Azathoth - The Chatter

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Fixxxer
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Board Rider wrote:

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

No, we're in Movement. I paused at your turn during the phase because you mentioned possibly using the Find Gate spell, which would be used during the Movement phase, and I wanted to make sure of whether or not you were gonna. See my earlier post HERE for more details.

Fixxxer
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Aladdar wrote:

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?

I meant to answer this before, but spaced it. Sending you after another gate is a good idea because of your numerous Clue tokens. You could very much use some healing, but even with your damn good ability to move quickly, it would take you several turns to get to Arkham Asylum, St. Mary's Hospital and then to a gate. Plus, you have to get past a monster any way you go. So here's my thought.

Either you can gear up for an Evasion or Sister Mary can gear up for a fight. I think letting Sister Mary fight makes the most sense because while she has Clue tokens enough to seal gates, too, she's also only 1 toughness worth of monster trophies away from being able to do something useful, such as bestow a blessing on someone or buying more Clues at Science Building. In a perfect world, on the next Movement phase, Sister Mary can scoot over to the Southside streets and kill the ghoul. This opens the way for you to move to St. Mary's Hospital, which you can accomplish in 1 turn due to your skill and your motorcycle. Then, as per the text under St. Mary's Hospital, in lieu of having an encounter, you spend $2 to restore your stamina to full. Meanwhile, Michael McGlen will emerge from The Dreamlands gate, but instead of encountering it, he'll move away, leaving it open, and will instead go kill the Nightgaunt that's effectively blocking off Arkham Asylum. This would all happen next turn. The turn after that, you become first player, and move from St. Mary's Hospital to Arkham Asylum, to then substitute an encounter for spending $2 to restore your sanity to maximum. The turn after that, you head to The Dreamlands gate.

This could work, but it has one large potential problem. There are 3 Mythos phases between now and the time when you'd hit The Dreamlands gate, and a LOT can happen in that time. Other gates will open up and/or monsters will appear, possibly blocking your routes. What I've pointed out above is a sort of perfect world scenario. That said, Sister Mary can always head toward a gate, and with a little luck, Dexter Drake might also have one closed and possibly even sealed in the next turn or two.

Board Rider
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Okay so I will take option 2, from the previous post, and see what happens.

Aladdar
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ok, we'll see what happens after the encounter and mythos phases. Right now I'm leaning towards maybe trying to fight that night gaunt, however a loss there drags me through a gate (Which isn't the end of the world).

What happens if you are reduced to 0 stamina/sanity while you're in another dimension though?

Fixxxer
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Aladdar wrote:

ok, we'll see what happens after the encounter and mythos phases. Right now I'm leaning towards maybe trying to fight that night gaunt, however a loss there drags me through a gate (Which isn't the end of the world).

What happens if you are reduced to 0 stamina/sanity while you're in another dimension though?

Yeah, if you're looking to close a gate, fighting a Nightgaunt isn't bad, so long as you can pass the Horror check. Often, it's a good idea to do so, if you've got a nearby gate that's swarming with monsters you can't beat, since it will help you bypass them. It *does* leave you delayed for a short time, though, since you'd enter the gate not of your own volition.

If you reach 0 stamina or 0 sanity in an Other World, you are Lost In Time and Space. You'll see that little area at the bottom right of the board. Effectively, it's the same as when you're in Arkham in that you'll either give up half your stuff or take a madness/injury card, except that instead of going to St Mary's Hospital or Arkham Asylum, you end up delayed in Lost In Time and Space and then pop out anywhere in Arkham you choose.

So long as we're having this discussion, it's worth pointing out that Sister Mary is immune for being Lost In Time and Space. If she's knocked out in an Other World, she goes right to the asylum or hospital, and if she would be Lost In Time and Space from some other means (usually an encounter card), she goes to South Church instead. This becomes an especially important distinction when you're playing with an Ancient One who changes the game like "Investigators who are Lost In Time and Space are immediately devoured" or something.

Fixxxer
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Dexter Drake will move from one side of his Other World to the other, then. I'd like to get an action from @Aladdar before updating to save myself some effort.

Darrell Simmons draws two encounter cards, and may choose one.

The Unnamable - You hear a scurrying and squeaking of a horde of rats from inside the walls. Abrubtly, you realize they are moving to surround you. Pass a Speed (-1) check to make it to the front door first. If you fail, you are Lost In Time and Space.

The Unnamable - A pen and paper rest on a table next to your chair. Picking up the pen, you black out for an uncertain amount of time. When you regain your senses, the paper is covered with strange messages, not written in your handwriting. Make a Lore (-1) check and gain 1 Clue token for each success. Then, whether you pass or not, lose 1 sanity.

