can either try to Evade again or you can roll for Horror check and Combat.
Just to muddy the waters a little, it's worth noting that there are a few occasions when the above isn't 100% accurate. For example, if the monster has the Ambush special ability, then once you fail to Evade, you can't try again and it becomes a fight to the death. For another example, the monster might have special text that specifies some odd thing, like the Nightgaunt dropping you into an open gate in lieu of damaging your stamina.
Ok probably going to take my chance fighting the mummy. Please tell me if I'm calculating this right.
I would normally get 9d6 (assuming I use my zoology card for combat check) - 2d6 in this case. But since the monster has physical resistance I lose 1d6 from my 3d6 weapon (1/2 damage rounded up I think).
So in this case I'll actually get.
5d6 + 2d6 (axe -physical resistance) +1d6 (card) - 2d6 for a total roll of 6d6?
And I need 3 successes. So I've got about a 50% chance of killing this thing I think.
Your math is correct. Keep in mind that as things are currently, it's impossible for you to succeed at a Horror check vs the Mummy, so you're gonna take 1 sanity damage. You could use Whiskey to offset that, if you'd like.
Another option would be to use the Powder of Ibn Ghazi. Even halves, that would add 5d6 to your Combat dice, for a total of 9d6, accounting for Cryptozoology Collection and the Mummy's -2 modifier.
If you wanted to take your chances at complete optimization, you could move your Fight/Will slider back 1 space and tap Cryptozoology Collection for the Horror check, which would allow you to roll 1 die. Between the blessing and the ability to spend your last Clue token if required, your odds are fair of passing the Horror check and not taking sanity damage. Then you could use Powder of Ibn Ghazi, using the Whiskey to offset the sanity cost, rolling 8 dice for Combat. In this way, you'd take 0 damage of any kind.
That said, needing 3 successes is pretty steep, so I certainly wouldn't blame you for deciding that more Combat dice is worth taking a survivable amount of sanity damage.
At this point I'm not worried about the sanity loss. I'll either just take it or use the whiskey to negate it.
ah, and I wasn't clear. No changes to my sliders then.
Alright, then, @Aladdar, let's get some rolls.
Also, @MinusInnocence, will Sister Mary be having an encounter at Arkham Asylum, or will she be doing the location's special text? And if it's the latter, will she be doing the free option or the $2 option?
Darrell steps out of the church, fresh from his encounter with the divine only to have his senses immediately accosted by a rotting, disgusting monster. For a moment he is thrown off course, but he takes a swig of whisky and hefts his axe, hoping to bring it down across the mummies cursed neck.
(OOC: Auto fail of will check, discard whisky to negate sanity loss).
Thank you blessing. :)
Also, is it a really bad sign that I think we've got this game won? Does that mean all hell is about to break lose and we're all going to be devoured? lol
It's possible. I've been close before, only to have badness eff everything up. We're lucky that we're not playing with expansion rules, so there are no Gate Bursts, so we have the benefit of knowing that every seal on the board will stay there. On the other hand, nobody has enough Clues to seal a final gate right now. And there are no Clues on the board currently. At the rumor card is awful close to rendering some of us drooling, crazed idiots.
We've been really lucky in this playthrough, for which I'm thankful. We're probably gonna win this one. But it might or might not be before someone gets frustratingly bent over a table.
My original plan had been to either fight monsters that appear or go buy a better weapon to fight off monsters that appear while either you or Dexter try to get more clues. Would it make more sense for me to go mine the curiosity shoppe in hope of either finding a tome Dexter can use to try to get more clues or an elder sign?
Either of those are solid plans. It's also worth noting that we're at a stage where it would be possible to win via closing all the open gates, as opposed to sealing up another gate. With the current combination of sealed locations and open gates, the only places it's possible for a gate to open right now are Science Building, Historical Society, and Silver Twilight Lodge. If we all bum-rushed the gates, and if we didn't get devoured or delayed for too long and if further gates didn't open in these three locations while we were away, we could have the game won in 4 turns. Not saying that's how we should go, just reminding everyone that it's a possibility.
Otherwise, we could mine Unvisited Isle or The Unnamable for Clues, hoping not to get too screwed up by the encounters. Or those with plenty of trophies can exchange them for Clue tokens at Science Building. Or someone might get lucky at Curiositie Shoppe, as you say, and get a decent tome or even an Elder Sign.
ah, Dexter has three or four gate trophies he could exchange, then hit the easiest gate, use his spell to find the gate, and then close/seal it.
Buying Clues at the Science Building with Gate trophies is a solid choice.
For her part, Sister Mary isn't greedy. She will go ahead and take an encounter.
Michael McGlen Fight check.
@MinusInnocence, let's get that die roll from Sister Mary, see whether that needle in her eyeball is gonna help or hurt.
In the name of SCIENCE
@Board Rider, you're up.
City of the Great Race - Your mind it not your own! Make a Will (-2)  check to endure the experience. If you pass, gain 2 Clue tokens when you are restored to your body. If you fail, the mind-wipe is successful. Lose 2 sanity, less 1 for each Clue token you discard.
Will -2 and you need 2 successes. This would actually be a great card to have right now, if your Will slider wasn't set to 0. It's only possible for you to succeed this check by spending Clue tokens to roll extra dice. And since you'd need to spend a minimum of 2 Clue tokens and the benefit for success is gaining 2 Clue tokens, it'd come out as a break even at best, or a net loss of Clue tokens at worst.
