Nyarlathotep - The Chatter

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Fixxxer
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Nyarlathotep - 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 Nyarlathotep. He's been one of the more popular Ancient Ones with fans of the source material, despite his titular "story" only being a 2-page poem. I suspect it's because his name might be the hardest to say among all of the Ancient Ones that don't have names full of apostrophes, meant to mimic sounds the human mouth can't make. Nyarlathotep was part of the original game's release, so he's pretty straightforward. All Cultist monsters this game have the Endless ability, meaning they can't be claimed as monster trophies. There's a collection of monsters, the Mask monsters (the card lists 5 of them, but expansions have added a couple more), that get added to the cup and potentially drawn like any other monster. The Mask monsters tend to have more big dick energy than most normal monsters, so they're normally much more of a challenge to get rid of.

The rest of the information on the card deals with how to fight Nyarlathotep directly if he should wake up. We haven't yet had to do this, but it's very possible this time around, since Nyarlathotep has such a short Doom Track. In the event this occurs, it'll go like this: Any Investigator who has no Clue tokens is immediately devoured. Remaining Investigators roll a Lore (+1) check. Any Investigator that fails must discard 1 Clue token. Investigators make Combat checks using any weapon at their disposal, but subject to Nyarlathotep's Magical Resistance. These checks are modified by -4 (listed on the left of the sheet). All damage is tallied and added to previous damage inflicted. For every 10 damage so tallied, one counter is removed from the Doom Track. If all counters are removed, the Ancient One is defeated. The next turn begins, with the only change being that for each turn that occurs, the Lore check is modified by -1 (so it's +0 at round 2, -1 at round 3, -2 at round 4, etc).

Investigators:
Mandy Thompson, played by Fixxxer
Norman Withers, played by @Aladdar
Rex Murphy, played by @Board Rider
Gloria Goldberg, played by @MinusInnocence

Edited by: Fixxxer on 07/24/2020 - 01:41
Fixxxer
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Roll

I rolled 1d44, the result is 24 = 24.
Aladdar
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roll

I rolled 1d44, the result is 24 = 24.
Aladdar
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lol, since I rolled the same thing as Fixxxer. If necessary I'll roll a provisional if needed.

I rolled 1d44, the result is 29 = 29.
MinusInnocence
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No whammies!

Nyarlathotap dat ass
I rolled 1d44, the result is 13 = 13.
Board Rider
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I want to play someone cool like MI.

I rolled 1d44, the result is 31 = 31.
Fixxxer
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Alright, then. Everyone has an Investigator and I've drawn possessions and populated our sheets with them. Everyone have a look and familiarize yourself with your Investigator's abilities and their gear, and by all means bring up any questions you have. Please let me know where you'd like your abilities to start at. Can everyone see the map okay? Also, does anyone want to propose a turn order?

Board Rider
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If I understand the curse card correctly a rolled 1 during upkeep means Rex loses that curse card. Does another curse card replace it?

Ill start at S/S 3/3, F/W 2/2, and L/L 3/3.

Fixxxer
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Board Rider wrote:

If I understand the curse card correctly a rolled 1 during upkeep means Rex loses that curse card. Does another curse card replace it?

For any other Investigator, that would be true. But the Family Curse section of Rex's card specifies that once cursed, he doesn't roll to remove them and only a blessing can undo it. He's a very unlucky individual in that way, but his other stats help compensate for it.

It's also worth noting that the Greater Banishment spell he has is one of the most powerful offensive spells in the game.

MinusInnocence
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Gloria will set her sliders at Speed 3/Sneak 1, Fight 3/Will 2 and Lore 4/Luck 2. No opinions on turn order - maybe just the same order people rolled for their character? I can't remember what we did last time.

Fixxxer
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Aladdar
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Sorry, I'll try to get back to this tonight.

We lost a friend to Covid-19 yesterday and I'm fighting today with our contractor about our new house that we're supposed to close on Wednesday.

Fixxxer
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Oh shit! Take your time, brother.

