Nyogtha - The Chatter

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MinusInnocence
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In Upkeep, Minh moves her Speed all the way up to 5. Her intention for the Movement Phase is to read her last Tome with 2 points, move 1 space into the street and cast her spell to Evade the Dimensional Shambler, then use her remaining movement point (thanks to the Environment card's penalty) to move onto the open Gate. Before ending her Movement phase and being drawn in, she will plant her Time Bomb there with 2 Clue tokens (because she gets to pick how many rounds it takes before it detonates, up to 3), then on the Encounter phase be drawn into the Other World.

With any luck, she will spend 2 turns at The Plateau of Leng and return to an empty location after the Time Bomb detonates. 2 monsters coming out of a Gate during a Monster Surge is a real bitch and I can't bank on sneaking past more than one at a time.

Aladdar
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Ok, I think my roll for arcane insight is currently 1d6 since I have a 5 lore and no tomes?

If so, here goes.

I rolled 1d6, the result is 2 = 2.
Aladdar
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I see nothing.

Move my speed slider up to 3 and I'll move to the unnamable on my next turn to pick up that clue.

Obsidian_Spoon
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Kate's gonna move her Speed/Sneak up one to 4/2, so she can get to the Unnameable place this round.

Obsidian_Spoon
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Oh snap, just saw the comment before mine by Aladdar. I guess I'll plan to move to the Silver Twilight Lodge for that clue.

Board Rider
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Slide speed to the right one for speed 3. Carolyn plans to move to Independence Square! Exciting!

Fixxxer
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@Board Rider, is Carolyn planning to nab those Clue tokens? I don't want to assume.

@MinusInnocence, Minh is up. If the plan is still to cast Mists of Releh, the casting modifier is equal to the Dimensional Shambler's awareness (the number it uses to modify Evade checks), which is -3. So with your Lore of 4, you'll get to roll 1d6 and hope for success.

Board Rider
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Yep. The plan is to grab the tokens.

MinusInnocence
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Actually, before I move out and try to cast the spell I want to spend 2 points and use the Tome to give myself at least one more Clue (and possibly an additional spell) to play with.

Lore 4 - 2 from the Tome gives me 2 dice.

Book of the Believer
I rolled 2d6, the result is 1, 5 = 6.
MinusInnocence
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Sweet. Well, I don't really see a scenario where whatever card I get for succeeding will influence what happens next, so I will proceed.

Lore 4 - 3 Awareness gives me 1 die to try to cast Mists of Releh. I may or may not spend some Clues here.

Casting vs Mists of Releh
I rolled 1d6, the result is 6 = 6.
MinusInnocence
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Awesome. So at the end of Minh's Movement phase, she has discarded the Book of the Believer; received an additional Clue and drawn a new card; Evaded the Dimensional Shambler and moved to the Gate to the Plateau of Leng, finally planting her Time Bomb there with 2 Clue tokens on it.

Fixxxer
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@Obsidian_Spoon, Kate's up.

Kate Winthrop draws a card.

Silver Twilight Lodge - Carl Sanford sits in the corner of the room chanting while books and other small objects appear to be flying around the room of their own accord! Make a Fight (-1) check to avoid being clobbered by these items and to understand what Sanford is saying. If you pass, gain 2 Clue tokens. If you fail, you awaken bruised and sore. Lose 1 Stamina.

This is simple and I'm sure you already know it, but as this is your first skill check, lemmie walk you through it. We're looking for a Fight check. Kate's Fight skill is currently set at 2. The call for the check is modified by -1. 2-1= you roll 1 die (1d6). A result of 5 or 6 is a success, anything else is a failure.

Additionally, any time you roll, you're allowed the option to spend Clue tokens on a 1 for 1 basis to roll another die, even after you've already rolled and seen the result. So if you fail and if you believe the skill check is important enough to warrant it, you can always choose to spend Clues to roll another die and another and another, so long as you have Clues to spend.

Obsidian_Spoon
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Well here goes. Since I got one from the Lodge and I can earn 2 more, I'll prolly spend one clue if I have to.

