Azathoth - The Chatter

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Aladdar
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In that case I'll go fight Barnabas but save my zoology card for combat.

Fixxxer
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Word. Darrell acts first in Movement, so go ahead and hit us with your rolls. Remember that in addition to him modifying Horror checks by -2 and Combat checks by -3, he has Physical Resistance and Magical Resistance, and that he requires two successes.

Aladdar
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Realizing that Dexter will soon be returning from another dimension, Darrel hops on his motorbike and zooms across Arkham to clear his way from the gate. He is surprised to run into a ghastly beast muttering "Marsh... Barnabas Marsh..." He's faced terrible creatures, but something about this one drives his eyes closed and voices echo in his head. (Lose 2 sanity), he pulls himself together and steps off his bike.

He looks quickly at his notes on zoology and remembers the powder he recently acquired. Pulling himself together he heads quickly towards Barnabas and flings the magical powder in his face...

Roll for combat. Fight 5 + 1 (Zoology) + 9 (Powder of Ibn-Ghazi) - 4 (Magical Resistance) - 3 (Combat Modifier) = 8d6

I rolled 8d6, the result is 3, 6, 4, 6, 6, 3, 6, 6 = 40.
Aladdar
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Darrel is surprised at the explosive response the powder creates as it explodes upon contact, the smell and sounds of the burning flesh are almost too much and it drives him to his knees with his eyes closed and his hands over his ears. (He loses 1 sanity) He opens his eyes a few minutes later muttering about devils and curses certain that he is dead and is happily surprised to find the corpse burning away into the ether in front of him.

(If I did all the math correctly, I lost 3 total sanity (2 from failing the will check and 1 from the powder, which should leave me barely clinging to sanity with 1 left). However Barnabas is gone and a doom token is removed. The powder is burned up however and I discard it.

Fixxxer
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Alright, then, @MinusInnocence, let's get those rolls.

It's worth noting that since Dexter acts ahead of Sister Mary in the turn, if he closes the gate on his turn, she can't encounter it on hers, and therefore won't be transported to an Other World. Instead, she'll have an encounter at Woods. If he doesn't close the gate, she'll encounter it on her turn and go to The City of the Great Race. If he later closes it, she'd be Lost In Time and Space (unless there was another gate to that same dimension open on the board), but Sister Mary is the one Investigator who can't be Lost In Time and Space, so she'll just get kicked over to South Church instead.

Board Rider
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Should dexter close it? Thats the plan right? Then go trade trophies for clues?

Fixxxer
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There's no reason for him not to that I can see.

MinusInnocence
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First things first: Will 2 + 1 Cross + 0 Proto-Shoggoth gives Mary 3 dice for her Horror check.

In the interest of saving time, we'll go ahead and roll the Lore check for Wither here, too. 4 dice.

Horror vs Proto-Shoggoth (Cross), Casting vs Wither
I rolled 3d6, the result is 6, 5, 6 = 17.
I rolled 4d6, the result is 3, 4, 3, 1 = 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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Blessing comes through yet again!

All right. We'll use the Deputy's Revolver/Wither combo instead of the Shotgun, but doubles on 6s does sound pretty sweet. If I fail, I will use Foresee and exhaust the Seven Cryptical Books of Hsan to soak the Sanity cost.

Fight 2 + 3 Wither + 2 Deputy's Revolver (rounded up) + 0 Proto-Shoggoth gives me 7 dice. We're looking for 3 successes on a 4, 5 or 6.

Combat vs Proto-Shoggoth (Deputy's Revolver, Wither)
I rolled 7d6, the result is 2, 1, 6, 3, 1, 2, 1 = 16.

"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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That's dookie. OK, casting Foresee now and exhausting the Tome (or does that only happen if I successfully cast the spell?).

Lore 4 - 1 Foresee gives me 3 dice.

Casting vs Foresee
I rolled 3d6, the result is 3, 1, 6 = 10.

"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

Sweet. Let the good times rollllll (again)! If I only get 2 successes I may or may not use a Clue. Also, note that I have now cast 2 spells, which brings us back up to 4 Clue tokens on the Rumor card.

