Scenerio 3 Question

By Dawgman, in Arkham Horror Second Edition

We have finally got to Scenerio 3 in the Arkham League and need a few things clarified

When fliers move in Dunwich to the sky, next turn do they move to the Black Cave Vortex or back up to the Dunwich vortex?

Do monsters stay on the Dunwich vortex just like the Black Cave vortex? Reason we are asking is the first time we played it we had Lure Monster spell and it wasn't spelled out if the Dunwich votex worked as it regularly does or if the monster sits on it for a turn like the Black Cave

I'm also interested in who people are choosing for their teams and whether anybody has come up with a "Dream Team" for the scenerios..We have chosen to use Wilson Richard, Daisy Walker, Mandy Thompson and Darrell Simmons and have only been able to put up scores in the low to mid-twenties but they have been able to stay alive through the first couple of scenerios...

Thanks in advance for you help....Happy monster hunting!

Hello!

1) A flying monster that went in the Sky in a previous turn won't move to the Black Cave along with all the other monsters in Arkham. It will only come down if an investigator is in a street area. Then if it doesn't fly away again, if the investigator evades it, for example, it'll move toward the Black Caves as needed (but only as long as it's on the Arkham Board, not in the Sky)

2) I don't know of any mechanism of the game that would put a flying monster in the sky directly in a Dunwich vortex...

When a monster enters a vortex it's put back in the monster cup.

Dawgman72 said:

We have finally got to Scenerio 3 in the Arkham League and need a few things clarified

When fliers move in Dunwich to the sky, next turn do they move to the Black Cave Vortex or back up to the Dunwich vortex?

Do monsters stay on the Dunwich vortex just like the Black Cave vortex? Reason we are asking is the first time we played it we had Lure Monster spell and it wasn't spelled out if the Dunwich votex worked as it regularly does or if the monster sits on it for a turn like the Black Cave

I'm also interested in who people are choosing for their teams and whether anybody has come up with a "Dream Team" for the scenerios..We have chosen to use Wilson Richard, Daisy Walker, Mandy Thompson and Darrell Simmons and have only been able to put up scores in the low to mid-twenties but they have been able to stay alive through the first couple of scenerios...

Thanks in advance for you help....Happy monster hunting!

These are the answers as best I remember them:

1. Once a monster is in the sky, it counts as being in Arkham proper, which is most significant for the monster limit (counts all non-spawn monsters in Arkham, including sky, but doesn't count monsters in Dunwich) and, for the scenario, where it goes, which in this case is the Black Cave.

2. Well, first of all, the Black Cave isn't a vortex, though there is a resemblance in the scenario. Monsters moving into any vortex in Dunwich follow the normal rule, which is that they are consumed immediately upon entering. The main reason that monsters wait a turn in the Black Cave is to give the investigators a theoretical chance of killing them (especially fliers) before they're devoured by Tsathoggua. This would be irrelavent in Dunwich, since another standard rule is that investigators can never enter any vortex for any reason.

3. I'm sure that, if we wanted to look through all of the scenarios (9 out of 10 so far) and figure out the ideal set of 3 (for us) investigators to best beat all of the scenarios, we could. However, we basically picked our favorites/whoever appealed to us the most. A good rule of thumb, though, is probably to avoid the 3/7 and 7/3 investigators, since that one weakness will probably make them spend half their time in the asylum or hospital, respectively, in at least some of the scenarios.

Ia Fhtagn!

Or just look at the League FAQ located in the League sub-forum and get the exact answer:

http://new.fantasyflightgames.com/edge_foros_discusion.asp?efid=44&efcid=1&efidt=71

JeR said:

Scenario 3
The Dunwich Board
Any monster (regardless of border color) in Dunwich, moves every Mythos phase. All monsters moving in Dunwich move towards the vortex above the Backwoods Country street location. Flyers move to the sky, then on the following turn move to the vortex. Green bordered monsters move 1 space in addition to triggering their normal movement special rules. If this special movement would take them to a location other than the vortex, the special movement ie. Hound of Tindalos takes precedence. Yellow bordered monster move 1 space towards the vortex.

Arkham Board
Any monster (regardless of border color) in Arkham, moves every Mythos phase. All monsters in Arkham move towards the Black Cave. Flyers move to the sky and then on the following turn move to the Black Cave. Green bordered monsters move 1 space in addition to triggering their normal movement special rules. If this special movement would take them to a location other than the Black Cave, the special movement ie. Hound of Tindalos takes precedence. Yellow bordered monster move 1 space towards the Black Cave. Monsters do move if they share a space with an Investigator. The monster that appears due to a gate opening on the Black Cave is not subject to the end of Mythos phase effect, until the following Mythos phase. This allows players a turn to fight a flier or move to the Black Cave to catch the flier when it descends. Fliers do count towards monster limit, even if they are coming from Dunwich. Treat Stalkers like green bordered monsters. They move the one space, then use their special movement, even if they move onto a space with an investigator.

Stalkers move their 1 movement towards the Black Cave. They then move their stalker movement towards the closest investigator. Any fast monster will be able to make it from the Graveyard to the Black Cave. Monsters do not get devoured until the end of the Mythos Phase, as such each team would be able to attack them before they get eaten, assuming the investigator doesn't get eaten. Monsters in Dunwich do not move if sharing a space with an investigator.

Investigators returning from a gate which opened on the Black Cave must make the fight check upon returning from the Other World.

Formless Spawn have a horror rating of -3.

The numbers of cards removed are accurate. The extra Healing Stone is due to the sheer number of questions Kevin gets about 2 Healing Stones and the other cards that were to replace cards. The other numbers are correct, you will be removing some cards, and not the full set of them.

If a gate is open on the Black Cave, an Investigator may move to the Black Cave to enter the gate. If they do so they must still pass the fight check, as Tsathoggua's minions race to feed them to the famished ape. If they seal the gate, monsters still move as instructed above.

Monsters must spend one full turn on the Black Cave to be devoured, even if they spawn at the Black Cave, fly there, ooze there what have you...

Fliers moving to the sky are treated as if they came from Arkham. ie. A Byakhee spawns in Dunwich. Next turn it moves to the sky. The following turn it moves to the Black Cave. The following turn it is eaten.

The Black Cave check is a fight check not a combat check.

The Dunwich Horror is not subject to any Scenario rules. It is way too powerful for that.