Nyogtha - The Chatter

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Fixxxer
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Nyogtha - The Chatter

For the duration of the game, let's treat this thread like we do OOC threads in other PbG games. All chatter, discussion, tactics, die rolling, shit-talking, etc should go here and the other thread will be for the map as it changes from turn to turn.

The game will begin with the drawing of a Mythos card as the Ancient One begins stirring. Before that, let me introduce our cast of characters.

The Ancient one is Nyogtha, who old-school Metallica fans might know better as The Thing That Should Not Be. Looking at Nyogtha's sheet, it is able to reach through reality, so any time some variation if "a monster appears!" happens during the Arkham Encounters of Other World Encounters phase, the Tendril of Nyogtha will be that monster. It's deadly, icky, and cannot be claimed as a monster trophy by any means. Note that Tendril of Nyogtha will not appear as part of a normal gate opening or when "a gate and a monster appear!" is encountered. As well, Witches, Warlocks and Ghouls become much harder to fight.

Investigators:

Jim Culver, played by Fixxxer
Kate Winthrop, played by Obsidian_Spoon
DaisyWalker, played by Aladdar
Carolyn Fern, played by Board Rider
Minh Thi Phan, played by MinusInnocence

Have a quick look over each of them, their special abilities and their current gear. We'll need to decide on a full turn order before we start the first round.

Edited by: Fixxxer on 10/29/2019 - 04:38
Aladdar
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Daisy looks like a badass.

Quick question as I'll probably be doing this first. That tome allows me to search the entire spell deck for a spell of my choosing. I don't know all the spells in the deck and I doubt you want to list every single one.

Is there somewhere online that lists them all I can look over, or do you want to just give me a handful of the "best" spells to choose from and I'll tell you which one I want?

Fixxxer
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I got you, fam.

http://www.arkhamhorrorwiki.com/Spell

With her abilities being what they are, Daisy is arguably the most powerful Investigator in the entire game. She's a natural spellcaster, as only the badassest spells have a really high sanity cost. I'm 100% certain that I have all the expansions, so we should be playing with every card available in the game. I'm not 100% certain whether each of the expansions I own is a revised edition or not, though, so keep that in mind.

We've certainly got a pretty neat roster, all things considered. Jim Culver is good vs. undead monsters, and he can often have an easier time getting through a tough Other World. Minh Tai Phan is great at skill challenges, and can make other Investigators good for a short time as well. Carolyn Fern can heal sanity damage. Daisy can cast spells without going bonkers. And gates can't open where Kate Winthrop is standing, so whenever possible, she ought to be in an unstable Location (red diamond) that has lots of Mythos cards attached to it (Woods, Witch House, Graveyard and Gardner's Place come to mind).

At face value, if everyone played to their Investigator's obvious strengths, Jim would try for Clue tokens and try to dance his way through gates to difficult Other Worlds, occasionally sniping tough undead monsters. Minh would shadow someone else, eventually trying to gain an ally for herself as well (this is easiest done through encounters at Ma's Boarding House, Historical Society and sometimes Velma's Diner. Carolyn is a wild card, but would keep herself on-call to rush to any Investigator that needs a sanity recharge. And Daisy would try to get hold of every tome and spell she could so she could operate as our primary spellcaster.

That said, no plan survives first contact with the opposition. It's all well and good to make a plan, but it's likely to fall apart when a badass monster we can't tackle is blocking off access to the General Store or a gate opens in Dunwich and we have to worry about spawned monsters waking up the Dunwich Horror or gate after gate opens, one after another.

Oh, on that subject. We have more players this time around, so some of the numbers are different from last time. Here's the breakdown:

Open Gate Limit: 6 (once 1 7th gate opens, Nyogtha wakes up immediately)
Monster Limit: 8 (monsters in Dunwich don't count against this)
Outskirts Limit: 3 (4th monster in the Outskirts empties it and Terror Level increases)
Monsters Drawn: 2 (this is during a Mythos phase when a gate opens, not all the time)

Aladdar
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My guess is that we probably need to keep someone parked over in Dunwich, at least once we have a monster or two showing up there right?