I rolled 1d6, the result is 5 = 5.
Fixxxer
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Nice. A bit of luck, that.

@Board Rider, need an action from you.

Carolyn Fern draws a card.

Independence Square - The gazebo seems to swell with menace and you dare not approach. Pass a Will (-2) check or move to the street.

I went ahead and did @MinusInnocence's action as well, since I can't see any way that Board Rider's action can affect it. Turns out that nothing bad happens, which is a plus. We'll move on to the Mythos Phase after Board Rider makes his Will check.

Board Rider
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Will Save.

Carolyn is moving to the Newspaper next to grab that clue.

I rolled 1d6, the result is 1 = 1.
Aladdar
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Quick question. Where am I most likely to find tomes at? Are those unique items? I can't recall?

Fixxxer
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There is at least one tome I can think of that's a common item, but the vast majority of them are unique, so you'll either want to look for encounters where you're more likely to get a unique item as a reward (Graveyard, The Unnamable, Science Building, etc) or you'll want to go shopping for them.

There's a third option that we're in a unique place for you to exercise, should it be something you're interested in. When you kill a Mi-go, you don't get a monster trophy, but instead draw a unique item. And there are 2 Mi-go in the sky right now.

Fixxxer
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So, here's what happened during the Mythos Phase. Not one, but TWO gates opened. The monsters on the Dunwich board don't count against the Arkham monster limit of 8, but as they move into the vortexes, they'll cause the Dunwich Horror track to advance.

Jim Culver got sucked into a gate against his will, so he's delayed through the Movement Phase.

The Mythos card specified that a Clue appears at either Cold Spring Glen or Unvisited Isle. Since I'm first player, that decision falls on me, and I chose Unvisited Isle, since it's closer to an Investigator.

There's a new environment, so the old one gets replaced. The good news is that the -1 Speed/+1 Sneak environment is gone. The bad news is that getting medical care has become more dangerous.

Many of the monsters got to move. The Elder Thing is well on his way to a vortex. The Shoggoth has a red border, so it moved two spaces. Most importantly, Carolyn Fern is getting bent over a table by the failure of her skill check last turn that put her in the street, because three flying monsters from the sky swoop down upon her. For @Board Rider's convenience, I'll repost their monster cards below.

We're back in Upkeep. First Player Token is going to move from Jim Culver to Minh Tai Phan. I'll need slider changes from @MinusInnocence, @Obsidian_Spoon, @Aladdar and Board Rider. Aladdar, just a reminder that if you're gonna try for Arcane Insight, it'll need to be before slider adjustment.


Board Rider, if I can offer a few points to maybe help you make a choice about how to proceed?

If you're going to try to sneak away, you'll need to succeed at an Evade check against all three baddies, with a -2 modifier to each. That's bad, because even if Carolyn moves her Sneak slider as far as her Focus will allow, she'll still have to spend Clue tokens to even have a chance. She can exhaust her Cyptozoology Collection, but only one of those three checks.

On the plus side, you're very nicely equipped for fighting. None of these baddies modifies your Combat check at all, and each requires only one success. So your concern should be preparing to make sure you can pass or survive three Horror checks. You could technically survive failing all three Horror checks, but it would put you in a bad way to do so. You can exhaust Cryptozoology to add a die to a Horror check, or you can save it for one of the Combat checks. You've got the Sword of Glory to add 6 dice to Combat, and none of these baddies has a resistance to either physical or magical, so you'd roll 8 dice against each of them in a Combat check, looking for one success. If you really wanted to, you could instead use the .45 Automatic coupled with the Molotov Cocktail to roll 10 dice, but only once, since the Molotov Cocktail is discarded after you use it.

This looks bad, but I suspect you're going to walk through this with no problems.

Obsidian_Spoon
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Before I adjust my sliders, I'd like to ask for suggestions here. Should I try to fight the Shoggoth, or just take another turn at the Lodge?

