Nyogtha - The Chatter

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Board Rider
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Later gators?

I rolled 2d6, the result is 5, 2 = 7.
Fixxxer
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Like an idiot, I rolled dice for Jim, but did it in the game thread. I deleted the post to keep the thread tidy, but took a screenshot to put here.

Fixxxer
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@Obsidian_Spoon, you got some really good choices here. Kate may either buy none of these or may choose one to buy at the price listed in the bottom right corner.



Obsidian_Spoon
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Well damn. I can only afford one of the last two, but those are good choices. I'm open to input. I'm leaning towards the Greater Good, though I currently have zero clue tokens, and there aren't any of those gates open, are there? The Brain Case would probably help a lot with stopping a monster or two from reaching a Dunwich gate, though it'd likely leave me in a street area or on a gate at the end of the movement turn.

Aladdar
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I'd definitely take The Greater Good. That's probably our best bet at winning this game right now although those brain cases can be handy when there's lots of monsters on the board as well.

Fixxxer
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Just to make sure there's no confusion, For The Greater Good is a Mission card, and I'd like to make sure that Missions and Tasks (from the Common Items deck) are understood before you make your purchase.

For a Task, you typically just have to visit the areas listed on the card. You must do this in the order they're listed, but can visit other places in between. You need to spend the entirety of the Arkham Encounters Phase in that location without being moved elsewhere for any reason. After the final location is visited, you immediately get the benefit listed on the card.

Missions are similar, but different. The payoff is usually much greater, but they're typically harder. You have to visit each of the locations listed on the card, arriving during the Movement Phase and staying through the following Upkeep Phase without being moved for any reason. At each location, you make the required sacrifice during the Upkeep Phase. When the final sacrifice is made, you immediately gain the benefit listed on the card.

In the case of For the Greater Good, you'll need to visit the 2nd area of Abyss and spend 4 Clue tokens, then visit the 2nd area of Yuggoth and spend 2 Clue tokens, the visit the 2nd area of The Dreamlands and spend 4 Clue tokens, then visit the 2nd area of R'lyeh and spend 4 Clue tokens. If you do that, you sacrifice Kate's life, but the Investigators immediately win the game.

Task and Missions are hard to complete, but the payoff is usually very good. They also count as items for the purposes of things like losing half your items after being knocked out or driven insane or having to discard an item during Combat with a Rat-Thing or the like.

MinusInnocence
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"The Greater Good" is for nerds. "Join the Winning Team" is where it's at.

Aladdar
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ah, that card is much more difficult to complete than I thought then.

Ok, I might go with the Mi-Go brain case then. That was very useful in our last game.

Fixxxer
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If nothing appeals, remember that you're under no obligation to buy.

It *is* a damn shame that you can't afford Flute of the Outer Gods. It's got a hell of a price to use, but it might be the single most powerful offensive card in the Unique Items deck.

Obsidian_Spoon
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I'll go ahead and take the Brain Case. It seems useful. That'd leave me with $2. When ever there are good moments to use the Brain Case, feel free to point them out to me.

Fixxxer
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Sweet. There are plenty of times when it might come up useful. Swapping places with another Investigator to get you or them closer to a goal that only you or them is suited to deal with. Getting someone to or from Dunwich when they might not otherwise have easy means to do so. Swapping places with a monster to get it out of a dangerous street location. Swapping places with a monster because you're trapped in a location by monsters in the street. Lots of situations. The only thing to keep in mind is that it only work in Arkham (remember that "in Arkham" effectively means "on earth," so Dunwich is included in that), so you can't swap places with someone in an Other World.

The action is on Daisy, @Aladdar. You can choose to barter or not. Because Daisy's action doesn't seem like it might have much effect on events, I went ahead and drew for Lola as well, @MinusInnocence.

Daisy Walker draws a card.

Plateau of Leng - The wide-mouthed men of Leng are curious about your exotic wonders. You may attempt to barter with them. Discard 1 Common Item and make a Will (+0)[2] check. If you pass, draw a Unique Item. If you fail, gain $2.

Lola Hayes draws a card.

The Dreamlands - A very wise old man sits in a temple offering useful but cryptic advice. Make a Lore (-2) check and gain a Clue token for each success.

MinusInnocence
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Cool, we'll see how this goes. Lore 3 - 2 leaves Lola with one die.

