Azathoth - The Chatter

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Fixxxer
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Also, if anyone is curious, the three cards Michael McGlen drew as part of his shopping trip are as follows. He could buy up to one of them. He wasn't required to buy any of them, but honestly, they're all exceptional cards.

Aladdar
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Will Check, I believe in this case I roll 2d6.

I rolled 2d6, the result is 3, 2 = 5.
Aladdar
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So I failed the will check, I could play clues to roll again, but at this point I won't as I'd rather shut a gate with these.

This does bring a question I don't know the answer to. Obviously, after this gate I'm going to be down to at least 2 sanity and 4 stamina as my Elder Sign I'll be using to close the gate requires I lose more. Are their methods to regain your Sanity and Stamina as I'm getting perilously close to going insane once I'm at 2.

MinusInnocence
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Purifying the Town is badass but it's no wonder why he picked the Blue Watcher card. Especially for a gate like R'lyeh, being required to succeed on a super difficult check once to seal it is much better than doing so twice.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Fixxxer
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Aladdar wrote:

So I failed the will check, I could play clues to roll again, but at this point I won't as I'd rather shut a gate with these.

This does bring a question I don't know the answer to. Obviously, after this gate I'm going to be down to at least 2 sanity and 4 stamina as my Elder Sign I'll be using to close the gate requires I lose more. Are their methods to regain your Sanity and Stamina as I'm getting perilously close to going insane once I'm at 2.

There are. If you're at Arkham Asylum or St. Mary's Hospital, you can have a special encounter in lieu of drawing an Arkham Encounter card. You gain 1 lost sanity/stamina back for free or can pay to regain it all. Also, various random encounter cards can help recover lost sanity or stamina.

That said, before you solidify your decision, I just want to make sure you understand that your Elder Sign will both close and seal a gate, no expenditure of clues needed.

MinusInnocence wrote:

Purifying the Town is badass but it's no wonder why he picked the Blue Watcher card. Especially for a gate like R'lyeh, being required to succeed on a super difficult check once to seal it is much better than doing so twice.

Blue Watcher is the ultimate combat card when you're playing with the Dunwich expansion and the Dunwich Horror appears. It's a badass monster that requires 5 successes to beat and its stats and special abilities change every combat, so it's impossible to plan for how you're going to kill it. I chose it because I don't trust this run of great luck we're having and I imagine the board is going to laugh at us when some badass monster gets drawn from the cup.

MinusInnocence
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It would only be fair for the game to arbitrarily ratchet up the difficulty. After all, we have Sister Mary with us.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Aladdar
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Yes, I'm aware I don't need to use clues for this one. But I want to quickly find two more and get another gate sealed as soon as possible.

Fixxxer
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Fair enough. New upkeep. Aladdar, roll for retainer. MI, roll for blessing.

What happened at the Mythos phase was a gate tries to open where a gate was already open. This caused what's called a Monster Surge, where instead of a new gate, we get a number of new monsters equal to the number of open gates or the number of players, whichever is higher. On the plus side, this doesn't result in a new Doom counter on the Ancient One's sheet. We also got a new Environment, which will persist until a mythos card with a new environment is drawn. Until that time, we can get free clue tokens from Northside streets, at the potential cost of our sanity.

Michael McGlen's goal at this point is going to be to fight his way toward Independence Square. He can't seal that gate after he explores it, so it might be a good idea for anyone who can to follow him through it. But his goal is to kill that Cthonian. That thing's bad news. It doesn't move. Instead, any time it's supposed to move, everyone in Arkham has to roll vs getting hurt. Bad ju-ju.

MinusInnocence
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Rolling upkeep for Sister Mary's Blessing now. Before I declare where I want to move my sliders, can I ask what the symbols are on each of the two gates? That part of their tokens is obscured by the monsters.

Upkeep (Blessing)
I rolled 1d6, the result is 1 = 1.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
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FML

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Aladdar
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Roll for retainer.