Combat vs Proto-Shoggoth (Wither, Deputy's Revolver)
I rolled 7d6, the result is 6, 1, 4, 4, 3, 6, 1 = 25.

"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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Solid. To answer BR's question, it's up to you whether or not you want to close the Gate, since you don't have enough Clues to seal it. I'm more than happy to get drawn into the Other World no matter what you do, because Mary is a boss and can't be Lost in Time or Space.

What she can do, however, is potentially crash her car during a gunfight with the Proto-Shoggoth. Rolling now.

Bullshit vs Patrol Wagon
I rolled 1d6, the result is 4 = 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

Fixxxer
Fixxxer's picture

Sweet victory!

I'm on my way out the door to work right now. I'll update when I get home. @Board Rider, go ahead and roll vs the gate if that's Dexter's intention. I know it's covered up on the map right now, but the gate is a +0 modifier to your Lore or Fight roll.

Aladdar
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You can go ahead and close it to reduce the chance of a monster surge there. Or you can choose to stay there, and see if an encounter in the woods gives you another clue that you could then use to close/seal it. If you do that, Sister Mary gets sucked through the gate, but when you close it she just goes back to the church, so aside from her floating around in the dimension for a bit it isn't as bad as if one of us was sucked through.

Or you can leave it, go trade in for clues, and then head back through the gate and try to encounter it again, going into the dimension, working your way through, and coming back out to close/seal again.

Aladdar
Aladdar's picture

one issue though is that you only have 1 sanity left though. So you couldn't cast find gate to return or you'd go insane. And if you had any encounters that zapped your sanity you'd be insane again.

Also, @Fixxxer, you put Barnabas Marsh on my card as a monster token. But I don't think I actually get that as a token do I? It just removes a doom track and then gets put in the box right?

Board Rider
Board Rider's picture

Dexter to close gate.

I rolled 4d6, the result is 6, 4, 4, 2 = 16.
Fixxxer
Fixxxer's picture

Aladdar wrote:

Also, @Fixxxer, you put Barnabas Marsh on my card as a monster token. But I don't think I actually get that as a token do I? It just removes a doom track and then gets put in the box right?

That's correct. i was just operating on autopilot. I'll remove the token during the next update.

Aladdar wrote:

You can go ahead and close it to reduce the chance of a monster surge there. Or you can choose to stay there, and see if an encounter in the woods gives you another clue that you could then use to close/seal it.

This, though, is mildly erroneous. Dexter can't hang out in Woods and have an encounter there hoping for Clues because you can't have an encounter in a location with an open gate.

Fixxxer
Fixxxer's picture

@MinusInnocence, decision time. Feel like you might like a life of crime?

MinusInnocence
MinusInnocence's picture

"Petty Larceny" is Sister Mary's middle (two) names. Deputy Sister Mary Petty Larceny O'Hoolihan is what they call me.

EDIT: That's a yes. Please take my Yuggoth Gate trophy for the Sheldon Gang Membership.

"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

LOL, only seems accurate. Nothing screams corruption more than a police officer, catholic nun. lol

Fixxxer
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I love every single thing about this.

Fixxxer
Fixxxer's picture

Alright, we're headed back to Upkeep. First Player Token is going to move back to Dexter Drake. Dexter and Sister Mary are delayed due to being sucked through the gate against their will. They will cease being delayed after Movement. What's worse, monster movement has rendered Michal McGlen's plan to swap places with a monster to get access to a gate moot. I'm open to alternate ideas, but for now, he's thinking about swapping places with the Ghoul at Uptown streets, then heading into the R'lyeh gate the next turn, even though it's gonna be the hardest gate to close, thanks to our new Environment.

Anywho... if you've got a blessing, go ahead and roll for it. Anyone got a plan for how to proceed?

MinusInnocence
MinusInnocence's picture

I think I'm going to keep my sliders where they are.

@Board Rider, it's up to you how you want to proceed. I can offer you my Seven Cryptical Books of Hsan, which will let you pay the Sanity cost for Find Gate without going insane and get out of here. You probably don't want to be hanging around R'lyeh right now, considering you only have 1 Sanity and 2 Stamina. If you're guessing that there are a large number of Other World cards for R'lyeh that end in, "you are devoured," you are correct; and the list gets even longer if you add cards that result in damage to both stats at once. If you ever hit 0 in Sanity and Stamina, you're also devoured.