Lore vs Old Wise Man
I rolled 1d6, the result is 6 = 6.
MinusInnocence
MinusInnocence's picture

Awesome! Now I might just use Clues instead of the Elder Sign next turn.

Fixxxer
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Nice! With her skill being what it is (currently, since she can swap them out almost at will), Lore checks are kinda Lola's thing.

Just as a reminder, there are pros and cons of using Clues or and Elder Sign to seal a gate. If you use Clues, you don't have to use up your Elder Sign. And you don't have to pay Stamina and Sanity. But you still have to roll to close the gate. Using an Elder Sign also removes one token from the Doom Track. Pluses and minuses.

Aladdar
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Ok, we'll gamble here.

I'll barter my calvary saber.

Rolling 3d6, if I at least get one success I'll then use my new special skill to roll for the second.

I rolled 3d6, the result is 3, 6, 2 = 11.
Aladdar
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ok, we got one of the successes I need, so we'll use that skill now and hope for the best.

I rolled 1d6, the result is 3 = 3.
Aladdar
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oh well, looks like I get taken for a ride.

Fixxxer
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Alright, we're back in Upkeep. I need Upkeep actions and slider changes from everyone, please. @Aladdar @MinusInnocence @Obsidian_Spoon @Board Rider

The monster limit in Arkham has been reached. When that happens, spare monsters begin going to the Outskirts (bottom of the board). When the Outskirts limit is reached, monsters in Outskirts go back in the monster cup and the Terror Level increases. Consequences of the Terror Level going up include every time it happens, we discard one of the cards in the Ally deck (someone gets spooked and leaves town). When the Terror Level hits 3, General Store closes for the rest of the game. At 6 Curiositie Shoppe closes. At 9 Ye Olde Magick Shoppe closes. Currently, we can fit two more monsters in the Outskirts, after which the Terror Level will increase again.

Also, for Spoons's benfit, what just happened was our first monster surge. Usually this happens as a result of a gate trying to open where a gate is already present, but as you can see, the occasional Mythos card also makes it happen directly. In lieu of a gate opening, monsters equal either to the number of players in the game or the number of open gates (whichever is higher) spawn through open gates.

Also, the Mythos card caused every monster to move. What we've got after this last Mythos Phase is a very target-rich environment. But we've got some nasty monsters on the board right now. The Rat-Thing requires that you discard and item to even try at a Combat check. The Gug, Gnoph-Keh and the Flying Polyp are heavy hitters with lots of special abilities. The Shoggoth is no slouch. The Serpent People hits hard, but can be killed easily enough. The Deep One, Maniac and Child of the Goat are comparative pussies. Every monster we can take off the board is one less monster blocking our potential path, as well as giving us that much more breathing room with regards to the monster limit.

If Daisy Walker manages to successfully cast Arcane Insight again, Aladdar can reorder the top 3 cards of the Mythos deck again for best (or at least, least worst) effect. If she can't cast it, we do at least know what the next card will be. It will open a gate at The Witch House, which will cause another Monster Surge. If she *can* cast Arcane Insight, it might be worth the effort for Aladdar and Obsidian_Spoon to work together to try to lead with a Mythos card that will open a gate in a location that Kate can get to this turn. Remember, Kate's special ability is that she prevents gates from opening with her mere presence, so... yeah.

Also worth noting, if Lola returns from The Dreamlands and is able to close that gate, the Gug will simply vanish off the board due to its gem symbol matching that of the gate. If/when Daisy comes back from Plateau of Leng in 2 turns, if she's able to close that gate, the Shoggoth will vanish. So it's not worth taking risks against those two monsters unless it's really needful.

MinusInnocence
MinusInnocence's picture

Lola is bumping her Lore up all the way this turn.

Aladdar
Aladdar's picture

Arcane Insight Cast

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

Leave my sliders where they are.

Board Rider
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No movement on sliders.

Obsidian_Spoon
Obsidian_Spoon's picture

No slider movement either.

Fixxxer
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Jim Horror vs Serpent People

I rolled 2d6, the result is 4, 3 = 7.
Fixxxer
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Jim will spend a Clue token to add a die to that roll. His skill turns this into 2 dice.

I rolled 2d6, the result is 4, 2 = 6.
Fixxxer
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Jim Combat roll vs Serpent People

I rolled 4d6, the result is 6, 6, 4, 1 = 17.
Fixxxer
Fixxxer's picture

Alright, then. Jim failed his Horror check against the Serpent People. He used his Golden Trumpet's ability to put one point of the Sanity damage on the trumpet and took the other point himself. Then he beat the fucker to death with a sledgehammer, ala Peter Gabriel.