Aladdar
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Well, I don't want to be lost in time or space. So we'll do the second one. My lore check is below.

I rolled 2d6, the result is 4, 5 = 9.
Fixxxer
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@Board Rider:

Dexter Drake draws a card.

Plateau of Leng - While you are climbing a high cliff, you begin to slip. Pass a Speed (-1) check of crash down the mountain, losing 2 stamina.

Board Rider
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Speed.

I rolled 2d6, the result is 4, 3 = 7.
Fixxxer
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Alright, back in Upkeep. Darrell's retainer needs to be rolled for. Who wants to do what with their sliders?

Take note that the Elder Thing moved, and is sitting on Sister Mary's face right now. Note also that we've got room for 1 more monster on the board before the Outskirts starts filling again.

Aladdar
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The card says a gate opens at the unnamable but since there's an elder sign there I assume that doesn't actually happen?

Aladdar
Aladdar's picture

Any chance Sister Mary can try to come up and take care of that Night Gaunt for me? I've got to go regain some sanity or I'll be dropped off soon at the asylum either way. I don't think I can evade it, and I'm pretty certain I won't pass the horror check.

Board Rider
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Nothing to slide for upkeep.

MinusInnocence
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Aladdar wrote:

Any chance Sister Mary can try to come up and take care of that Night Gaunt for me? I've got to go regain some sanity or I'll be dropped off soon at the asylum either way. I don't think I can evade it, and I'm pretty certain I won't pass the horror check.

If I weren't already being attacked by the Elder Thing I would be more than happy to do so. As it stands, I was thinking of bumping my Sneak up by 1 this turn so I can evade it then attack the Ghoul instead. I want to snag these Clues at the Historical Society before a Gate opens there and we lose them; if someone else can do the same at Hibb's Roadhouse, that would be awesome too.

Moving my slider to Speed 2/Sneak 3 for Upkeep.

"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:

The card says a gate opens at the unnamable but since there's an elder sign there I assume that doesn't actually happen?

Sorry, that was a minor text editing issue. The gate opened at Black Cave.

Fixxxer
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Aladdar, there's only 2 ways I see you getting to Arkham Asylum without having to encounter the Nightgaunt. The first is to hope that the next Mythos card causes either rectangle jewel creature or all flying creatures to move. In that case, it will take to the Sky, which makes it more dangerous, but gets it out of your direct path. The second is to find somewhere to cool your heels for a few turns, like Curiositie Shoppe. When Michael McGlen pops out of the gate, he can take out the Nightgaunt and clear the way.

MinusInnocence
MinusInnocence's picture

Will closing the Dreamlands Gate remove the Nightgaunt from the board, since their symbols match?

"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
Aladdar's picture

MinusInnocence wrote:

Will closing the Dreamlands Gate remove the Nightgaunt from the board, since their symbols match?

That was my thought. If Fixxxer closes the gate it should remove it.

My current plan is to go to the curiosity shop and try to use some of my money to find something cool and useful.

To do that, in case I might need more will power, I'm going to move my Fight back two spots to three instead of the 5 it's currently on.

Here's my roll for retainer.

I rolled 1d6, the result is 2 = 2.
Aladdar
Aladdar's picture

Just as an aside. I found a copy of this still sealed on ebay and won it in an auction for 16 dollars. After the 5 dollar coupon I had, I got it for only 11 bucks. Just got it in the mail and it's in pristine condition.

Now I just need to find some people irl to play it with. If nothing else, I'll run a few games by myself.

Fixxxer
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Aladdar wrote:

Just as an aside. I found a copy of this still sealed on ebay and won it in an auction for 16 dollars. After the 5 dollar coupon I had, I got it for only 11 bucks. Just got it in the mail and it's in pristine condition.

Now I just need to find some people irl to play it with. If nothing else, I'll run a few games by myself.

2nd Edition? That's a hella good price!

Fixxxer
Fixxxer's picture

Imgur, where I host the image files for the game, is currently acting weird. I'm sure it's just server maintenance or something. Regardless, I've update Darrell and Sister Mary's sheets, I just can't upload them right now. Let's just move forward with Sister Mary in the Movement phase, and I'm sure I'll be able to get sheets uploaded when I wake up in the morning.

MinusInnocence wrote:

If I weren't already being attacked by the Elder Thing I would be more than happy to do so. As it stands, I was thinking of bumping my Sneak up by 1 this turn so I can evade it then attack the Ghoul instead. I want to snag these Clues at the Historical Society before a Gate opens there and we lose them; if someone else can do the same at Hibb's Roadhouse, that would be awesome too.