My advice would be to not spend Clues to add extra dice, which means Dexter fails the check, then to spend either 1 or 2 Clue tokens to keep him from going insane.
How do you want to handle this?
I'll spend a clue token. Just one.
Michael McGlen blessing
Back in Upkeep. Everyone needs to roll for their blessing. I need any slider changes anyone wants. Ideally, I'd like Movement actions from Sister Mary and Darrell Simmons as well.
Note that we have a new environment, so the -1 Sneak/+1 Will environment is gone, replaced by a traveling curiosity show that could potentially generate Clue tokens.
Roll for blessing.
Keep my sliders where they are. I'll move to the curiosity shop and try to mine that for something helpful.
Slide Fight/Will left 2 to make it 2/2. Also, blessing.
Mary will keep her sliders where they are. Does she have four or five dollars now? If it's 5 this turn, on her Movement Mary wants to go to the Magick Shoppe and buy a spell instead of having an encounter there.
Rolling for Blessing now.
To speed things along, we can do Sister Mary and Darrell's shopping trips simultaniously, which also lets us do Dexter's encounter. I'll update Mythos and Upkeep when I get home from work, assuming I get spell and unique item selections from @MinusInnocence and @Aladdar. Sister Mary has already paid and chooses one of the two spells shown. Darrell hasn't paid for anything yet. He may choose one or none of the shown items, paying the listed price for his selection.
I don't think any of those items are exceptionally helpful right now. Keep searching.
Oh man. I REALLY REALLY want Arcane Insight. But even with my Tome that negates the Sanity cost, I still only get one die to roll. I'll go with Foresee instead.
Michael McGlen blessing.
So, we got another monster surge in the Mythos phase, which put us over the monster limit in Arkham, then put us over the limit in the Outskirts, so the Terror Level rose again. In addition to the usual discarding of a card from the Ally deck, the General Store is now closed. No business can be done there and the space can't be occupied. For all intents and purposes, just figure that that space on the board no longer exists. We're currently at the monster limit in Arkham and the Mythos card was supposed to release 2 monsters on the board, but they went to Outskirts instead. Outskirts can hold 2 more monsters before the Terror Level rises again.
We're back in Upkeep. Gonna need rolls for blessings from @MinusInnocence and @Board Rider as well as Movement phase actions from MinusInnocence and @Aladdar. Michael McGlen is planning to jet over to Black Cave to snag that Clue token. This will give him 5. On the next turn, he'll try to enter a gate. If he's really lucky, he can traverse the Other World, return to Arkham and seal the gate, which means we win the game.
This is where it all goes south.
I think Sister Mary wants to fight Barnabas Marsh on her Movement phase. If she leaves her sliders where they are, she can at least attempt the Horror check, and hopefully a combination of her Blessing and the Foresee spell will help her seal the deal with the Combat check. If it doesn't work out, she will end up at the Hospital; but if she succeeds, taking a doom token off the track isn't too shabby.
I can't read the details on the monster at Hibb's Roadhouse. Can you tell me what monster that is and it's details?
Ok, after squinting a bit, I think this is what that monster is.
@Fixxxer is that monster on the gate you're planning on going through? My thought is that I might try to take it out, using the powder of Ibn-Ghazi. If so I'll leave my sliders where they are. I'll use my crypto-zoology for the horror check just to give myself a chance to not lose the sanity, but if I do, no big deal. I'll then use the powder, with my fight at 5 that gives me 12 dice to try to get the three successes. I'll lose one sanity, and assuming I fail the horror check, that will leave me with one sanity. If I don't manage to defeat the moon-beast, I'll have one stamina left and I'll swing with my axe (Which only has 6 dice after the -2 is taken into account) and probably won't succeed, but we'll risk it.
Either way, I'm in bad shape afterwards as I'll be sucked through the gate if I succeed, or devoured if I don't (What happens if I'm devoured? I just get a new character right? But I lose all my items?) However, I think I've got a good chance with that first attack and doing so leaves the gate clear for you to head through and hopefully close/seal it (Assuming you can get through the evils on the other side).
Any objections to that plan?
If that's not the gate you're wanting to go through, then let me know and I'll choose a different tactic. lol
Certainly. I'll do you one better.
At Hibb's Roadhouse:
At Independence Square:
At Downtown streets:
At Uptown streets:
Or would it be better if I tried to take out Barnabas and @MinusInnocence tried to take out the Proto-Shoggoth, clearing the way for you to head through the gate at the woods which is slightly a bit more easy?
Just let me know which one you are going to try to head to and we can clear the way for you (Or do our best to try to do so).
Yeah man if Barnabas isn't still standing there when Sister Mary's turn comes up I'm down for whatever. I would certainly rather fight the Proto-Shoggoth but it will mean going into a Gate I have no means of sealing. That's all right though, nothing in the rules says I even have to close it. We're getting pretty close to the end of the game, too, I think; so one more chance to wreck my car is no big deal.
The gate at Woods is where Dexter Drake is popping out this turn. Michael McGlen's intention, ultimately, is to use his Mi-go Brain Case to swap places with the Shoggoth at Hibb's Roadhouse, which will let him go through the gate to Great Hall of Celeano of his own volition and might (barring a monster surge) leave the way clear for him on his return.
Ah, ok. I forgot about that brain case.