@MinusInnocence, did you plan on rolling vs the gate or using the Elder Sign? Technically, the Elder Sign can be used on Lola's turn during any phase, so she could use it now or she could try to roll vs the gate and use it if she fails or she can decide later during Upkeep that she wants to use it. So long as she keeps that Explored Token (meaning that she doesn't move from or get moved from Hibb's Roadhouse, she's got options. If she uses it during the Movement Phase, the gate will close and seal and she'll have an encounter at Hibb's Roadhouse. Otherwise, encountering the gate will be her encounter.

@Obsidian_Spoon and @Board Rider, what will Kate and Carolyn be getting up to during Movement?

Obsidian_Spoon, if I can make a recommendation? During the next Mythos Phase, we're gonna get fucked with a monster surge as a gate tries to open at The Witch House. We can't change that. However, thanks to Daisy Walker's use of Arcane Insight, we also know that moon gem monsters will move on black paths, which means that Kate's Narcolepsy is going to kick in, delaying her. In short, wherever Kate ends her turn at this turn, she's going to be stuck there next turn, too, so it behooves her to end up somewhere she wants to be.

In a perfect world, she'd end up at Historical Society, since we know that's where the Mythos card after next will spawn a gate, but I don't see any way for her to get there in time (unless Daisy is able to successfully cast Arcane Insight next Upkeep and push that Mythos card back a bit). You could saty put, as you're pretty safe where you are. You can have encounters at Curiositie Shoppe or so long as you still have money, you can keep shopping in lieu of encounters there. Or you can move to one of the nearby locations like Newspaper or Train Station, as the encounters there are usually pretty tame. Using your Mi-go Brain Case, you could swap places with any other Investigator besides Daisy (she's in an Other World). Swapping spots with Lola will undo all of her efforts in exploring that gate. Swapping spots with Jim would be fine, but there's not much happening in Dunwich currently (though that might be reason enough). Swapping spots with Carolyn means you have to have encounters at Black Cave, but it gets her out of the corner she's currently all but stuck in.

You can also use the Mi-go Brain Case to swap places with a monster in Arkham. There's not a lot of benefit to swapping spots with the Shoggoth. And swapping spots with one of the monsters at Rivertown Streets will work, but forces you to deal with (fight and/or Evade) the other two monsters. Another option would be to swap places with the Gnoph-Keh in the Miskatonic University streets. That'll allow you to mop the floor with the Maniac. Another thought might be to swap spots with the Deep One just to open the way for Lola to move when she's done with that gate.

MinusInnocence
MinusInnocence's picture

I'll roll against the Gate. Lore 4 + 1 from the difficulty gives me 5 dice, and Lola's Library Use skill will give me a success on 4 or better. If successful, we'll go ahead and use the 5 Clues to seal the Gate, claim the Trophy and take an Encounter.

Lore vs Dreamlands Gate (Library Use)
I rolled 5d6, the result is 4, 1, 5, 1, 2 = 13.
Board Rider
Board Rider's picture

Time for the good doctor to get out of the cave and into the fight. She's going to get herself killed against the 3 enemies on her way to the graveyard.

I know that fight checks are required but still am unsure of the penalties from each enemy. May I get those, please?

Fixxxer
Fixxxer's picture

MinusInnocence wrote:

I'll roll against the Gate. Lore 4 + 1 from the difficulty gives me 5 dice, and Lola's Library Use skill will give me a success on 4 or better. If successful, we'll go ahead and use the 5 Clues to seal the Gate, claim the Trophy and take an Encounter.

Negative on the encounter. Interacting with the gate is done in lieu of an encounter.

Fixxxer
Fixxxer's picture

Board Rider wrote:

Time for the good doctor to get out of the cave and into the fight. She's going to get herself killed against the 3 enemies on her way to the graveyard.

I know that fight checks are required but still am unsure of the penalties from each enemy. May I get those, please?

Certainly.

You get one shot at trying to Evade a Child of the Goat, and your check is modified by -3. If you fail, you take no Stamina damage, but are delayed. If you try to fight instead, you make no Horror check and your Combat check is modified by +1, requiring 1 success. If you fail the Combat check, you take no Stamina damage, but are delayed.