Moving my slider to Speed 2/Sneak 3 for Upkeep.

Is this still the plan? If so, hit us with an Evasion check. If it's not successful, you'll either have to fight the Elder Thing or try to Evade again, but you're stuck here either way. If it's successful, you can move away and try combat with the Ghoul instead.

Aladdar
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Fixxxer wrote:
Aladdar wrote:

Yes. 2nd edition. I did have to pay 12 dollars shipping but I was still happy otherwise. Everything is even still sealed.

Just as an aside. I found a copy of this still sealed on ebay and won it in an auction for 16 dollars. After the 5 dollar coupon I had, I got it for only 11 bucks. Just got it in the mail and it's in pristine condition.

Now I just need to find some people irl to play it with. If nothing else, I'll run a few games by myself.

2nd Edition? That's a hella good price!

Aladdar
Aladdar's picture

Looks like it didn't take my comments properly.

Yes, 2nd edition. It did cost 12 dollars to ship but that was reasonable as well.

Fixxxer
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As expected, Imgur is cooperating this morning, so I got character sheets updated. @MinusInnocence, movement for Sister Mary?

MinusInnocence
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Sorry for the delay, this weekend has been hectic. Sneak 3 + 2 from Ruby Standish, -2 Evasion penalty from the Elder Thing leaves Mary with 3 dice.

Evade vs Elder Thing (Ruby Standish)
I rolled 3d6, the result is 2, 6, 4 = 12.

"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
MinusInnocence's picture

OK, moving to engage the Ghoul. Will 2 + 1 from her Cross, -1 to Horror checks from the Ghoul leaves her with 2 dice.

Horror vs Ghoul (Cross)
I rolled 2d6, the result is 4, 1 = 5.

"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
MinusInnocence's picture

That's all right, Mary will go ahead and take the Sanity damage.

Now we need a Lore check to cast Wither. If successful, she'll add 3 dice to the Fight check, which we'll count separately here for the sake of expedience. Starting from the top: Lore 4 for the Casting check, Fight 2 - 1 from the Ghoul + 3 from Wither (maybe).

Casting check vs Wither (Lore), Combat check vs Ghoul, Wither bonus (dependent on the casting check's success)
I rolled 4d6, the result is 5, 3, 3, 6 = 17.
I rolled 1d6, the result is 2 = 2.
I rolled 3d6, the result is 2, 4, 5 = 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
MinusInnocence's picture

Nice. That's 5 trophies for Mary now. If she can get her hands on a Gate token, she'll probably be paying a visit to the police station soon. I like the idea of Sheriff Mary and Deputy Ruby terrorizing these streets.

"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
Aladdar's picture

I'm going to move to the curiosite shoppe and hope I can find a useful unique item.

Fixxxer
Fixxxer's picture

We're still in Arkham Encounters and it's still Darrell's turn. When shopping at Curisoitie Shoppe, you draw 3 cards. You don't have to buy any of them, but you can buy one of them for the listed price. The other two go to the discard pile. Aladdar?

This is the first Mission card we've seen, I think. Missions are a kind of "Honey Do List" that allow an Investigator to get stuff done that would be difficult or impossible otherwise. You have to visit each location on the card, in any order (you can do other stuff in between), and during the Upkeep phase sacrifice whatever is listed to the discard pile. In the case of this card, for example, you'd need to visit Black Cave, Ma's Boarding House and Administration (in any order) and during Upkeep while your Investigator is at said location, sacrifice a unique item. Afterward, you get the listed effect.

This particular example is pretty good if you've got a problem with tough monsters on the board, or if none of your Investigators is particularly adept at wiping out baddies. Other Missions do stuff like reducing the Terror Track, closing all open gates (but not sealing them) or gaining 10 Clue tokens. There's even one that if you complete it, you win the game and everyone else loses.

Missions are unique items for all intents and purposes, so they can be discarded or lost.

Incidentally, the common items deck has something similar, called Tasks. These are easier to accomplish, but the rewards are somewhat smaller.

Fixxxer
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@Board Rider, while we are waiting for Aladdar to make his choice, Darrell's turn is effectively over, which will bring us to Dexter. Gates are closed by use of a Fight check or a Lore check (your choice), modified by the number listed on the gate. The gate you've explored modifies by -1, so with your sliders where they are currently, you'd have to spend Clue tokens to roll Fight, or you can roll 3 dice for Lore.