Aladdar
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Speed2/Sneak2
Fight2/Will2
Lore4/Luck3

Fixxxer
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Alright then. Since no one suggested a better idea, I ordered the Investigators in the first turn by the order in which we rolled for them originally. That puts Many (me) going first, then Norman (Aladdar), followed by Gloria (MI) and Rex (BR). Just as a quick reminder, that means that after the opening Mythos Phase, we'll go in that order for our Movement Phase, then again in our Arkham Encounters Phase, then (if required) anyone in an Other World gets their Encounter Phase, then the board acts in the Mythos Phase and then we have our first Upkeep Phase.

Also, as a heads up, with the number of players we have and the expansions we're using, we have an open gate limit of 7 (the Ancient One wakes up when the 7th gate opens).
The monster limit is 7 (beyond that number, monsters go to The Outskirts). Remember that monsters in Innsmouth don't count against this limit, as the vortexes there deal with their population instead (and also populate the Deep Ones Rising track, similar to how it works in Dunwich). We draw one monster per gate that opens.
The Outskirts limit is 4 (when the 5th monster goes to the Outskirts, The Outskirts is cleared of monsters and the Terror Level goes up).

Before committing to the opening Mythos, I just want to make sure everyone looks their sheet over real quick just to make sure everyone understands everything and to ensure I didn't make any odd mistakes in setup, then we'll get going. @Aladdar @MinusInnocence @Board Rider

MinusInnocence
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Looks good on my end.

Aladdar
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Looks good for me, my plan is to move to the science building, pick up that clue, and take whatever encounter is there unless @Fixxxer moves there first.

Also, just a note. I should be available today and through much of tomorrow, but I don't know what it's going to look like the rest of the weekend. We're closing on our house tomorrow, we'll be moving all weekend long and while internet is supposed to be setup on Friday at the new house, whether I'll have time to even check anything is still up in the air.

Fixxxer
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Alright, the game is afoot!

@MinusInnocence, the action is on Gloria. I'd happily accept a Movement Phase action for Rex as well, @Board Rider.

This game came out swinging. The first gate is in Innsmouth, where none of the Investigators are. It's to R'lyeh, which has a painful -3 modifier to close the gate. And it spawned a Dhole, which is a natural-born motherfucker of a beast.

MinusInnocence
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Well, I guess I won't be doing my Task anytime soon. Gotta wait for this damn thunderstorm to let up.

Gloria will grab the Clue at Hibb's Roadhouse.

Board Rider
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Rex will roll to Independence Square.

Correct me if I am wrong but I think Rex isn't the type investigator to roll dice with that curse. Thoughts on play style for this? Wait for someone to give blessings out?

Fixxxer
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It'd be a near impossibility for any Investigator to not have to roll dice at some point. You've got several options, really.

1: Roll dice and just deal with the curse. Rex is likely to fail more often than he succeeds, but he will occasionally roll success, but there are things that Rex can do that don't revolve around rolling as much, such as purchasing equipment (to probably give to other Investigators) or maintaining the Clues on the clue side of the Deep Ones Rising Track.

2: Temper Rex's sliders to help offset the curse. Decide what kind of tactics Rex will utilize most often (say... spellcasting or evasion or something). Maximize his sliders in those tactics and aim for Locations that offer those sorts of challenges. Rex will fail more often using other skills, but he'll succeed a good amount of the time with the skills he maximizes.

3: Hope a friendly Investigator takes pity and gives a blessing to Rex.

4: Work towards Rex getting a blessing himself. Remember that blessings can be bought from South Church in lieu of having an encounter and Locations that have the little 4-point star icon (like South Church, Bank of Arkham and Esoteric Order of Dagon) are more likely to offer encounters with rewards like blessings, bank loans, rail passes, etc).

Fixxxer
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It wasn't possible for Mandy to pass the Luck check that was called for without the use of Clue tokens, so I didn't even bother rolling. She fails the check. Action's on Norman, @Aladdar.