If you want to Evade a Rat-Thing, your check is modified by -4. If you want to fight, you make a Horror check modified by +0. If you fail, you take 1 Sanity damage. Afterward, you have to discard a common item, unique item or spell or you automatically fail the Combat check. Having discarded an item, you make the Combat check, modified by -1, requiring 1 success. If you fail, you take 2 Stamina damage and may choose to try to Evade or make another Combat check (requiring another item discard).


This one's the really nasty one. If you want to Evade a Flying Polyp, your check is modified by +0. If you want to fight, you make a Horror check modified by -2. If you fail, you take 4 Sanity damage. Because of the Flying Polyp's Nightmarish 1 ability, if you succeed the Horror check, you still take 1 Sanity damage. Your Combat check is modified by -3, requiring 3 successes. Because of the Flying Polyp's Physical Resistance ability, any bonus granted to you by a physical weapon (the .45 Automatic or the Molotov Cocktail) are halved. If you fail, you take 2 Stamina damage and may choose to try to Evade or make another Combat check. Because of the Flying Polyp's Overwhelming 1 ability, if you succeed on the Combat check, you still take 1 Stamina damage.

This would be a hard fight, but with Carolyn's current slider positions and her loadout, it's actually very possible for her to win. It's just not possible for her to come out of it unscathed. If it were me, I'd start with the Child of the Goat. Using the Sword of Glory, that's 9 dice to Combat, hoping for 1 success. Afterward, I'd move on to the Rat-Thing. That's 3 dice to the Horror check and I wouldn't spend a Clue if it failed, I'd just take the Sanity damage and heal it during Upkeep with Carolyn's special ability. I'd discard the Enchanted Knife, then use the Sword of Glory to roll 7 dice, hoping for 1 success. I'd spend Clues to roll extra dice if the Combat check was a failure. Last, I'd move on to the Flying Polyp. I'd use Cryptozoology Collection to add a die to the Horror check, rolling 2 dice and I wouldn't spend Clues to add dice on a failure. Afterward, I'd use the Brazier of Souls to roll 7 dice, hoping for 3 successes, and I'd spend Clue tokens on a failure. Unless it were down to just needing 1 more die to succeed, I would hold 2 Clue tokens in reserve. If the whole combat gets flubbed, I'd take the licks and then roll an Evade check to hide, using the Conceal skill if required.

Obsidian_Spoon
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Mostly out of curiosity, I guess Kate will move to the Train Station and have some encounters.

Fixxxer
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Heard that.

@Board Rider, if you're still planning on moving to the streets and tearing shit up, let's get some rolls.

Board Rider
Board Rider's picture

Thanks for the tips Fixxx, they help a lot and I'll go with them.

First, Child of the Goat with the SoG.

I rolled 9d6, the result is 1, 2, 2, 6, 2, 4, 3, 1, 1 = 22.
Board Rider
Board Rider's picture

The dice roller sure makes things interesante!

Horror check against Rat Thing.

I rolled 3d6, the result is 5, 2, 2 = 9.
Board Rider
Board Rider's picture

Yay! Carolyn says a quiet, but heartfelt, goodbye to the Enchanted Knife. Putting the trusty Sword of Glory back on the clock she swings at the Rat-Thing.

I rolled 7d6, the result is 6, 6, 2, 4, 6, 2, 5 = 31.
Board Rider
Board Rider's picture

Lets hope that streak continues!

Pop the Cryptozoology Collection for a horror check against the Flying Polyp.

I rolled 2d6, the result is 1, 6 = 7.
Board Rider
Board Rider's picture

1 sanity lost. Good deal.

Brazier of Souls for the combat checks.

I rolled 7d6, the result is 2, 4, 3, 6, 4, 1, 5 = 25.
Board Rider
Board Rider's picture

3 Clues for another combat check.

I rolled 3d6, the result is 4, 5, 6 = 15.
Board Rider
Board Rider's picture

So that should burn two Clues leaving Carolyn with 4.

-1 Sanity and Stamina and no longer holding the Enchanted Blade.

That right?

Fixxxer
Fixxxer's picture

That is correct. Plus, she's now in possession of several new monster trophies and there are 3 less monsters on the board to count against the monster limit/outskirts limit during the inevitable monster surge that's coming. Good job, Carolyn!

Just as a reminder, her Cryptozoology Collection with automatically de-exhaust during Upkeep, but as per the text on the card, Brazier of Souls only de-exhausts if she spends her entire Focus on that task, whether that's this Upkeep Phase or one in the future.