Board Rider
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Wow...lots of new stuff! Since Dr. Fern literally has the ability of 0 speed would she be a good person to park in Dunwich?

Fixxxer
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Anyone that feels they can take on a monster or two would be a good person for Dunwich. That said, you're still gonna want to be able to get around, even in Dunwich.

On that note, is anyone having trouble reading the encounter text for the Dunwich locations? It might just be that my local copy is a little messed up, but it looks like there might have been a resolution conflict when I added Dunwich that resulted in a lower resolution on that map. Can anyone confirm?

Aladdar
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I can read them if I expand it out to it's largest, but it's really blurry compared to the Arkham map.

Obsidian_Spoon
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Yeah, it definitely has a lower res than the Arkham map.

Fixxxer
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Well... shit. Is it readable for now? It seems this is the highest resolution I'm gonna be able to get unless I scan my own. Which I'm very willing to do, but my scanner's size means I'd have to cut the board in half to scan is all, which I'm not okay with doing.

Aladdar
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I can read it on my computer, but on my phone it's difficult. But sometimes in the game it's hard to read them too since there's a character sitting on top of the description.

Maybe just add a text description to the game post at the top that lists what each location in both Arkham and Dunwich says.

Aladdar
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Quick question about this spell. Now I don't plan on using it, but it's an interesting spell as I'm not sure how it works.

http://www.arkhamhorrorwiki.com/Call_Ancient_One

When you awaken the ancient one does it get all of it's doom tracks filled in and then have "X" of them removed, or does it get awakened at whatever it's current doom track is set to?

Fixxxer
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When the Ancient One awakens, it always has a full Doom Track. Adding tokens to the Doom Track as we play isn't a measure of how strong he'll be when he wakes up, it's just keeping track of one more way he might possibly have to awaken, otherwise it would be most beneficial for the Investigators to sit back and let gates open until he wakes up so they only have to fight him with a couple of Doom Tokens on his track. Your reading of this spell is correct. Nyogtha would wake up immediately, but X number of Doom Tokens would be removed from his Doom Track immediately, so he'd be that much easier to defeat.

On the subject of the lower resolution board, for now I'll post a list of Locations with text and the text itself for now. I'll be calling around to find a document scanning service that can handle the task of getting us a good scan.

Fixxxer
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It looks like Aladdar's search-fu is much better than mine, and he may very well have saved me a trip to the scan house. Have a look and tell me if this is better. Original on top, with Aladdar's version below.

Aladdar
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Yes, the new one is better.

Aladdar
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Yes, the new one is better.

Fixxxer
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Alright, that out of the way, who wants to go first, second, etc?

Aladdar
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why don't we roll for it, or feel free to assign. I'm not that concerned with turn order.

Board Rider
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Last for me please.

Obsidian_Spoon
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I don't want to go first. I would have no idea where to begin.

Aladdar
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Our goal in the early rounds are to try to aquire clues, and try to get better items for fighting the hordes of monsters which will come later.

Fixxxer
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What Aladdar said. Before we begin play, you'll get to adjust your skill sliders wherever you want. If you look at your Investigator's card, you'll see the numbers that act as your skill check modifiers. Those odd ovular pill-looking things denote where your slider is currently set. You'll notice that as the modifier for one skill increases, another skill modifier decreases. Before play, we can set these sliders wherever we want, but in the future, you'll only be able to move your sliders a combined number of moves equal to your Focus (listed just above the skill modifiers).

Anyway, movement is based mostly off of what your Speed slider is set to. So the higher you have your Speed set, the farther you'll be able to move (but the worse your ability to Sneak is). If you've got Kate's Speed slider set to 3, for example, you'll be able to move up to 3 areas during your turn of the Movement Phase. That's any combination of Locations (circular spaces on the map) and streets (square spaces on the map). So in this example where Kate's Speed slider is set to 3, she could move from her starting location at Science Building to Mistaktonic University Streets, then to Merchant District Streets, then to Unvisted Isle, and end her Movement Phase there. Or any other combination of 3 areas.