As we mentioned earlier, you can also choose to not encounter the gate. Since you can't have an Arkham Encounter in a location with a gate, this means you'd effectively be giving up your entire action this turn to do so. Note that the "explored" token you see on the map right now persists so long as you don't leave Woods. If you leave that location, willingly or otherwise, and come back, you'll have to explore the gate again. But so long as you stay here without leaving, you can choose to encounter the gate.

Fixxxer
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Also, I ran across this album of topic-related pictures while browsing Imgur tonight. Thought I'd share.

https://imgur.com/gallery/0ucm6hz

Aladdar
Aladdar's picture

Does exhaust mean I discard the card or just that I just can't use it again until next round.

Aladdar
Aladdar's picture

Also why was my retainer canceled? I rolled a 2 on upkeep.

Board Rider
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Encounter the gate with a Lore check.

I rolled 3d6, the result is 6, 1, 3 = 10.
Aladdar
Aladdar's picture

Board Rider wrote:

Encounter the gate with a Lore check.

Can I make a suggestion instead?

You don't have to close the gate this round. You're only one clue away from being able to seal it and there are currently no monsters next to you. It might be better for you to stay put and read your journal instead and hope to gain a few more clue tokens on next rounds movement stage. Then, assuming you pass, you can fight the game and also seal it. Closing it doesn't really help us other than mitigating the likelihood of a monster surge (And of course giving you a gate token) as I don't see any monsters with it's dimension on it that would remove from the board. If you seal it then we now have two sealed gates and are only 4 sealed gates away from winning.

MinusInnocence and I already have enough clues to seal two more gates, which I'll try to do as soon as I can get healed up a bit. That seems like a slightly better idea.

And Fixxxer, one more question on the card that lets me add one dice to skill checks. If my google skills were accurate, exhaust just means it's used up for the round, but gets restored on my upkeep phase. The other question has to do with how I use it. Do I have to declare I'm using that card before I roll, or can I treat it like adding a clue token to a roll and save it until I fail a roll and then choose to add it.

Either way I think that's the card I want to take right now, but I just wanted to be certain before I moved on.

Fixxxer
Fixxxer's picture

Aladdar wrote:

Does exhaust mean I discard the card or just that I just can't use it again until next round.

I don't think I understand the context of the question. Unless you're asking about what happens to the two cards you don't purchase. They don't go back into the deck that's drawn from when someone goes shopping. Instead, they go into the same discard pile as items that have been used.

Aladdar wrote:

Also why was my retainer canceled? I rolled a 2 on upkeep.

Because I'm an idiot that was reading the wrong thing as I posted. The retainer stays. I'll fix that in the text. My bad.

Aladdar wrote:

And Fixxxer, one more question on the card that lets me add one dice to skill checks. If my google skills were accurate, exhaust just means it's used up for the round, but gets restored on my upkeep phase.

Correct. If a card says "exhaust" it means "use this and it can't be used again until after the next Upkeep phase." If it says "discard" it means the item is consumed in the using.

Aladdar wrote:

The other question has to do with how I use it. Do I have to declare I'm using that card before I roll, or can I treat it like adding a clue token to a roll and save it until I fail a roll and then choose to add it.

Its text specifies it has to be exhausted before making the check.

Fixxxer
Fixxxer's picture

Aladdar wrote:

Can I make a suggestion instead?

You don't have to close the gate this round. You're only one clue away from being able to seal it and there are currently no monsters next to you. It might be better for you to stay put and read your journal instead and hope to gain a few more clue tokens on next rounds movement stage. Then, assuming you pass, you can fight the game and also seal it. Closing it doesn't really help us other than mitigating the likelihood of a monster surge (And of course giving you a gate token) as I don't see any monsters with it's dimension on it that would remove from the board. If you seal it then we now have two sealed gates and are only 4 sealed gates away from winning.

MinusInnocence and I already have enough clues to seal two more gates, which I'll try to do as soon as I can get healed up a bit. That seems like a slightly better idea.

A valid idea. That said, my general rule is that once the dice are rolled, the action is set, so Dexter's gonna close the gate and take it as a trophy this action. I'll update after work when I have confirmation of Aladdar's card choice.

Aladdar
Aladdar's picture

cryptozoology collection

Board Rider
Board Rider's picture

I thought if I didnt seal the portal then Dexter effectively doesnt do anything, including reading from his Journal as there is no movement. I guess I read that wrong?