Fixxxer
Fixxxer's picture

This has, thus far, been a remarkably good turn for us. Jim took out a monster before it could move into a vortex next turn, Carolyn 86'd 3 monsters off the board, then Lola closed and sealed a gate (remember, 6 sealed gates = we win) and got rid of another monster and finally, Kate's being offered a ride anywhere in Arkham or Dunwich she wants to go.

@Obsidian_Spoon, the action's on you.

Train Station - Bill Washington moves the last of the baggage from his cart onto a truck and offers you a ride as he opens the driver's door. If you accept, move to any location or street area in Arkham. If you move to a location, immediately have an encounter there.

The decision about whether to take the ride or not, and where to go if you do, is entirely up to you. If I can offer my advice? I'd recommend going to Historical Society. She can nab those 2 Clue tokens and have an encounter there. Assuming that the result of her encounter doesn't end up booting her into the street or something, then because she's gonna get delayed next turn by Narcolepsy she'll still be at Historical Society the Mythos Phase after next when a gate is scheduled to open there, which she can prevent from happening just by being there.

MinusInnocence
MinusInnocence's picture

The way Kate stabilizes that flux really gets me from six to midnight.

Obsidian_Spoon
Obsidian_Spoon's picture

Seems a reasonable plan to me. Kate will move to the Historical Society.

Fixxxer
Fixxxer's picture

Sweet. And not only did you nab a pair of Clue tokens, but your encounter at Historical Society got you a nifty new skill, too.

@Aladdar, action's on Daisy.

Daisy Walker draws a card.

Other - A window floats by, looking out on...can it be? Home? Pass a Luck (-1) check to return to Arkham.

Aladdar
Aladdar's picture

I have a luck slider of 1 so I can't pass that check. However I do think that I can use the new skill I acquired to re-roll one dice just like a clue which gives me a chance to pass if I recall correctly. Rolling 1d6 for that. If I'm wrong on that, let me know and just ignore this roll.

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

eh, I have no luck anyhow.

Fixxxer
Fixxxer's picture

Aladdar wrote:

I have a luck slider of 1 so I can't pass that check. However I do think that I can use the new skill I acquired to re-roll one dice just like a clue which gives me a chance to pass if I recall correctly.

Close. It helps if you think about spending a Clue token not as rerolling failed dice, but as adding a new die to a failed roll. It's a small distinction, but there are times when it's a very important distinction. For example, if you get to roll 2 dice for a skill check, then you fail it and decide to spend a Clue to add a new die, then that roll turns out to be a failure as well and then you use a special ability that lets you reroll the whole affair, then you get to reroll 3 dice, not 2.

Regardless, you're correct that you get to expend a Clue token (or in Daisy's case, exhaust Mythos Lore) to add a die to a roll you otherwise wouldn't be able to pass because of your slider position.

Fixxxer
Fixxxer's picture

Random roll to see which gate gets the extra monster.

I rolled 1d4, the result is 3 = 3.
Fixxxer
Fixxxer's picture

Alright, back in Upkeep. I need slider changes from everyone. @Board Rider @Aladdar @Obsidian_Spoon @MinusInnocence

Also need any Upkeep actions. Board Rider, as a reminder, Brazier of Souls will stay exhausted (and therefore not usable) unless Carolyn spends her entire Focus to de-exhaust it. That can be this Upkeep or any Upkeep in the future where you're not planning on moving your sliders. Of course, Carolyn got bum-rushed by monster movement again, so look into that first and foremost.

Aladdar, it occurs to me that if Daisy is going to try to use Arcane Insight again, she might think about trying to use Voice or Ra first. If successful, it would net her an additional die on the Spell check, plus any other skill checks this turn (including to close that gate she's gonna pop out of).

Jim doesn't have a lot going on in Dunwich right now, so he's gonna collect Clues for a turn or two. This might change if Arcane Insight reveals something major in the near future.

We've got a new environment, so the old environment of taking sanity damage when healing stamina and stamina damage when healing sanity is gone. The icon on French Hill streets reflects the new environment. Note that you don't have to interact with the Man in Black, even if you end your movement in French Hill streets. It's an option.

Edit: Oh, we're at the monster limit in Arkham again. We can fit one more monster in the Outskirts. If Daisy manages to close her gate, the Shoggoth will go away

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