If I am to fight, I was thinking moving my Lore slider up one. Then I could attempt to cast Shriveling with 4 dice (4 Lore + 1 Ritual Blade - 1 casting mod). If I succeed, I'd have 9 dice (Shriveling + Ritual Blade + Fight - monster mod) to try and get 3 successes on. If I fail, I'd only have 4 dice, which would suck. I would take 1 sanity from the spell, and then at least 1 more from the Nightmare trait on the Shoggoth. My Horror check would be at only 1 die, but I could burn two clues to get one success if I needed. So at least 2 sanity lost, maybe 4. If I fail the combat check, I'd take 3 stamina dmg. A second hit would drop me.

Or, I could just wait another turn at the Lodge, in which case I'd move my Speed slider back down one.

Board Rider
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No movement to sliders.

Carolyn has heard patients recall all types of horrors and spin all kinds of tales. With resolve that powered her through many a late night studying for her doctorate, Carolyn draws her sword (thanks Grandpa!) and gets to work.

Mi-go
I rolled 8d6, the result is 5, 1, 6, 2, 3, 5, 2, 3 = 27.
Board Rider
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And back swing on Byakhee.

Byakhee
I rolled 8d6, the result is 2, 1, 3, 1, 6, 2, 2, 1 = 18.
Board Rider
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Wow...that second set sucked!

Board Rider
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Whats the third baddie? Also, Horror check.

I rolled 3d6, the result is 1, 6, 3 = 10.
Board Rider
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2nd check.

I rolled 3d6, the result is 5, 2, 6 = 13.
Board Rider
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Pleas let me know if I need to use the CC card. Still learning cards and checks.

Fixxxer
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Obsidian_Spoon wrote:

Before I adjust my sliders, I'd like to ask for suggestions here. Should I try to fight the Shoggoth, or just take another turn at the Lodge?

If I am to fight, I was thinking moving my Lore slider up one. Then I could attempt to cast Shriveling with 4 dice (4 Lore + 1 Ritual Blade - 1 casting mod). If I succeed, I'd have 9 dice (Shriveling + Ritual Blade + Fight - monster mod) to try and get 3 successes on. If I fail, I'd only have 4 dice, which would suck. I would take 1 sanity from the spell, and then at least 1 more from the Nightmare trait on the Shoggoth. My Horror check would be at only 1 die, but I could burn two clues to get one success if I needed. So at least 2 sanity lost, maybe 4. If I fail the combat check, I'd take 3 stamina dmg. A second hit would drop me.

Or, I could just wait another turn at the Lodge, in which case I'd move my Speed slider back down one.

First off, good job on your understanding of the workings of combat. You picked that up quick.

The one tiny thing I see wrong with your calculations above is that without Shrivelling, you'd actually roll 5 dice, not 4. You can still use the Knife, because Physical Resistance halves the modifier, rounded up, so you can still squeeze that +1 out of it.

There's a third option between Fight and Stay Put that you haven't mentioned. You can try to sneak past. Evasion uses your Sneak modifier and is modified by the number at the upper right corner of the monster card, so if you spent your Focus moving your Sneak slider up to 3, you'd roll 2 dice. On a failure, you'd take Stamina damage as though you'd failed a Combat check and you'll either have to try to Evade again or try to fight it as per usual with a Horror and Combat check. Also, should you succeed your Evade check, you can keep moving as though the monster were not there, but if you fail the Evade check, you're stuck in that same area with the monster until next Movement Phase, even if you succeed at a second Evade check.

If you're intent on fighting it, you might think about burning the Sanity cost to try and cast Bless on yourself first. While blessed, you a die result of 4, 5 or 6 is a success. This means that if you successfully cast Bless, you're more likely to succeed at your Spell check to cast Shrivelling, more likely to succeed your Horror check and more likely to succeed your Combat check. If all goes well, you'll pay a total of 4 Sanity and end your turn in the French Hill streets with a blessing and a monster trophy worth 3 toughness.

If you're thinking of staying put, the Silver Twilight Lodge encounters tend toward wanting Lore, Will or Luck checks and many of them have a failure condition of you either losing Sanity and or losing Stamina and getting thrown out into the street.

Keep in mind, also, that you do have plenty of Clue tokens to use as extra dice for any roll if things get dicey.

