Azathoth - The Chatter

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Aladdar
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I'm convinced the dice roller is broken and only giving up 3s. lol

Talanall
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It's not broken, but it hates human life and must be appeased by blood.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Fixxxer
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I doubt it's an important distinction, but the bestowal of blessings (or not) is happening during the Mythos phase, then we'll have Upkeep again. For our purposes, this is really only important if someone has to roll a skill check during Upkeep for some reason, as a blessing might aid that check. @Board Rider, Dexter Drake is in an Other World and is delayed, meaning he won't move this turn and stops being delayed as his part of the Movement phase, so he will have an Other World Encounter. Do you want to adjust his sliders during this Upkeep?

Likewise with Sister Mary being delayed and having to stay at St. Mary's.

Thus far, Michael McGlen gets no blessing. He'll be exhausting his Healing Stone to replace the stamina lost by the Cthonian's "movement" and he'll otherwise spend all his focus to up-exhaust his Mental Fortitude skill. Darrell Simmons gets a blessing, keeps his retainer and is maximizing his Fight slider. Sister Mary gets a blessing and is keeping her sliders where they are.

Aladdar
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Not that I want to argue as I really want that blessing, but I'm confused as to how Darrell and Mary get the blessing. We both rolled 2d6 and both of us rolled two 3's. I thought I had to roll a 5 or 6 on one of those rolls to earn the blessing?

Fixxxer
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You're right. I'm an idiot and was looking at the result of Sister Mary's roll instead of the actual dice. In Darrell's case, I have no excuse. Duuuuh.

Aladdar
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That's what I get for opening my big fat mouth. You may all flog me now. Except you'll probably just roll a 3 and miss me completely. lol

Board Rider
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Die roller sucks. No movement for slider.

Aladdar
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We finally get a card that should do something good for us, and every single one of us fails the luck check.

Fixxxer
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Aladdar wrote:

We finally get a card that should do something good for us, and every single one of us fails the luck check.

Welcome to Arkham Horror!

Fixxxer
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Michael McGlen Horror check vs. Cthonian.

I rolled 1d6, the result is 6 = 6.
Fixxxer
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Michael McGlen Horror vs Zombie

Horror
I rolled 2d6, the result is 4, 6 = 10.
Fixxxer
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Michael McGlen Combat vs. Zombie

Combat
I rolled 9d6, the result is 6, 6, 5, 3, 4, 1, 2, 6, 1 = 34.
Fixxxer
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So, a lot happened in this last update. Aladdar, since I knew you were planning on using the Elder Sign, I took the liberty of having Darrell do so immediately upon arriving. As an Elder Sign can be used during any phase, he could technically have waited until whenever, so long as he didn't leave The Unnamable. Also, an Investigator is also excused from having to encounter a monster for the Movement of his return trip. Darrell could technically have chosen to fight the Tcho-tcho and Cultist when he came back (to save himself from having to do it next turn), but I assumed you were focused primarily on getting that gate closed.

For now, we're in Arkham Encounters and Darrell's up. Because of his special ability, he gets to draw 2 encounter cards and choose which one he wants.

The Unnamable - In a dusty and decaying roll-top desk, you find a mysterious manuscript. If you read it, make a Lore (-1) check. If you pass, draw 1 spell. If you fail, the manuscript is nothing but the insane babbling of a previous renter. Stay here next turn reading it, but gain 2 Clue tokens.

The Unnamable - A monster and a gate appear!

Take note. Because there is a sealed gate marker at The Unnamable, gates cannot appear here at all, and monsters can't spontaneously appear. So if you choose the second card, nothing happens.

Aladdar
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We'll do the first card. Either result seems good.

I rolled 2d6, the result is 2, 2 = 4.
Aladdar
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Looks like I'm stuck here, but gaining the two clues will be good.

Fixxxer
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Dexter Drake is up. He's pulled a card that summons a monster. When an Arkham Encounter or Other World Encounter card give you some version of "A monster appears!', the monster shows up and you either evade it or have combat with it, then if it survives it doesn't remain on the board. It's just a quick fight.

@Board Rider, how does Dexter want to proceed?

