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Arkham Horror PBEM
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- Matt Thrower
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- Shiny Balls
- Number Of Fence
If we were going to do it, for obscure purposes of my own I might be tempted to put in some investigators from Dunwich & Innsmouth, if I can figure out how to hack the module.
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- Mr Skeletor
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- no gamer cred
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Colour me interested...but wont be back from holiday for about 10 days. Will look back in than to see if there is more to know. But as an idea I am keen!
It'll take me a little bit of time to figure this Vassal Mod out so we wait a couple of weeks.
Where do live? We'll set turn order by time zone.
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- Matt Thrower
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- Shiny Balls
- Number Of Fence
I'd be down for the second try--this first one will end in clusterfuck.
You betcha! I'm counting on it
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- southernman
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- D10
- TOTALLY WiReD
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This will probably end in a cluster frak but here goes it:
AH Vassal Modules
You'll need to open the "How to use the AH module"
Download the AH module and the AH base deck.
Basically, you'll need to create directory exactly how it says in the How to section. Than once you saved the AH module you can right click to add in the card extension.
Sorry we're just playing Base game but all cards from base game are in the extension except the common items don't have texts. I've planted the common item deck next to my computer so I can look up the info.
I think this will be played best by regular email since we're using Vassal. I'll send you all my regular email.
Randomly select characters from the base set any way want and post here(I rolled a 20 sided dice and counted down the characters in the stack).
We'll set up player order based on time zones:
Player #1. KingPut - Jenny Barnes
Player #2. Mr Skeletor
Player #3. MattDP
Player #4. Southernman
Ozjesting, Jeb, Shellhead - Alternates if this does self implode.
If somebody wants to pick an Ancient One from the base set be my guest or I'll pick one at random.
After I randomly pick common items and stuff I'll send the file to Mr. Skeletor so he can pick his stuff than on to Matt and Southernman.
I'll start of the 1st Mythos put out gates, monsters etc. but to share the responsibility and fun in later turns we can let the person having the last encounter pick the Mythos card and move crap around.
Each player can move, fight, pick encounters on there own and send out the email and Vassal the accounts of each encounter.
I'm open for any suggestions.
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Skill - Luck (+1 Luck checks)
Spell - Voice of Ra (+1 all checks)
Lantern - Luck re-rolls
38 Revolver - +3 combat
Elder Sign - Ok, now that's really lucky
No clues
$10 + $1 per turn
So potentially, I could end up rolling 7 dice x 2 for Luck checks or more likely I'll be give somebody my Lantern.
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- southernman
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- D10
- TOTALLY WiReD
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Anyway, my random number gave me Gloria Goldberg so this could be fun as I've only fought in previous games but her low strength means I'll probably have to learn some spells. But the two common items were dynamite which will help a bit (
Skill - Lore (+1 Lore plus bonus dice when spending a clue)
Spell - Enchant Weapon (Turns Physical Weapon into Magical weapon for this combat)
Spell - Dread Curse of Azatoth (+9 to Combat checks for this combat)
Dynamite (+8 Combat check (Discard after use))
Dynamite (+8 Combat check (Discard after use))
Clues (2)
$7
Ability - Psychic (For Other World encounters I can draw two and choose)
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Darrell the Photographer
Retainer: $2 per turn
Common: 45 Automatic
Unique: Book of Bob Dylan
Unique: Powder of Ibn-Ghazi
Skill: Fight
Only 1 clue but he has the special ability of drawing 2 Arkham Encounter cards.
I flipped the Ancient One: Yog-Sothoth
"Any Investigators Lost in Time and Space is Devoured"
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Michael McGlen (Mr. Skeletor) joined our group investing the strange happenings in Arkham. Mr. McGlen is an unsavory character which I would normal not associate with. I think he's some kind of gangster or bootlegger. But Gloria (Southernman) said he'd help us out. And we may need some help since me and Gloria are not accustomed to using things like Tommy Guns and Dynamite. Michael is a pretty strong tough guy (Stamina 7) but dumb as a door nail (Sanity 3) he's also a Marksman (re-rolls combat checks) and came with a Tommy Gun, Dynamite and an unusual Enchanted Knife of some kind. But the poor guy didn't have a clue.
Before we started our investigation I noticed Gloria (Southernman) smelled like hard whiskey (Gloria gave up a dynamite card and drew a Whiskey card). I'm kind of worried that Gloria's a hopeless drunk. Maybe, that's where she met that unsavory character Michael McGlen. Luckily, Darrell seem to know his way about Arkham.
Day 1st I woke up the next morning to the sound of a Temperance March through the streets of Arkham (Temperance Movement sweeps Arkham Mythos Card drawn). Then I saw Gloria run out of Velma's Dinner. She said the Temperance Movement was after her "medicine". She told me she was heading up the the Black Cave to hide her medicine. (Mythos - Any investigators with Whiskey must make a sneak check -1 or get arrested. So drunk Gloria needed to make a skill check or get arrested. Luckily, Southernman left his sneak at 2 so he rolled the 1 dice (fail), he spent 1 of his 2 clues and rolled a success. That would have sucked to have a character arrested on turn 1). I heard there was strange thing at the Witch House. Somebody said they even saw a Ghoul and a Warlock. I left the train station and headed down to a strange place called the unvisited Isle where an unusual dark man seemed to weaken both my sanity and stamina, Darrell went to investigate Independence Square and McGlen went to Police station to talk to police about the strange events in Arkham.
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