When you exit, you don't have enough Clues to seal the Gate, so I don't think you should try (because closing a Gate without sealing it is how this happened to us in the first place). The new environment would mean that even if you moved your slider to Lore 5/Luck 0, you only have one die to roll when trying anyway. As it stands, I don't even get to roll at all even with Fight or Lore maxed out unless I spent a Clue. I only have 1 Clue though, so I wouldn't do that, and again, it would be stupid of me to try because another Gate could just open right away.

I'm not concerned about any of the above because I'm playing Sister Mary so none of this is really a big deal for her. If you think this idea is a good one (me giving you the Unique Tome that would pay the Sanity cost for Find Gate or any other spell that only costs 1) and you have anything you would like to trade in exchange, I won't say no.

Rolling for my Blessing now.

Upkeep vs Blessing
I rolled 1d6, the result is 3 = 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

Aladdar
Aladdar's picture

Why don't you switch places with that spider thing next to you and then try to sneak past the fire vampire into that easier gate next to you?

Aladdar
Aladdar's picture

Ah, it takes all your movement points. You could still switch there however, fight the vampire and then move on next turn although there's a risk some bad guys could move right on you.

Aladdar
Aladdar's picture

Oh, and keep my sliders where they are.

Board Rider
Board Rider's picture

Sure, @MinusInnocence. How about the Anthame in exchange? When its Dexters turn that's what I will do. Cast Find Gate and try to get out.

Also, Fixxxer, if I recall I used the Flesh Ward spell awhile ago. Wouldn't that have been exhausted and no longer on my sheet.

MinusInnocence
MinusInnocence's picture

I will gladly take the Athame.

"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

Board Rider wrote:

Sure, @MinusInnocence. How about the Anthame in exchange? When its Dexters turn that's what I will do. Cast Find Gate and try to get out.

Also, Fixxxer, if I recall I used the Flesh Ward spell awhile ago. Wouldn't that have been exhausted and no longer on my sheet.

Exhausting spells doesn't remove them from your sheet. They "untap" and turn right side up again at the beginning of Upkeep each turn, unless doing so requires some other investment (like the gangster's Mi-Go Brain Case, which requires all his movement points to be able to make it ready for use again).

"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
Board Rider's picture

Good to know. You're the best!

Fixxxer
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Aladdar wrote:

Why don't you switch places with that spider thing next to you and then try to sneak past the fire vampire into that easier gate next to you?

I guess that's as viable as my other idea. I considered this originally, but rejected it because I misread the Fire Vampire's monster card. It does have Physical Immunity, so the tommy gun doesn't help at all, but with Michael's Fight slider all the way up, he still gets to roll 4 dice and hope for a single success with a blessing, which isn't bad odds.

Fixxxer
Fixxxer's picture

Michael's gonna move his Fight slider up one. We've got Sister Mary and Darrell keeping their sliders where they are. @Board Rider), still need a d6 roll to see if Dexter keeps his blessing. Will his sliders be moving this turn?

Board Rider
Board Rider's picture

No slider movement and here is the blessing roll.

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

Michael McGlen Combat vs Fire Vampire

Combat (5-2=3)
I rolled 3d6, the result is 5, 4, 4 = 13.
Fixxxer
Fixxxer's picture

@Aladdar, Darrell's up. Figure out how you wanna deal with that Ghoula nd roll for it.

@MinusInnocence and @Board Rider, you discussed trading items. That can be done essentially for free, just for sharing the same space, so I'll have that trade take place as early as possible, at the beginning of Dexter's turn in the Other World Encounters phase. That will leave Dexter with Seven Cryptical Books of Hsan and Sister Mary with the Athame. I bring it up because Find Gate is one of those odd spells that can be used during any phase, so if the intention is to use that, it can be done essentially in lieu of having an Other World Encounter. Is that what Dexter is planning, or is he going to have an Other World Encounter? If it's the former, let's go ahead and get the Spell Check.

Board Rider
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Spell.