Board Rider
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Not sure. I guess fight but do I get a +6 for using the blade? If not, do I even get to roll since Dexter has a Fight of one? Whatever the outcome you can roll it for expediency.

Aladdar
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I don't have to deal with the two monsters on my space this turn?

Fixxxer
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Board Rider wrote:

Not sure. I guess fight but do I get a +6 for using the blade? If not, do I even get to roll since Dexter has a Fight of one? Whatever the outcome you can roll it for expediency.

Well, you've got two options, with lots of sub-options.

1: You can try to Evade. Your Sneak is currently at 3 and the Ghoul modifies by -2, so you'd roll 1 die and hope for success. If you win, you Evade the monster and it disappears. If you lose, it deals 1 stamina damage. Because of the Ghoul's ambush special ability, you can only make one attempt to evade it and must fight it after that.

2: You can fight it. You'll need to begin with a Horror check. Your Will is currently 3 and the Ghoul's modifier is +0, so you'd roll 3 dice and hope for a success. Failure means you take 1 sanity damage. You only have to do this check the once, no matter how many Combat rolls you end up making. From here, you have several sub-options:

A: You can use no weapon. As your Fight is currently 1 and the Ghoul modifies by -1, you'd automatically lose. This isn't a good option.

B: You can use your Enchanted Blade to add +4 dice to your Combat check, rolling 4 dice.

C: You can use your Athame to add +1 to your Combat check, rolling 1 die.

D: You can use your Athame AND your Enchanted Blade (they're both 1-handed weapons) to add +5 dice to your Combat check, rolling 5 dice.

E: You can try to cast your Shrivelling spell. You pay 1 sanity and make a Spell check at -1 (your Lore is currently 4, so 3 dice). Keep in mind that your skill allows you to a single reroll on a failure. If you're successful, you add +6 dice to your Combat check, rolling 6 dice.

F: You can do option E to add +6 dice to your Combat check AND use your Athame to add +1 to your Combat check, rolling 7 dice.

G: You can do option E to add +6 dice to your Combat check AND use your Enchanted Blade to add +4 to your Combat check, rolling 10 dice.

Because the Ghoul's monster token only shows 1 blood drop, you only need 1 die to roll as a success to defeat the Ghoul and take it as a monster trophy.

Also worth pointing out is that if you need it, you have another spell, Flesh Ward, that can help you deal with taking stamina damage, such as you might take if a Ghoul were beating you into a pulp.

Fixxxer
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Aladdar wrote:

I don't have to deal with the two monsters on my space this turn?

You return to Arkham from an Other World through a gate on the Movement phase. Normally, when you move into a Location that has monsters, you have to Evade or fight them immediately. When returning through a gate, for that one Movement phase, you're free from having to Evade or fight any monsters present in that Location.

From a fluff perspective, think of it as surprising the monsters by emerging from the gate. From a crunch perspective, it's to keep you from getting immediately creamed by monsters when you've devoted several rounds to exploring a gate. This way, it gives you at least 1 chance to close a gate before potentially getting hospitalized.

Board Rider
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Option D. This magician wants to stay sane. Well, for as long as possible. I'll go with option D.

Combat check with Athame and Enchanted Blade.
I rolled 5d6, the result is 6, 4, 5, 4, 6 = 25.
Board Rider
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I think thats good. What does a monster trophy do again?

Aladdar
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There are encounters and items at time that allow you to exchange certain toughness points for other items.

Fixxxer
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It is good, but you've still got to make the Horror check. Any time you enter Combat with a monster that has a blue number on the monster token, the Horror check is the first roll you make in combat. On the plus side, you know that you'll survive even if you fail, because it can only deal you a maximum of 1 sanity damage.

Monster trophies and gate trophies can be spent at locations like South Church of Police Station for things that are either difficult or impossible to get elsewhere. In the case of monster trophies, the number of blood drops is equal to the currency, so if it calls for "5 toughness worth of monster trophies," then any combination of monster trophies that add up to 5 blood drops will do.

Board Rider
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Horror check.

I rolled 3d6, the result is 1, 6, 4 = 11.
Fixxxer
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Michael McGlen Luck check.