I rolled 1d6, the result is 6 = 6.
Aladdar
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Ok, so I kept my retainer. I'll make the following changes to my sliders.

Move Fight/Will to 2Fight/4Will
Move Lore/Luck to 3Lore/1Luck

Aladdar
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MinusInnocence wrote:

Rolling upkeep for Sister Mary's Blessing now. Before I declare where I want to move my sliders, can I ask what the symbols are on each of the two gates? That part of their tokens is obscured by the monsters.

If the wiki is correct. Yuggoth is the circle and the Dreamlands is the rectangle.

Board Rider
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I like this game. Dexter gets to hang in the woods and camp while gaining clues.

So no upkeep or movement.

MinusInnocence
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Aladdar wrote:
MinusInnocence wrote:

Rolling upkeep for Sister Mary's Blessing now. Before I declare where I want to move my sliders, can I ask what the symbols are on each of the two gates? That part of their tokens is obscured by the monsters.

If the wiki is correct. Yuggoth is the circle and the Dreamlands is the rectangle.

Well, that is some straight-up fuckery. So the Elder Thing can help Sister Mary get fitted for a brand new asshole, then when Darrel comes back from the Other World we lose the Mi-Go? Nah, I ain't having that.

On my turn, I intend to sneak past the Elder Thing, move to the Mi-Go's space, kill it (and claim my Unique Item), then read the King in Yellow. Or is that not legal? I know I have to deal with each monster pretty much as soon as I encounter them (which for the Elder Thing is right after Upkeep, and for the Mi-Go it means either sneaking past or killing it as soon as I move to that space). But after combat, can I use remaining movement points or are they lost? I know I can't use them to continue moving, but can I do other stuff with them?

If I don't get to read the book, I think I might want to move one of my sliders during Upkeep. If it's fine to do so, I will leave them where they are.

EDIT: Alternatively, is it possible to sneak past the Elder Thing, read the book, THEN continue moving to the Mi-Go's space?

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Fixxxer
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So far as I know, the only time an Investigator is denied his or her Movement Points is when they're in an Other World. If you're not in an Other World, you may not be able to use them to actually move, but you do still have them. Because encountering a monster happens immediately, Sister Mary will have to Evade the Elder Thing first and foremost. If she manages to do so without failure, then she's free to move away and/or utilize her Movement Points for tomes and the like.

Quote:
If the wiki is correct. Yuggoth is the circle and the Dreamlands is the rectangle.

This is correct. It's a real bitch, but none of the monsters on the board have corresponding symbols to currently-existing gates.

Aladdar
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My understanding is that movement ends as soon as you voluntarily enter combat with a monster, even if you win which means you can't do anything else in a movement phase. So if you choose to fight that monster in your current space, your movement is done. If you evade it, you can do other things. But once you fight a monster, movement is over.

Aladdar
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however I think you could evade the monster, then read the tome, and then move up to fight the Mi-Go.

MinusInnocence
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Great. Yeah, I seem to remember there being a fine distinction between "ending your movement" and "running out of movement points." So now that's all settled, Sister Mary isn't necessarily ruling out the possibility of coming back to deal with the Elder Thing later. But she's concerned because the Mi-Go could end up just about anywhere, if Darrell doesn't close the gate to Yuggoth and remove it from the board first.

So, during Upkeep she will leave her sliders where they are. During her Movement, the tentative plan right now is to sneak past the Elder Thing, read The King in Yellow then kill the Mi-Go.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Aladdar
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Ok, I think we still need Board Rider's upkeep phase before we can go into movement. But I don't get any movement this phase, I just move to the next part of Yuggoth or wherever the hell I am and deal with any encounters there.

MinusInnocence
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Don't let the game bamboozle you, though. This might seem like an OK time to boost your Sneak since you aren't really moving at all; but if you do that, you will be 100% guaranteed to draw a card that says something like "Roll Speed -2 [3 successes) or be devoured."

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Aladdar
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yeah, I took a bit of a gamble on lowering my fight and luck sliders.