Aladdar
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I'm not certain what you're needing from me, maybe I'm misremembering? I'm just waiting for you to draw my encounter and then deal with it right?

Also, what caused the curse you were talking about above. Am I missing a post somewhere of encounters?

MinusInnocence
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BR's character Rex actually begins play with a Curse and he can't roll to remove it during Upkeep. The only way to get rid of it is with Blessing.

Aladdar
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ah, I missed that.

Fixxxer
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Aladdar wrote:

Also, what caused the curse you were talking about above. Am I missing a post somewhere of encounters?

I was looking for whether Norman wanted to draw and encounter card or do the text at Science Building, but I see now that you specified earlier that you wanted an encounter. Sorry I missed that, it was late.

Science Building - You turn a corner and come face to face with a hideous beast! Make a Will (+0) check. If you fail, you faint in horror and hit your head, suffering a mild concussion. Discard 1 Spell or Skill of your choice. If you succeed, you realize that it is just a statue on loan from the "Legacy of the Pharaohs" exhibit, and your turn ends.

Aladdar
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Sorry for the delay, but the move is complete and my office is at least in enough stage of completion to get online.

I have my will at 2, so if I remember the rules properly, I roll a 2d6 and hope for at least one 5 or 6 right?

I rolled 2d6, the result is 3, 3 = 6.
Aladdar
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If I did that properly, then I failed and I've hit my head. Lose Dodge I suppose.

Fixxxer
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Yeah, that's a failure. However, Mandy Thompson has an ability where once per turn she or any other Investigator can reroll any failed dice from a single skill check. She's gonna use it now. Since both dice you rolled were failures, you get to roll two dice. To save time, and since I already know you're okay with accepting a failure without using Clue tokens to roll more dice, I'll go ahead and roll the reroll dice for you.

I rolled 2d6, the result is 1, 5 = 6.
Aladdar
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ah, thank you my dear. I'm but just a doddling old man.

I also like your rolls better. lol

Fixxxer
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Tee hee.

@Board Rider, the action's on Rex. Your Luck is 3, so minus 1 is 2 dice, with only 6s counting as successes due to the curse.

Board Rider
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For the fail!

I rolled 2d6, the result is 4, 5 = 9.
Aladdar
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Increase my speed to 3.

MinusInnocence
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Since the Child of the Goat is treated as a Cultist, and Cultists of Nyarlathotep are Endless, is the Child of the Goat Endless?

Fixxxer
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In one respect, the Mythos Phase was kind to us, as it didn't open yet another gate and increase the Doom Track further. On the other hand, it DID dump out a bunch of monsters. Remember that monsters in Innsmouth don't count against the Monster Limit, but they will move inexorably toward a vortex and once they get there, the Deep Ones Rising Track is increased by 1. Remember, also, that monsters with a blue border (the Byakhee) are flying monsters and monsters with an orange border (Shugeron and Priest of Dagon) are aquatic monsters. Also, the Shugeron is one of the Mask monsters, which are only added to the game in the event that Nyarlathotep is the Ancient One. They generally have tougher effects than normal monsters; in this case, a failure against the Shugeron results in the Doom Track being advanced.

First Player Token moves to Norman Withers. I'll need slider changes from everyone (including @Board Rider and movement actions from @Aladdar and @MinusInnocence (Rex is delayed and his turn in the Movement Phase will be becoming un-delayed).

Mandy will head toward Train Station, but will make a stop at Library on the way to avoid being caught out in the street. Someone's got to go try to deal with the monsters in Innsmouth, and possibly the gate there as well.

Aladdar
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I'll move to the unnameable and take that clue.

MinusInnocence
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Is it possible to see the list of Allies that aren't in the deck?

Fixxxer
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MinusInnocence wrote:

Is it possible to see the list of Allies that aren't in the deck?

So far as Iknow, this is the full list of possible allies:

http://www.arkhamhorrorwiki.com/Ally

Each game uses only 11 ally cards. The ones we currently have in this game's deck are:

Granny Orne
Young Zoog
William Bain
Terrible Old Man
Thomas Olney
Professor Morgan
Corinna Jones
Eric Colt
Erica Carlyle
Dr. Ali Kafour
Ruby Standish

Oliver Greyson and Walter Gilman were promotional cards. I don't own them.

