Nyarlathotep - The Chatter

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Fixxxer
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@Aladdar, the action's on Norman.

Aladdar
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Sorry, just got internet back after having the storm go right over us.

Here's my luck check.

I rolled 2d6, the result is 4, 5 = 9.
Aladdar
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SUCCESS!

Fixxxer
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Alright, so we let the big-bad wake up. Here's a link to a short and concise description of how this goes from here on out: http://www.arkhamhorrorwiki.com/Final_Battle

When the Ancient One rises, any Investigators that are currently Lost In Time and Space are devoured. That means Rex Murphy is irrevocably lost. The surviving Investigators now have a last-ditch attempt to physically fight the Ancient One off.

The Ancient One's Doom Track is filled up immediately. Each Doom Token on its card counts effectively as 4 hit points (the number of Investigators, including those devoured). Since it's Nyarlathotep we're facing, any Investigator with no Clue Tokens is devoured, so we would have lost Rex Murphy at this point anyway. There's no need for a map from this point forth; the surviving Investigators all share an undefined space with each other and with Nyarlathotep for the rest of the game.

What happens now is this. We get an Upkeep Phase, which includes First Player Token moving from Mandy to Norman. Anything you can do in a normal Upkeep, you can do now, so slider changes and the like. During this phase, we can also trade items with each other, as we share a space.

Starting with the first player, Combat rolls may be made, modified by Nyarlathotep's -4 modifier. Note that Nyarlathotep has magical resistance, so bonuses to Combat granted by Spells or magical items only grant half the listed bonus (rounded down). If an Investigator deals damage to Nyarlathotep, that damage is recorded and is cumulative, so future attacks by an Investigator can add to it. For example, if Mandy deals 3 damage to Nyarlathotep, that's not enough to remove a Doom Token from its sheet, but that 3 damage remains. Then Norman deals 1 damage to Nyarlathotep. Combined with the 3 damage Mandy dealt, that's enough to remove 1 Doom Token. HOWEVER... when a Doom Token is removed, the damage to Nyarlathotep being tracked reverts to 0, so in effect any damage dealt above and beyond the removal of a Doom Token is lost.

After all the Investigators have had their turn at Combat, it's Nyarlathotep's turn. Rather than attacking an Investigator directly, what happens is its influence is shown as a sort of mental attack against all the Investigators. Each Investigator makes a Lore (+1) check. Failure means the Investigator must discard a Clue token. At the end of Nyarlathotep's attack, any Investigator with 0 Clue Tokens is devoured.

From there, we enter Upkeep again and do it all over. This continues until either Nyarlathotep is defeated or all Investigators are devoured. The only changes from round to round will be the moving of First Player Token and that the Lore check forced by Nyarlathotep's attack is reduced by 1 every turn, so it's +1 the first time we do it, then +0 the second time, then -1 the third and so forth.

Make sense?

Board Rider
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Poor Rex. Good luck gents. We had a good run however it plays out.

Aladdar
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I can't recall, do I cast voice of Ra before or after I change sliders?

MinusInnocence
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Gloria moves her Speed and Lore up by 1 each. Unfortunately, she can't mathematically succeed on a Combat check vs Nyarlathotep; at least not without spending Clues, and she would need to spend 2 at a time to have the chance to deal even 1 damage.

So if you need me to I will keep rolling on each turn to see if I lose a Clue token when he attacks, but other than that I'm effectively out of the fight, unfortunately.

Fixxxer
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Aladdar wrote:

I can't recall, do I cast voice of Ra before or after I change sliders?

Before. Changing sliders is the last thing done in Upkeep order.

Quote:
Gloria moves her Speed and Lore up by 1 each. Unfortunately, she can't mathematically succeed on a Combat check vs Nyarlathotep; at least not without spending Clues, and she would need to spend 2 at a time to have the chance to deal even 1 damage.

That's true. However, Gloria has something that Mandy doesn't have. The $2 needed to reload her Elephant Gun. If Mandy trades it to Gloria in the first round, Gloria can get a shot in, then reload it and get another shot in on round 2.

Actually, even better than that might be for Norman to get the Elephant Gun and Gloria's $2 (he'll get 5 shots out of it), then Gloria to get Mandy and Norman's Cavalry Sabers and Mandy to get Norman's .38. Mandy's the most likely to end up devoured, so it make the most sense to put the biggest weapons in the hands of those who are most likely to survive the longest.

MinusInnocence
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I'm game.

Aladdar
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works for me.

Aladdar
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ok, I'm going to wait a turn or two before I start burning through my sanity to cast Voice of Ra. Remind me, I lose the sanity each time I cast right? Not just on successful castings?