Fixxxer
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Losing that blessing was a bitch. That said, an Elder Thing is actually harder to Evade than it is to kill. It's just a motherfucker on Horror checks. A Mi-go isn't easy to Evade either. Even moving his Sneak slider as much as I can, I'm not confident that Michael McGlen can sneak past the Mi-go to get to Independence Square. What I'm thinking instead is that Michael moves to Downtown streets and kills the Mi-Go. Then Sister Mary can either:

1: Kill the Elder Thing, which will give her 1 toughness worth of monster trophy away from being able to do something cool, like bless someone. Then deal with the tome and head toward Independence Square to encounter the gate on the next turn. Michael will act before her next round, so barring another monster surge, he can almost certainly have the way cleared for her.

2: Evade the Elder Thing, then read the tome and head toward Independence Square. She'll have to Evade the Cthonian (no way she can kill it) and either kill or Evade the Zombie, then she can enter the gate.

Take note that Investigators can trade items just by occupying the same space, and it doesn't cost or halt movement, so if the Mi-go gives him something cool that would be better for her than him, she can nab it along the way.

@Board Rider, you want to move sliders or anything during upkeep?

Board Rider
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Nope. Just staying pat to collect the clue.

MinusInnocence
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If he kills the Mi-Go before Mary can, she will definitely stay where she is and try to kill the Elder Thing. She can reduce its toughness by 1 with one of her spells (which doesn't even cost anything, thanks to her Unique Item) and just hope for the best on the Fight check.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Fixxxer
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@Board Rider, since there's no reason not to, I assume Dexter Drake will try to use the Old Journal again. I'll roll for that now to save time. If I'm incorrect in this assumption, please tell me to stick it.

Lore Check
I rolled 3d6, the result is 3, 1, 2 = 6.
Fixxxer
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Michael McGlen rolls...

Horror Check; Combat (4 Fight, +6 tommy gun)
I rolled 2d6, the result is 1, 3 = 4.
I rolled 10d6, the result is 5, 6, 6, 4, 3, 4, 5, 4, 3, 2 = 42.
Fixxxer
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Michael McGlen would fail the horror check, but he'll use his Mental Fortitude skill to add a success to the roll.

He beats the Mi-go's ass with flying colors. As per the Mi-go's monster card, if it's defeated, it's taken out of the game completely, so no monster trophy, but a unique item card is drawn instead.

Fixxxer
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@MinusInnocence, this brings us back to Sister Mary for the movement phase.

MinusInnocence
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First things first - the Horror check. Sister Mary has Will 3 + 1 to Horror checks from her Cross, but the Elder Thing's penalty is -3. No whammies!

Will vs Elder Thing (Horror check, Cross)
I rolled 1d6, the result is 6 = 6.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
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Nice. OK, we're beginning combat by casting Red Sign of Shudde M'ell. Lore 4 - 1 for the spell's casting penalty. If successful, she will exhaust her Seven Cryptical Books of Hsan to avoid having to pay 1 Sanity. Actually, maybe that happens first, whether I succeed or not? No clue.

Speaking of clues, I'm doing all of these things one at a time because I may have to spend one. I'm going to go ahead and assume that "Special Ability," in the context of this spell, refers to things that appear in Bold on the monster's token. So if the spell works, the Elder Thing will be -1 toughness, but I can't really do anything about that nasty penalty for failing the Combat check. Anyway, here goes.

Red Sign of Shudde M'ell vs Elder Thing
I rolled 3d6, the result is 1, 3, 4 = 8.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
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Yeah, I really do want to spend a Clue here. Sister Mary isn't all that worried about successfully casting Wither and using it to kill the Elder Thing, but only if it has 1 toughness instead of 2. Since I'm using the Clue, I will go ahead and proceed with my other rolls, too: the Casting check to cast Wither and the Combat check vs the Elder Thing.