Fixxxer
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MinusInnocence wrote:

Since the Child of the Goat is treated as a Cultist, and Cultists of Nyarlathotep are Endless, is the Child of the Goat Endless?

Negative. Just actual Cultists (and other monsters that already possess the Endless ability).

MinusInnocence
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Cool, thanks. Gloria will keep her sliders the same and move to the Graveyard.

Board Rider
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Rex to Speed 4. Rex lost the ability to grab the clue because of the gate opening, right?

Aladdar
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I'm wondering about strategy.

Since this elder god has a fairly short rising path, and he attempts to devour clue tokens to devour us individually during the fight; rather than trying to close and seal gates with clue tokens, should we just close the gates and manage monsters until he arises while stocking up on clues for the fight? At least those of us who don't have a high enough Lore check to win that particular check?

MinusInnocence
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I'm not ready to commit to abandoning sealing Gates. Gloria's special ability makes it way more likely she survives each trip through a Gate and her Lore skill isn't bad for closing them. Not saying I don't want to beat his ass, though.

Does anyone have 5 Clues yet? Maybe we can put a pin in this until then.

Aladdar
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I will have 5 clues after my stop at the unnameable. I also have the Find Gate spell which makes it much simpler to traverse gates. I definitely agree with closing them, just not certain whether we should simply close them or seal them completely due to the high clue cost.

My character can have a Lore of 5, so I'd likely be able to survive the first few rounds, but it would start to get dicey after that.

MinusInnocence
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If we're not sealing them, closing the Gates will just let a new one open up right away if the cards turn against us. Of course, if we're committed to battling the Ancient One and just giving up on the Arkham board, accelerating Doom Track progression isn't necessarily a bad thing (it will just mean less time to gather Clues, and I'm sure Rex would prefer to be Blessed before locking horns with Nyarlathotep).

If everyone else is into it though, we can definitely go for a Boss Fight. I just wish the damn Environment would change so I could do my Task. Spending time outside is prohibitively dangerous right now and I have to visit Street locations to complete it.

Fixxxer
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Board Rider wrote:

Rex lost the ability to grab the clue because of the gate opening, right?

The one at Independence Square? No, he grabbed that prior to the gate opening.

Re: Boss fight:
It might not be the worst idea in the world. However, note that our Ancient One has Magical Resistance, which reduces the number of dice you gain from a magical weapon or a spell that provides a bonus to combat by half. He also has a -4 modifier to Combat checks. Which means that in order to fight him effectively, we'd need some pretty hefty physical weapons. If we're gonna go that route, I'd highly suggest we look into getting shotguns, flamethrowers, dynamite, elephant guns, rifles and tommy guns.

Fixxxer
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@Aladdar, the action's on Norman.

Board Rider
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I am for whatever the group wants but agree with MI that Rex being blessed would make effective rolling much easier.

Fix, if Rex grabbed the clue does he get 2 for his Investigation ability or is that only occur with an encounter or something? Did he start with 2 because he now has 4 so maybe two were given. If he gets an additional clue would he be at 5 then?

I ask because I would like to change my Lore, if that is the right skill, to possibly seal the gate once Rex is spit out.

Fixxxer
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Ah, I see what you're asking. He should have gotten 2 Clue tokens instead of 1. I messed up due to my unfamiliarity with the character and I'll fix it and change it to him having 5 total.

Lore or Fight is used to close gates, your choice. Rex's potential for Lore is higher, and he also has the Revelation of Script spell.

Board Rider
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Possible to move Lore up one to 4?

Fixxxer
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Since we're into the Movement Phase, that ship has sailed for this round, but unless he comes across a way to teleport himself back to Arkham in the meantime, Rex still has this turn and the next in Another Dimension and can change his sliders around during Upkeep.

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