Board Rider wrote:

Pleas let me know if I need to use the CC card. Still learning cards and checks.

Good job thus far. Cryptozoology Collection specifies it can be used before making a check, so if you want to use it, just specify so and include its bonus in your roll. The final monster is a second Mi-go.

MinusInnocence
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Minh will move her Speed/Sneak slider back to 3/3.

Re: Mi-Gos, if BR has smoked one already, might he benefit from learning which Unique Item he received in lieu of a monster trophy? Probably won't make a difference here but you never know.

Aladdar
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Ok, Arcane Insight Roll.

I rolled 1d6, the result is 4 = 4.
Aladdar
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Still nothing. lol

Ok, move my speed/sneak down one to 2 speed/3 sneak. And I'll move to the Uninvited Isle to get those two clues.

Board Rider
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Second mi-go.

I rolled 8d6, the result is 2, 2, 5, 2, 1, 5, 3, 1 = 21.
Board Rider
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Horror check.

I rolled 3d6, the result is 5, 6, 4 = 15.
Fixxxer
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MinusInnocence wrote:

Minh will move her Speed/Sneak slider back to 3/3.

Re: Mi-Gos, if BR has smoked one already, might he benefit from learning which Unique Item he received in lieu of a monster trophy? Probably won't make a difference here but you never know.

He should have, yes. In my mind, I had his combat on the back burner because we're still in Upkeep, so I didn't think to draw that card and let him know. It worked out in the end, but it's still a bit of an oversight on my part. Playing on a tabletop, the related rolls wouldn't have been allowed to be made until his turn in the Movement Phase, just because of the possibility that foreknowledge of his success or failure might prompt an action from a player ahead of him in the turn structure. But I can't see any possible way anyone before him could do anything either way, and we tend to relax that strictness a lot for the sake of getting things done a little more quickly in the PbP environment.

We'll be ready to proceed with the Movement Phase when Obsidian_Spoon decides which way Kate is gonna jump. Spoon, if it's to be a fight or an evasion, feel free to make those rolls after declaring what your slider changes will be.

Obsidian_Spoon
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Well, if I stay at the Lodge just to get kicked into the street, I'd have to fight the monster anyway. So, here goes.

First I'll try to cast Bless with 3 dice and lose 2 sanity.
Second I'll move my Lore slider up to 4.
Third I move into the street and make my Horror check, maybe spending 2 clue tokens here.

I'll continue combat after these checks.

Bless, Horror
I rolled 3d6, the result is 4, 4, 2 = 10.
I rolled 1d6, the result is 1 = 1.
Obsidian_Spoon
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Well, that's a great start. So I'll burn 2 clue tokens to pass the Horror check, losing 1 more sanity to Nightmarish.

Now I'll try to cast Shriveling. Might burn more clue tokens here.

Shriveling
I rolled 4d6, the result is 3, 4, 1, 6 = 14.
Obsidian_Spoon
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Alright, that worked. So now I'm down 4 Sanity, and I get 9 dice to fight with. Might burn more clue tokens here, too.

Combat
I rolled 9d6, the result is 4, 4, 1, 2, 4, 5, 1, 2, 5 = 28.
Obsidian_Spoon
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Yep, burning clues. So, I have 3 clues left. I know I burn them one at a time for a die, but for expedience, I'll roll 3 dice here. If the first one is a success, consider me having stopped after spending only one clue, and so on.

I rolled 3d6, the result is 1, 2, 5 = 8.
Obsidian_Spoon
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Ok, so. I burnt through all 5 of my clues and lost 4 sanity, which sucks. But, I killed the monster and end my turn in the street.

Fixxxer
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That was expensive, but you're still standing and still sane, and killing monsters is always a good thing. Do me a favor in the future and specify the use of any card. It just took me a second to figure out that you were spending those 2 Clue tokens to activate a skill.

We're near the end of the Arkham Encounters Phase. @Aladdar, you lucky bastard, Daisy has a choice.

Daisy Walker draws a card.