In the earliest part of the game, it's usually a mad dash to nab the Clue tokens that are on various Locations on the map before they disappear into opening gates or your route to them gets cut off by monsters. Clue tokens are hella useful for a couple of reasons, but the #1 thing is that if you close a gate, you can spend 5 Clue tokens to seal it, so a new gate (usually) can't open there again. We seal up 6 gates, we win the game and Nyogtha can pick one and suck it.

As Aladdar mentioned, another early goal is often to acquire more useful equipment. You'll gain (or lose) equipment often while having various encounters during the game, but the easiest way to get gear is to simply shop for it and purchase it. Spells can be purchased at Ye Olde Magick Shoppe. Magical items, weapons and tomes of maddening lore can be had at Curiositie Shoppe. Common items and weapons can be purchased from General Store.

A potential early goal that hasn't been mentioned yet is trading. Maybe you begin with a wealth of guns, but MinusInnocence got the shaft and has no weapons. Or maybe someone else has a spell that you really, really want. Investigators are able to trade equipment with each other so long as they're sharing a space, so sometimes an early goal is "meet up with X Investigator to trade some shit."

Fixxxer
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Aladdar brings up a good point, and I'm anxious to get this show on the road, so I'm just going to assign a turn order. At the Onset, Daisy Walker (Aladdar) will be first player, followed by Jim Culver (myself), then Minh Tai Phan (MinusInnocence), then Kate Winthrop (obsidian_spoon), and finally Carolyn Fern (Board Rider).

Everyone, please let me know where you'd like your skill sliders to be initially set to. Once everyone chimes in with that, I'll draw the first Mythos card and we'll be on our way. If anyone's unclear about what the six skills do, please read this thread: https://www.dndarchive.com/forums/azathoth/rules

Jim Culver's going to begin with his Speed/Sneak set to 3/1, his Fight/Will set to 2/3 and his Lore?Luck set to 3/3.

Obsidian_Spoon
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Kate Winthrop will set all her skills to a balanced setting at first, so Speed/Sneak to 3/3, Fight/Will to 2/2, and Lore/Luck to 3/3.

Fixxxer
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Aladdar
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Speed/sneak at 2/3
Fight/will at 2/3
Lore at max

MinusInnocence
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Speed 3/Sneak 3, Fight 3/Will 2 and Lore maxed out at 4 so Minh can read The King in Yellow ASAP. Isn't it interesting that Sister Mary started with the King in Yellow last time, too? That's not weird or foreboding at all. I want to go watch the first season of True Detective again now.

EDIT: Scratch that, I didn't see Minh had drawn a second Tome. I will go to Speed 4/Sneak 2 at first so I can read both on my first turn.

Fixxxer
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Good to go. Just waiting to hear from @Board Rider now.

Board Rider
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Lets go:
Speed/Sneak - 2/1
Fight/Will - 2/3
Lore/Luck - 4/3

Thanks!

Fixxxer
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Awesome, good to go! I'm on my way out the door to work right now, so I'll draw our first Mythos card and the game will begin when I get home later tonight. I've updated the Investigator sheets to include everyone's slider choices, and I've updated the map to the version with a higher resolution for Dunwich.

Tactics haven't really been discussed yet, so if anyone has an idea of how they intend for their Investigator to begin, now's a good time to discuss them with the group. For my part, barring a gate opening nearby, Jim Culver will be heading to Graveyard to retrieve the Clue token there.

Just as a reminder, In this first turn, after the Mythos is drawn and resolved, we'll move right to the Movement Phase, which we'll do in turn order, then to Arkham Encounters, also in turn order for any Investigators that aren't in an Other World or Lost in Time and Space, then to Other World Encounters for any Investigators that aren't in Arkham/Dunwich, then it's back to the Mythos Phase. After that, we'll begin turn 2 with our first real Upkeep Phase.

Fixxxer
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Alright, the game is afoot!

In true Arkham Horror fashion, we got a shitty environment from the first Mythos card. Environments persist from round to round until replaced by a new environment. So until then, we all get -1 Speed (and movement points) and +1 Sneak while we're in Arkham/Dunwich.