I rolled 3d6, the result is 4, 1, 1 = 6.
Aladdar
Aladdar's picture

Bah, I completely missed that that ghoul had moved up on me. Is it too late to move my fight/will slider to deal with it? If I'd have noticed that I would have moved my slider by two to give me a decent chance of not going insane.

MinusInnocence
MinusInnocence's picture

Nice. BR got the fuck out of Dodge successfully. Assuming that Ghoul is eventually dealt with, he can go on his merry way. I don't really know what he should do first; he's in pretty rough shape.

"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

Aladdar wrote:

Bah, I completely missed that that ghoul had moved up on me. Is it too late to move my fight/will slider to deal with it? If I'd have noticed that I would have moved my slider by two to give me a decent chance of not going insane.

Normally I'm pretty hard-nosed about that sort of thing, but since it's still our first game and since Darrell hasn't actually done anything yet this turn, we'll say yeah. Use numbers based on the Fight/Will slider moving 2 digits and I'll update that when I update the rest of the game.

Aladdar
Aladdar's picture

ok, great.

As I can't survive any will damage, I'll steel myself for the battle by moving fight/will to 3/3. I'll also tap the cryptozoology card for the will check giving me a 4d6 for my will check which I'll make now.

I rolled 4d6, the result is 1, 1, 3, 3 = 8.
Aladdar
Aladdar's picture

ugh, doesn't matter. I'm insane either way apparently.

Send me to the asylum and give me a madness card.

Fixxxer
Fixxxer's picture

Black luck, that.

@MinusInnocence, Sister Mary's up. Let's get that roll.

MinusInnocence
MinusInnocence's picture

I should have left Dexter to die.

Will vs Other World
I rolled 1d6, the result is 4 = 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

Fixxxer
Fixxxer's picture

Back in Upkeep. Michael McGlen will become first player this time around. He's planning on using the Mi-go Brain Case to swap places with the Maniac so he can both escape the Leng Spider and get into the gate this turn. If everything goes well (huehuehue), he can spend 2 rounds in the Other World, pop back to Arkham and close/seal the gate the following round, which wins us the game.

Just a heads up, Darrell Simmons isn't delayed or anything. When you end up unconcious, you lose the rest of the current turn, but next turn generally isn't affected.

Dexter Drake will have to deal with that Deep One during the Movement phase. He can fight (Horror + Combat) or he can flee (Evade + movement) or he can hide (Evade + no movement). After that, assuming he's still standing and still in Woods, he can choose to encounter the gate during the Arkham Encounters phase.

On that subject, a word about closing gates while Investigators are still in an Other World. If a gate to an Other World is closed while there is an Investigator still in that Other World AND if there is no other gate to that Other World open in Arkham, then that Investigator is Lost In Time and Space (which means they lose a full turn). In this instance, the Investigator still in that Other World is Sister Mary, who is immune from being Lost In Time and Space. In short, it can sometimes be a bit of a dick move to close a gate while someone's still in there, but where Sister Mary is concerned, it's not even an inconvenience, as she'll just pop back up in South Church.

Take note that as per the Mythos card, all of the yellow locations are closed for the duration of this turn. They can't be entered at all. They'll open back up after the next Mythos phase.

Last note, we're currently at both the Monster Limit in Arkham and in the Outskirts.

Let's get rolls for blessings from @Board Rider and @MinusInnocence. Let's get slider changes from everyone. Let's get Movement round actions from @Aladdar and Board Rider.

MinusInnocence
MinusInnocence's picture

No whammies! I still got one more turn in R'lyeh.

Upkeep vs Blessing
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

Board Rider
Board Rider's picture

Blessing. Also, move sliders 2 for Fight/Sneak to 3/3.

I rolled 1d6, the result is 5 = 5.
Board Rider
Board Rider's picture

Dexter is going to try to evade and move to the Historical Building to grab those clues. If he gets those then he has enough to get a gate sealed right?

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

This game is hard. The die roller makes it harder.

Aladdar
Aladdar's picture

I have no idea what to do. Lol

I don't think I have any way to get past that vampire. I might be able to take the other, but that vampire will either drive me insane or kill me.

I guess I'll stay put? Any other ideas?

Fixxxer
Fixxxer's picture

Staying put might be best. The Star Vampire is one tough hombre, and the Moon Beast can actually kill you outright.

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