For now, I'll take the elephant gun and everybody's money and I'll give anything else away (Other than voice of Ra) that others want.

Move my Fight and Lore to max.

Fixxxer
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Aladdar wrote:

ok, I'm going to wait a turn or two before I start burning through my sanity to cast Voice of Ra. Remind me, I lose the sanity each time I cast right? Not just on successful castings?

Correct. You pay the Sanity just to make the attempt to cast the spell.

Should it become important to know in the future, the game makes a distinction between this Sanity cost (spells) and Sanity loss (damage) in that an ability to that prevents Sanity loss can't be used to reduce Sanity cost.

Fixxxer
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Alright then. I see two ways to get this done.

1: We maintain a sort of turn structure. Each of us rolls for Combat, then I tally the results, then we roll Lore vs. the Ancient One's attack, then I tally. Then we repeat the process, minus anyone that got devoured.

2: We abandon the turn structure and each of us rolls, say, 40d6. I'll apply those rolls to Combat and Lore in the order they occur and build the narrative to completion in the Game thread.

@Aladdar and @MinusInnocence, what say you?

MinusInnocence
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I think the latter option is probably more expedient.

Fixxxer
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We can do that, then. Hit me with 40d6.

Edit: Aladdar, lemmie know before you roll which turn you'd like to start trying to cast Voice of Ra (if you'd still like to try).

I rolled 40d6, the result is 4, 4, 3, 3, 5, 6, 4, 5, 2, 3, 4, 2, 6, 3, 5, 1, 4, 4, 3, 4, 5, 1, 4, 5, 5, 4, 2, 2, 6, 1, 2, 5, 4, 4, 5, 5, 6, 2, 6, 3 = 152.
MinusInnocence
MinusInnocence's picture

Let's gooooo

Combat vs Nyarlathotep
I rolled 40d6, the result is 5, 3, 1, 3, 5, 1, 5, 3, 1, 3, 3, 6, 1, 5, 3, 3, 3, 6, 4, 1, 1, 2, 2, 6, 5, 3, 3, 2, 6, 3, 6, 2, 2, 4, 1, 3, 4, 3, 3, 4 = 130.
Aladdar
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I'm not really sure. I was going to do it based on how things were going, whether we were making an impact or not.

My guess is that I'd start doing it around round 3 unless the math showed I'd go insane before we could win.

I've got a lot of clues so I can survive a bit, but the rest of you are going to die sooner.

Aladdar
Aladdar's picture

So what do you all think? If we're going to do this automatic? Should I just start on the first turn (Since I am going to run out of ammo for the gun before too long) and just do as much damage as possible now, or wait until later? Or do we maybe want to run this a few rounds at a time? Maybe we go three rounds, see where we stand and then adjust from there?

Aladdar
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Either way, here's 40d6 depending on how we decide to go.

I rolled 40d6, the result is 6, 5, 1, 1, 2, 1, 5, 3, 2, 6, 6, 1, 1, 5, 4, 5, 6, 6, 5, 6, 1, 1, 2, 1, 4, 6, 3, 5, 6, 2, 1, 5, 3, 5, 4, 6, 5, 4, 1, 1 = 143.
Fixxxer
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So.... this format doesn't lend itself very well to dramatic tension, but I can promise that this fight, if it had been done on a tabletop, would have been nothing but dramatic tension. It was a close as I've ever seen a Final Battle ever go. Just 4 more damage and Nyarlathotep would have been defeated. If you can believe it after all that, Nyarlathotep is probably the easiest Ancient One to beat in a direct fight (barring odd circumstance).

We all did remarkably well here. This is the usual ending to this game. The world gets eaten. It's inevitable.

Aladdar
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So Norman's a badass, but not bad enough to kill a God single handedly. I take consolation in that fact. lol

It was amazing how fast things unraveled in this game vs previous versions we've played.

MinusInnocence
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The earlier playthroughs were anomalous. As you play with more expansions, there are of course more options available to the players, but there are also more ways to lose, too.

Of course it can go the other way, too. I once played a game where the Ancient One woke up like 30 minutes. But it was Hastur, and his modifier to our attacks is based on the Terror Track; since we lost so early, it never advanced, so we just beat the shit out of him at -0.

Fixxxer
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There's a mission card that allows you to wake up the Ancient One immediately. That's a great card to use when Hastur is the big-bad.

There's a big-bad in the deck, Zhar, The Twin God, who is probably much harder to fight than Nyarlathotep, and once you beat him, you get to start over and beat him a second time to reflect fighting his twin.

There's a big-bad in the deck that causes Locations in Arkham to become permanently destroyed as Doom Tokens are added to his track.

Comparatively, Cthulu is a real pussy.

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