We're in the Movement Phase and it's Daisy's turn, followed by Jim. I'll happily stockpile Movement Phase actions from the rest of you as well.

Aladdar
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Ok, I'm going to stay in the library and read my tome. Let's see if my sexy Librarian glasses can help me decipher this thing.

I rolled 3d6, the result is 6, 2, 3 = 11.
Aladdar
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arcane symbols and devilish curses swirl together causing my mind to collapse inward and all of the secrets of the arcane world are momentarily opened before me in crystal clarity. I see how all the pieces fit together allowing me to learn a powerful spell.

OOC: I'm thinking either Arcane Insight or Find Gate. Arcane Insight allows me to help us manage the mythos cards each round, but it's got a pretty high spell check of -4, so it's going to be hard to cast successfully.

Find Gate allows me to instantly return to Arkham after entering a gate and having one encounter, which makes it much easier for me to close/seal gates.

Any other spells you'd recommend I get? If I get another shriveling, I become almost unstoppable against one monster (As long as I don't go insane or it have magical immunity), but shriveling seems to be fairly common. Any other ideas?

MinusInnocence
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Guess I'm not reading two Tomes this turn. Fuck you very much, Environment card.

King in Yellow is the priority here. We're spending 2 movement points to read it and will just have to stick around here for a turn to draw an Encounter card.

Lore 4 - 2 leaves Minh with 2 dice. I may or may not spend a Clue or 3.

Lore vs The King in Yellow (the book, not the guy from Lost Carcosa)
I rolled 2d6, the result is 6, 3 = 9.
MinusInnocence
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Since the way this would normally work is that @Aladdar is just shuffling through the Spell deck and gets to pick whichever one he wants; and since it sounds like he wants to choose a really sweet one that is also kind of hard to pick up by chance; is it kosher for us to get a count for how many copies of each different spell there are, @Fixxxer?

Fixxxer
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Without actually counting each of them, there are multiples of every card. Arcane Insight is a good thought for Mythos management.

Bind Monster is another good idea. Since it gives you a blanket success on a Combat check, it can work against any monster, including The Dunwich Horror.

Open the Third Eye, Call the Azure Flame and Summon the Beast Within would be interesting choices, either for Daisy or for her to give to another Investigator. Each of them essentially allows the Investigator to go all Altered Beast for a time.

If Daisy's concern is being a combat god, then a second Shrivelling is a good thought, as is Flesh Ward.

Aladdar
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ooh, I do like the azure flame card. Question on that card. Daisy negates one sanity when casting spells which this spell costs. Each upkeep phase you either have to recast the spell (Which has the sanity cost of 1 which I can ignore, I just have to pass the spell check) or I can just pay 1 sanity to keep it from refreshing.

Since I get to ignore 1 sanity loss on spells, would that one essentially just always stay refreshed? Do I get to ignore that one sanity loss to just keep it refreshed?

Obsidian_Spoon
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Kate was thinking of going to The Unnameable for that clue. Would it be better to stay in the Science Building for an encounter there or to end my turn in the street? I haven't seen any encounters before so I don't know what they're like yet.

MinusInnocence
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Ending your turn in the street deliberately is usually a bad idea, especially if there are flying monsters on the board. When they move, they will go up to the Sky and from there will swoop down on someone the next time they move.

Fixxxer
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MinusInnocence wrote:

Ending your turn in the street deliberately is usually a bad idea, especially if there are flying monsters on the board. When they move, they will go up to the Sky and from there will swoop down on someone the next time they move.

Eh. I agree with some of this. There are three pros to ending your movement in a street rather than a location.

1: You won't have an encounter during the Arkham Encounters phase. It's debatable whether this is, strictly speaking, a pro, but if you're in a neighborhood with locations that tend to have encounters you aren't equipped for, then it might be better to skip the encounter.

2: Gates can't spontaneously open on top of you. Gates can open in unstable locations (those with a red diamond instead of a green) during the Mythos Phase or as a result of an Encounter. When this happens, an Investigator gets sucked into the gate and because they didn't enter the gate of their own volition, they are delayed for a turn because of it. No risk of this happening in a street.