Unvisited Isle - You come upon a tree that has grown, cancer-like, around an ancient prayer plaque. Make a Fight (-2) check or exhaust the Wither spell, Shrivelling spell, or the Axe item to automatically pass. If you pass, draw spells equal to your Focus.

You can either makes a Fight check or you can exhaust your Shrivelling spell until next Upkeep to draw 2 spells.

Board Rider
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Obsidian Spoon, do you want to meet in the Black Cave? You can grab a clue and Carolyn can restore your sanity by 1. We can decide to go somewhere else from there.

Obsidian_Spoon
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Board Rider, I'm all for that. If you feel like parting with one of your magical weapons, too, I'm happy to take one off your hands.

Board Rider
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You got it.

Aladdar
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Exhaust shrivelling to automatically pass the check.

Fixxxer
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@MinusInnocence, you're up.

Minh Tai Phan draws a card.

Plateua of Leng - The icy winds bite at you as you struggle through the deep snow. You have to find shelter, and soon. Do you enter a nearby cave or follow a plume of smoke?

If you enter the cave, pass a Luck (-2)[2] check or two monsters appear! If you defeat the monsters or they do not appear, draw either 2 common items or 1 unique item.

If you follow the smoke, you are led to a small hut. Inside is a strange, dark-skinned corpse wrapped in thick furs. If you take the furs, you are cursed but return to Arkham. If you do not, you are lost in time and space.

MinusInnocence
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If I pick the monster encounter, will one of them be the Tendril?

Aladdar
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I'm not certain when I'm allowed to cast the spell to gain a skill, but let's assume this is the roll for it when that occurs.

If I pass I'll lose 1 sanity.

I rolled 4d6, the result is 1, 3, 1, 1 = 6.
Aladdar
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Lol, so no good.

I can't recall, do I lose the sanity even if I fail?

Also when does it become available again or do I discard on failure too?

Fixxxer
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MinusInnocence wrote:

If I pick the monster encounter, will one of them be the Tendril?

Indeed it will. The Tendril isn't even really a particularly badass monster. It just has a really nasty effect that means you *have* to kill or Evade it within 2 rounds.

Aladdar wrote:

Lol, so no good.

I can't recall, do I lose the sanity even if I fail?

Also when does it become available again or do I discard on failure too?

You'll cast on Upkeep, and you only discard it upon success. Forced Learning is actually one a few badly-worded cards that had to be FAQ'd to clear up confusion. By default, any spell that's worded like this one is exhausted upon failure and discarded upon success, so you aren't limited to one shot or nothing. We'll put this attempt on the back burner until next Upkeep and count it then. The spell will become available again the following Upkeep.

Regarding sanity, yes you do lose it. I should lay out the actual order of operations for spellcasting, just to make sure there's no confusion, as I can see how it might really screw with someone's day to get this wrong.

1: When casting a spell, the first thing you do is pay the Sanity cost. This means that if you hit 0 Sanity because of the cost, you can't cast the spell because you'll be unconscious and insane. It's more of a "behind the scenes" point, but the game defines this as a "cost," not a "loss." This definition is important if one has an item or ability that allows one to reduce or ignore "Sanity loss." It doesn't work for spellcasting. Daisy Walker is the only Investigator that I'm aware of that has a built-in ability that allows her to reduce Sanity cost for spellcasting.

2: Roll the Spell check.

3: The spell's effect activates if the Spell check is successful or fizzles out with no effect if the Spell check was failed.

MinusInnocence
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I'll skip the Luck check and take my chances with the monsters.

Fixxxer
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Fair enough. Let's get your rolls.

Edit: As a reminder since we don't see it very often, the Ambush special ability means that once combat has begun, an Investigator doesn't have the option to Evade anymore and must fight to the death.


MinusInnocence
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Oh yeah. Gonna drill this Cultist a new fuckhole. But it will cost me all my $$$ to reload the Elephant Gun so I think I will just beat him to death with good old fashioned gumption and fisticuffs.

Fight 3 + 1 because he's a goddamn nerd gives me 4 dice for 1 success.

Combat vs Cultist
I rolled 4d6, the result is 1, 6, 6, 2 = 15.

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