Clue token vs Red Sign of Shudde M'ell; Lore vs Wither; Fight vs Elder Thing (Wither)
I rolled 1d6, the result is 3 = 3.
I rolled 4d6, the result is 2, 1, 1, 3 = 7.
I rolled 4d6, the result is 6, 1, 3, 3 = 13.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
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Jesus. All right... Sister Mary takes 1 Stamina damage, reducing her from 3 to 2. She will cough up the Red Sign of Shudde M'ell, because fuck that spell, as payment. Now for the Evade check to get out of here. She can reroll if she fails, so for the sake of expedience I will list the two rolls separately here and the second one only comes into effect if the first one doesn't work.

Sneak 2 + 2 from Ruby Standish, -2 penalty from the Elder Thing.

Evade vs Elder Thing (Ruby Standish), potential reroll (Stealth skill)
I rolled 2d6, the result is 1, 3 = 4.
I rolled 2d6, the result is 1, 3 = 4.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
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Wow. Well, I guess I will take another point of damage and try again. Does failing an Evade check technically count as failing a Combat check? If so, she will discard the Cross and try again.

Evade vs Elder Thing
I rolled 2d6, the result is 1, 2 = 3.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
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Jesus. Sister Mary goes to the Hospital. Injury card, please. As per my last post - if failing an Evade check is basically the same as failing a Combat check, she will discard Wither too, now, I suppose.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Aladdar
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And thus begins the point where the game doth begin to fuck us. lol

Board Rider
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Upkeep will have Dexter move his Speed Sneak one to the right to 4/2 and his Lore/Luck 5/0.

On movement he will spend 1 point to read from the Old Journal again and then move to the Historical Society.

That is assuming nothing prevents those things from occurring.

Fixxxer
Fixxxer's picture

Wow, MI. That's ass. On the plus side, Evade checks and Combat checks aren't the same thing, so you don't have to give with Wither.

Quote:
That is assuming nothing prevents those things from occurring.

Bold assumption. :D

Fixxxer
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Yep, see? This is where we start taking it in the pooper.

Sister Mary will be effectively delayed until upkeep. She'll have her full stamina back and now carries Hearing Loss. There is one encounter card in the St. Mary's deck that can potentially remove an injury, but otherwise, she's stuck with it for the rest of the game. If she gets the corresponding madness card or another Hearing Loss card, she'll be devoured.

Dexter Drake's encounter spawned a new gate. This added a counter to Azathoth's Doom Track. It also sucked Dexter through the gate. Fortunately, as per the FAQ, this happens before the monster appears, so he doesn't have to fight it. Yet. When you go through a gate without it being your choice, you're delayed, so he will have no Other World Encounter this round.

On that subject, the Serpent People that now occupies the Woods has a monster special ability that wasn't in the chart I posted because that chart came from the original rulebook and this ability was added at a later time. This ability can actually be more of a benefit than a hindrance.

Elusive - Investigators may leave or end their movement in areas containing Elusive monsters without having to fight or evade the Elusive monsters."

Darrell Simmons is up.

Other - The air here tastes sour and burns your lungs. Pass a Fight (-1) check or lose 1 stamina.

Aladdar
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Fuck... I knew I shouldn't lower my fight meter...

Ok, we'll hope we get lucky.

I rolled 1d6, the result is 3 = 3.
Aladdar
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and we're not. For now I'll just take the stamina loss which lowers me to 4.

MinusInnocence
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That's actually not the worst news in the world, so Sister Mary gets to keep most of her cards. She only loses the Red Sign spell but that's kind of what got her into this mess so she's not too sorry to see it go.

I think she's just going to hang out at the Hospital for awhile. Maybe read that book and try to get some Clue tokens.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Fixxxer
Fixxxer's picture

During mythos, the Cthonian is going to "move." Instead of moving, the Cthonian's deal is that every investigator in Arkham has to roll a d6. On a 4, 5 or 6, that investigator loses 1 stamina. You can see why Michael McGlen wants that thing dead with extreme prejudice. Dexter Drake and Darrell Simmons aren't in Arkham, so they're safe. Michael McGlen and Sister Mary are in Arkham, so they have to roll. In the interest of speed, I'll roll for Sister Mary so we can get through Mythos and move right to upkeep.