I rolled 1d6, the result is 4 = 4.
Fixxxer
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We're back in Upkeep. Darrell needs to roll for his retainer. Anyone need to change their skill sliders?

Note, Aladdar, that Darrell is delayed, but will cease being so on the Movement phase. This is in lieu of his movement, so he can't move or spend movement points on tomes this round. He'll have to deal with that Cultist and Tcho-tcho somehow (fight them or Evade them or fight one and Evade the other). Lucky, neither is especially deadly at face value.

Aladdar
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I see the monster card for the cultists, but I can't see the other. Can you post its stats so I know what I'm dealing with on that one?

MinusInnocence
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Sister Mary will move her slider for Fight/Will back to 2/2.

"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:

I see the monster card for the cultists, but I can't see the other. Can you post its stats so I know what I'm dealing with on that one?

Certainly. A Tcho-tcho is like the Mi-go we saw earlier. If you kill it, you don't keep it as a trophy, but it's removed from the game completely and you get an item from the Common Items deck.

Aladdar
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Ok, two questions.

1. It looks like there is no horror check on either monster is that correct?

2. If I choose to fight the monsters do I get any movement afterwards?

Fixxxer
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Aladdar wrote:

Ok, two questions.

1. It looks like there is no horror check on either monster is that correct?

Correct. Cultists are just human fanatics. Nothing disturbing about them from a physiology standpoint. Tcho-tcho are off-looking, but generally pass for human.

Aladdar wrote:

2. If I choose to fight the monsters do I get any movement afterwards?

No. At the best of times, you can't move again once combat has been initiated. But forgetting that for a moment, you're delayed through the Movement phase this turn anyway because of last turn's Encounter card. You get no movement points this turn, but have to deal with the monsters because you're effectively ending your turn during the Movement phase in the same Location as them. So even if you successfully Evade them, you still can't move this turn.

Aladdar
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Ok, let's move my speed to 3 and fight to 5.

Here's my roll for retainer as well.

I rolled 1d6, the result is 5 = 5.
Fixxxer
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@Board Rider, anything for Dexter Drake during Upkeep?

Board Rider
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No. I think he's good.

Fixxxer
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Back to Movement. I'm not going to post a new map picture that only shows Michael McGlen's token moving an inch (and removing the monster token for the ghoul that Dexter Drake killed, which should have been removed earlier and was completely an oversight on my part). I'll update the map when something else happens. Speaking of which, @MinusInnocence, Sister Mary is up.

Aladdar
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In the interest of time, unless Sister Mary does something about it, I'm going to go to town on both monsters in my square with my axe which should give me 8 die against both.

I'm going to take out the cultists first and if I'm still standing the other monster next. I'll keep swinging until they're either both dead or I'm in the hospital. Feel free to roll for me.

In thinking of future moves, I'm thinking maybe I should heal up my sanity and then my stamina and then go after another gate or is that a bad idea? What should I do with all this cash?

MinusInnocence
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Sister Mary wants to use two of her movement points to read The King in Yellow. If she succeeds, she'll lose 1 Sanity and gain 4 Clues, putting her at 6. Next round, if a Gate opens, she won't waste any time moving toward it. Reserving judgment on what to do about the remaining movement point until after I resolve this roll.

Lore vs The King in Yellow
I rolled 2d6, the result is 3, 6 = 9.

"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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Great deal. Sister Mary will move into the Uptown Streets and engage the Cultist in combat. Sister Mary will reserve her Wither spell for the Serpent People, so Fight 2 + 1 from the Cultist token = 3 dice.

Fight vs Cultist (Combat check)
I rolled 3d6, the result is 2, 6, 5 = 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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Now Sister Mary will make her Horror check vs the Serpent People; 2 dice thanks to her Cross. Next, she'll roll Lore to cast Wither.

Will vs Serpent People (Horror check, Cross), Lore vs Wither (Casting check)
I rolled 2d6, the result is 3, 6 = 9.
I rolled 4d6, the result is 2, 1, 5, 3 = 11.

"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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All right! Time to wither this sausage wallet like pouring salt on a slug. Ol' snakey boi lookin' ass bitch.

Fight 2 + 3 Wither - 2 penalty = 3 dice. I may or may not use a Clue after this and it will still leave me with 5.