3: Conditional happenings. It'll be obvious in advance when this is applicable, but sometimes a Mythos card places a point of interest on the board, which is almost always in a street. Interacting with this point of interest usually requires ending your Movement Phase in that street.

Likewise, there are three big cons to ending your Movement Phase in a street rather than a location.

1: You won't have an encounter during the Arkham Encounters phase. Encounters can be dangerous, but the payoff for completing them is often times very worth the while. You miss out on this payout if you skip the encounter.

2: Monsters. Monsters move during the Mythos Phase, as dictated by the Mythos card. But while monster can begin in locations or be teleported to them, normal monster movement keeps them wandering the streets rather than invading locations. As such, it can be dangerous to be out of doors if there are monsters nearby.

3: Flying monsters. These deserve special mention. With a few exceptions, monsters usually only move one area during their movement, and they move to adjacent locations, so a street can be safe enough if there are no monsters in adjacent locations. Except that flying monsters (monsters with blue borders to their monster cards, which both of the monsters currently on the board are) that aren't in a space with or in a space adjacent to an Investigator will move to the Sky (see the bottom right part of the map). The Sky is considered to be adjacent to every street location, so if there are monsters in the Sky, it's a risk being out of doors.

Aladdar wrote:

ooh, I do like the azure flame card. Question on that card. Daisy negates one sanity when casting spells which this spell costs. Each upkeep phase you either have to recast the spell (Which has the sanity cost of 1 which I can ignore, I just have to pass the spell check) or I can just pay 1 sanity to keep it from refreshing.

Since I get to ignore 1 sanity loss on spells, would that one essentially just always stay refreshed? Do I get to ignore that one sanity loss to just keep it refreshed?

This one's answered by the specificity of the wording. Daisy doesn't "ignore 1 sanity loss on spells," the "Sanity cost to cast spells is reduced by 1." The refreshing of the spell isn't a casting of it, so she'd end up paying the Sanity cost if she wanted to keep it going. It's a niggling point, but she'll have to face the very small possibility that she might flub the casting of it if she wants to keep the effect from round to round.

Incidentally, Azure Flame seems to have identical stats to the Shotgun common item, save that one is a physical weapon and one is magical.

Obsidian_Spoon
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Kate will go ahead and stay at the science building and see what an encounter will look like.

Side note: I have a little trouble seeing which are green and which are red diamonds on locations, but I think I can mostly tell. If ever I say I'm moving somewhere because of the color of the diamond, though, double check for me.

Aladdar
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Ok, while I like that card, I just now how bad mythos cards can be. I think Arcane Insight is going to help us far better as a group than anything else I can take right now.

Any final thoughts on that from someone who would think otherwise? It's hard to cast, but it does seem worthwhile when we can to be able to control to some extent what effects we have to deal with.

Fixxxer
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Aladdar wrote:

Ok, while I like that card, I just now how bad mythos cards can be. I think Arcane Insight is going to help us far better as a group than anything else I can take right now.

Any final thoughts on that from someone who would think otherwise? It's hard to cast, but it does seem worthwhile when we can to be able to control to some extent what effects we have to deal with.

I think Arcane Insight is a great idea. It can be used multiple times during the game, so we'll always have a decent idea of what to expect from Mythos cards. And if we happen upon a particularly difficult Mythos card, it can be stalled towards the bottom of the pile again and again.

If you go with Arcane Insight, I'd suggest a course of action that we might all take. Because the casting modifier is modified by +1 for every tome Daisy has, I'd suggest that we all make an effort to get every tome we have/find into Daisy's hands. If she gets enough of them, she can keep the Mythos deck predicable for the entire duration of the game.

Obsidian_Spoon wrote:

Kate will go ahead and stay at the science building and see what an encounter will look like.

Side note: I have a little trouble seeing which are green and which are red diamonds on locations, but I think I can mostly tell. If ever I say I'm moving somewhere because of the color of the diamond, though, double check for me.