Michael McGlen; Sister Mary
I rolled 1d6, the result is 5 = 5.
I rolled 1d6, the result is 3 = 3.
Fixxxer
Fixxxer's picture

On the downside:

1: Michael McGlen took 1 stamina damage.
2: We got another monster surge as a gate tried to open in Woods.
3: Our Arkham monster limit has been reached, so extra monsters fuck off to the outskirts of town. The outskirts has a limit as well, so if we get 2 more monsters on the board without losing any beforehand, what will happen is that all monsters in Arkham will remain, all monsters in the outskirts will be returned to the monster cup and the Terror Level will increase by 1.

On the plus side:

1: Azathoth's Doom Counter didn't increase.
2: We didn't get another gate.
3: We all get to roll a Luck (-1) check to see if we get blessed. Holy shit!

Michael McGlen Luck (-1) Check
I rolled 1d6, the result is 3 = 3.
Board Rider
Board Rider's picture

Since his slider is at 1 does Dexter still get to roll? If he does here is a roll.

Luck for Bless
I rolled 1d6, the result is 5 = 5.
Aladdar
Aladdar's picture

I assume dexter won't be able to seal that gate when he comes out. Is there some way one of us can potentially seal it for him?

Aladdar
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Also, here's my luck check.

I rolled 2d6, the result is 3, 3 = 6.
Aladdar
Aladdar's picture

As for upkeep, I'll move my fight slider over 2 spots to 4.

Heres my roll for retainer.

I rolled 1d6, the result is 3 = 3.
Fixxxer
Fixxxer's picture

Board Rider wrote:

Since his slider is at 1 does Dexter still get to roll? If he does here is a roll.

Negative. Modifiers can drop your dice to (or below) zero, making it an impossible task. The only way to compensate for that is by spending clue tokens to add extra dice.

Aladdar wrote:

I assume dexter won't be able to seal that gate when he comes out. Is there some way one of us can potentially seal it for him?

Unfortunately, it doesn't work like that. Sealing has to be done by the Investigator who closes the gate.

It's not the worst thing in the world if a gate has to be closed without being sealed. It just means that another gate can open in that location in the future.

Here's the general methodology for gates.

1: Enter the gate.
2: Return to Arkham. You get an "explored" token for the gate you just returned from. You keep this token so long as you don't leave this location.
3: During the Arkham Encounters phase, you make a Fight or a Lore check (your choice), modified by the number on the gate. If you succeed, you close the gate and take it as a trophy.
4: Having closed the gate, you may immediately pay 5 clue tokens to seal the area against future gates and monsters.
5: During your first turn back from a gate, you do not need to Fight or Evade monsters who are in the same location as the gate. In subsequent turns, even if you have an "explored" token, you need to do so.

There is one way I see for Dexter to potentially be able to seal the gate. The text about encountering a gate is this: "If an investigator is in a location that contains a gate during the Arkham Encounters Phase and they also possess an explored token earned from exploring the Other World, that investigator may attempt to close the gate." He doesn't have to encounter the gate immediately if he doesn't want to. He can't draw an Arkham encounter card from the location while there's a gate present, so he'd literally just be standing there, but he can actively choose to not close the gate right now. This means he could stand in the Woods without closing the gate, let the movement phase come back around, evade the monster or monsters in Woods, read Old Journal for the clue tokens, then encounter the gate during Arkham encounters. It's a risk, because he might get his ass handed to him by monsters before he can close the gate, but it's possible.

MinusInnocence
MinusInnocence's picture

Sister Mary will keep her sliders where they are. Gimme that Blessing!

All Quiet in Arkham (NO WHAMMIES PLZ)
I rolled 2d6, the result is 3, 3 = 6.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

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