Fight vs Serpent People (Wither, Combat check)
I rolled 3d6, the result is 5, 2, 2 = 9.

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

Board Rider
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So is it prudent to use the spell that gets Dexter back to Arkham? If so, what do I roll? If I can't move can I just try to read the old journal again?

MinusInnocence
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MinusInnocence wrote:
Sister Mary pores over the ancient text Ruby Standish shared with her at their first meeting. Her mind is assailed by references to Carcosa and Hastur's tattered robes, but Catholic girls are made of sterner stuff than that and she shakes off her doubt and uncertainty. Venturing out into the street, she is more annoyed than alarmed at the sight of actual snake-people and apocalyptic Doomsday Cultists. Mary's lack of concern about supernatural horrors is probably how she ended up in the hospital just a few days prior, but she thinks nothing of it and squares up to receive their assault.

Brandishing spells, bare knuckles and gumption, she beats her foes into bloody submission. "May God have mercy," she breathes loudly, spitting on the serpentine foe's battered corpse. "For I have none to spare."

"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 wrote:

So is it prudent to use the spell that gets Dexter back to Arkham? If so, what do I roll? If I can't move can I just try to read the old journal again?

When you're in an Other World, movement is very static. You don't get movement points at all, no matter what your Speed is, so you'll be unable to read Old Journal while you're here.

When it comes back around to him, Dexter will move from area 1 in the Other World to area 2 in the same Other world. From there he'll have two options:

1: Cast Find Gate:
You'll be able to try and use Find Gate during the Movement phase, if you'd like. It'll cost you a bit of sanity, but if successful, that'll bring you back to Arkham immediately, at Woods (if there were multiple gates to the Other World he was in, he could choose which to return through), and will get you an "explored" token for that gate, which you'll retain until such a time as you either close the gate or leave Woods. During the Arkham Encounters phase, you can encounter the gate, or choose to not do so, as I mentioned earlier. If you encounter it and succeed, you can close the gate but not seal it (due to a lack of Clue tokens), so you'd take the gate as a trophy, but gates won't be prohibited from opening at Woods in the future. If you either fail the gate encounter or simply choose not to encounter it, you'll go through your turn structure as per usual, meaning you could use movement points next round to potentially read Old Journal for Clues that you could use to seal the gate. But in doing so, you risk the game changing in some bad way, like monsters showing up to rape you.

2: Continue as per normal:
You'll have an Other World Encounter. This could hurt you, or it could net you a great new item, or it could give you a Clue, or it could cost you Clues to keep rolling so you don't die, or anything in between. During the Movement phase next round, you'll return to Arkham and get an "explored" token, as mentioned earlier.

Fixxxer
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Rolls

Darrell vs Cultist
I rolled 9d6, the result is 1, 5, 5, 5, 5, 4, 2, 4, 1 = 32.
Fixxxer
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Rolls

Darrell vs Tcho-tcho
I rolled 6d6, the result is 4, 4, 1, 5, 6, 6 = 26.
Fixxxer
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Good job to Darrell and Sister Mary for drastically cutting down on the number of monsters on the board. As per the monster's description, Darrell can't keep the Tcho-tcho as a trophy, but he gains 1 common item instead. Lucky bastard, this is what he gets:

@Board Rider, Dexter's up.

Board Rider
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Man I am lost. Are we in upkeep? If so, I have nothing to move.

MinusInnocence
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I love the idea of a Murder-Hobbit riding a motorcycle.

"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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Board Rider wrote:

Man I am lost. Are we in upkeep? If so, I have nothing to move.

It goes Mythos, Upkeep, Movement, Encounter, Other World. Combat can occur in any of the three last stages on that list. I think we just finished up Movement and are moving on to the Encounter phase. Darrell will be getting one; Sister Mary doesn't, because although the monsters have been removed from the Uptown Streets, Mary's token should be there instead of at the hospital.

Then we'll do Other World stuff. What we're really looking for is for both of these Gates to close because that will mean both the Nightgaunt and the Elder Thing will be taken off the board, too. Gotta catch 'em all. Hopefully we just get another Gate next Mythos phase and not another monster surge.

"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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