MinusInnocence
MinusInnocence's picture

Closing and sealing are two different things. Rolling the Fight or Lore check meant that you had decided to close it, and now that it's closed you can either seal it (by spending Clues and attempting the roll a second time) or not. But you don't have enough Clues to do that, so you just closed it. The good news is anything with a matching symbol returned to the cup and I think you may even get an encounter at that location out of the deal?

"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
Aladdar's picture

MinusInnocence wrote:

Closing and sealing are two different things. Rolling the Fight or Lore check meant that you had decided to close it, and now that it's closed you can either seal it (by spending Clues and attempting the roll a second time) or not. But you don't have enough Clues to do that, so you just closed it. The good news is anything with a matching symbol returned to the cup and I think you may even get an encounter at that location out of the deal?

Closing and Sealing happen at the same time. When you close a gate, if you have 5 clue tokens you can spend them to seal it as well. You don't have to roll again. Otherwise, you simply close the gate, which means it can open again at that location. If you seal it, that's one more towards our need to seal 6 gates to win and no more gates can open there (Which is pretty huge). Closing a gate without sealing isn't necessarily a bad thing, as gate trophies can be spent for some pretty cool things, and it does remove any monsters from the board with that dimensional shape, but it does make it harder to win if we close without sealing; although again, sometimes it's necessary to control the number of monsters on the board. Otherwise you'll get a ton of gates with nowhere left for clues to go and tons of monster surges.

All in all, it wasn't a terrible situation. You could have however simply stayed there, used your movement points just to read the book and then attempted to seal it at the next encounter phase.

MinusInnocence
MinusInnocence's picture

Sounds like I learned a crucial part of the game completely ass-backwards and we were all playing Super Duper Hard Mode for years without knowing it.

"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
Aladdar's picture

MinusInnocence wrote:

Sounds like I learned a crucial part of the game completely ass-backwards and we were all playing Super Duper Hard Mode for years without knowing it.

Wow, did you lose your clues if you failed the roll or did you just keep trying until you sealed it? That would make it hard.

MinusInnocence
MinusInnocence's picture

Oh yeah, you definitely lose the Clues. Usually people would bring more than 5 so they could at least get to try again with a single die or whatever after the fact, but if you fail, you fail. Sucks to suck. We also played where Elder Signs took the place of the Seal roll but not the roll to close the gate in the first place; so you actually did have to succeed at least once even if you had the Unique Item in your possession. This made sealing a gate to R'lyeh, for example, extremely daunting even with an Elder Sign.

So basically what I'm saying is this is a walk in the park compared to the way we played because apparently no one had ever read the rules. Even Sister Mary's unfortunate case of Elder Thing-related brain damage is no biggie in the grand scheme of things.

"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
Aladdar's picture

Ouch... You guys were playing on hell mode

Fixxxer
Fixxxer's picture

To use a euphemism to make sure we're all on the same page, a gate is effectively a door. What Dexter has done here in this instance is that he's closed the door behind him. If he'd had Clue tokens enough, he could have also chosen to nail the door shut afterward, which is what Darrell did with the gate he closed earlier. Either way, you still shut the door, but with the door nailed shut (sealed), it can't open there anymore in the future.

Take note that the Elder Thing got wiped off the board because its dimensional symbol (the little diamond-shaped jewel on its monster card) matches the dimensional symbol on the gate that got closed.

Fun fact, one of the expansions added a Gate Burst mechanic, which occasionally allows a sealed location to rupture and gates to open there again. And that's only half as infuriating as playing with moving gates (which are exactly what they sound like) or devouring gates.

Fixxxer
Fixxxer's picture

Michael McGlen Horror check

Horror
I rolled 1d6, the result is 4 = 4.
Fixxxer
Fixxxer's picture

Michael McGlen Combat check

Combat
I rolled 9d6, the result is 4, 6, 3, 3, 5, 2, 5, 5, 2 = 35.
Fixxxer
Fixxxer's picture

We're in Mythos phase. We got another monster surge. We've reached the monster limit in Arkham again and the Outskirts can hold 2 more before the Terror Level increases. We haven't progressed to Upkeep yet because the Mythos card is offering us a choice. If we, as a collective group, are willing to donate 5 Clue tokens, then MinusInnocence (first player) gets to pick any open gate on the board and make it go away. It provides no trophy and can't be sealed, but closing a gate will remove any monsters on the board that share its dimensional symbol, so there's that.

Currently, we have 2 open gates, and they're both identical. Closing one of them would dismiss the Nightgaunt, but nothing else shares a dimensional symbol. Michael McGlen has a really good chance of closing one of these gates this turn, which would rid us of the Nightgaunt anyway, but it's possible we could have a turn free of gates getting in the way, too.

Thoughts?

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