I can help with that, actually. From the south up to the north, the unstable (red diamond) locations in Arkham are:

Woods
Historical Society
Silver Twilight Lodge
The Witch House
Science Building
The Unnamable
Unvisited Isle
Black Cave
Graveyard
Hibb's Roadhouse
Independence Square

In Dunwich:

Cold Spring Glen
Wizard's Hill
Whatley Farm
Devil's Hopyard
Gardner's Place

Aladdar
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ok, I'm going to take Arcane Insight.

Fixxxer
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Figures. Imgur is currently having a tiny snafu and won't let me access to the page to upload new images. I'm sure it'll be fixed about 2 seconds after I walk out the door to go to work. I can update the map and Investigator sheets when I get home.

The map hasn't changed much yet. Daisy stayed put and traded her tome for a spell. Jim is ending his Movement in the Rivertown Streets. Minh stayed put and traded her tome for 4 Clue tokens. Kate stayed put. @Board Rider, what's Carolyn going to do during Movement?

Board Rider
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Jesus...I can't even move farther than outside of the nuthouse. I messed that up.

Carolyn is going to have an encounter.

Fixxxer
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Aight, then. We've completed the Movement Phase and are in the Arkham Encounters Phase. For obsidian_spoon's benefit, we'll go through this phase in turn and any Investigator in a location either has an encounter card drawn for them which will usually prompt some action from them or they can do the text printed below the location on the map, if the location has text. An Investigator in a street is not in a location and therefore gets skipped during this phase. An Investigator that is in one of the Other Worlds on the right side of the board gets skipped this phase and will have their encounters during the next phase, Other World Encounters.

@Aladdar, some rent-a-cop prick is trying to shoo Daisy out of the Library. The nerve! Can she keep that from happening with a Sneak (-1) check? Remember that the current environment also adds +1 to Sneak checks.

Aladdar
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ah, I'd forgotten already about the +1 to sneak checks. That helps.

I rolled 3d6, the result is 4, 2, 5 = 11.
Aladdar
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I stay put.

Aladdar
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@Fixxxer, when casting arcane insight, I see it happens during upkeep. Does it happen before or after I adjust sliders or do I get to choose?

Fixxxer
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It happens before skill slider adjustment, unfortunately. The order of operations for Upkeep goes like so:

1: Refresh exhausted cards.
2: Perform Upkeep actions (rolling for blessings, casting Arcane Sight, using a Healing Stone, etc).
3: Adjust skills.

Fixxxer
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Alright, here's the breakdown of what happened this turn.

Daisy passed her Sneak check and didn't get ejected into the street.

Jim didn't have an encounter.

Mihn saw some horrible shit that damaged her Sanity.

Kate drew what is normally a really nice card, but there were no valid targets from the card and there was no penalty for failing the skill check, so we skipped ahead.

Carolyn had to draw a card from the Ally deck to be removed from the game.

Then the Mythos card got drawn. We now have 2 gates and 4 monsters on the board. All of the monsters got to move this turn, so the three flying monsters took to the sky (now would have been a REALLY good time to draw that encounter card, Kate) and the Dimensional Shambler moved into the street, right in Minh's way. Fuck that asshole.

We're now back in the Upkeep Phase. Nobody has any conditions (blessing, retainer, etc) they need to roll for that I'm aware of. This is normally the time when exhausted cards would be refreshed, but nobody exhausted any cards last round, so that's a non-issue.

I'll need slider changes from @Aladdar, @MinusInnocence, @Obsidian_Spoon and @Board Rider. Please remember that you can only move your sliders a combined number of spaces equal to your Focus, so if your Focus is 2, for example, you can move your Speed slider 2 spaces either direction or your Speed slider 1 space and your Fight slider 1 space, etc.

Aladdar, as mentioned earlier, if you're going to try to cast Arcane Insight, that'll need to be rolled prior to moving your sliders.

Jim's gonna keep his sliders where they are for now. His plan is still to hit Graveyard and grab that Clue token. One more Clue token after that and he'll be equipped to go close/seal a gate.

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