Zhar - The Chatter

196 posts / 0 new
Last post
Fixxxer
Fixxxer's picture
Zhar - 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.

Investigators:
Luke Robinson, played by @Aladdar
Zoe Samaras, played by @Board Rider
Charlie Kane, played by @MinusInnocence
Tommy Muldoon, played by @drumandfight
Trish Scarborough, played by @BaronessNight

The Ancient One is Zhar, a horrid creature that looks like a giant road cone made of tentacles. Each Ancient One has different ways they influence the game, and Zhar is no slouch in this department. Tcho-tchos and Tcho-tcho Priests game the Overwhelming 1 ability, which means that even if you win against them in combat, they still deal 1 Stamina damage to you. The really scary thing about Zhar, though, is that whenever a new gate opens up for any reason, I'll roll 2d6. If the result is doubles of any kind, we'll immediately resolve a new Mythos card. That's a big deal.

The rest of the information on Zhar's card is information on how to fight him should your mission to keep him from fully waking fail. I've fought Zhar in this way twice, and we had our asses handed to us both times. My advice is to make damn sure not to let him wake up. In the event that you have to fight Zhar directly, he has Magical Immunity. On his turn, the First Player is given the Zhar token to represent being wrapped up in tentacles. On any turn where an Investigator starts the round with the Zhar token in his or her possession, that Investigator is devoured, mind, body and soul. But there's more. See, Zhar is actually one body made up of two odd entities, so if you actually manage to defeat him in combat, you have to then kill the "second" Zhar, who has a full health track and has Physical Immunity. Fun times!

Fixxxer
Fixxxer's picture

Alright, what I need from you guys is to decide amongst yourselves who goes first, second, third and so on. This will change from round to round, and I only need your input this first time. It's up to you, but I'd recommend that maybe Aladdar, MinusInnocence and/or Board Rider volunteer to go earlier in the first round to give some reference to the two players who haven't played before.

I also need each of you to look at your character card (click to make it bigger) and tell me where you'd like your skill sliders to be set at the beginning of the game. You can put them anywhere you'd like to start, but remember that moving them around from round to round is limited by your Investigator's Focus score.

MinusInnocence
MinusInnocence's picture

I don't mind going first. Before the first turn, Charlie will set his sliders to Speed 2/Sneak 2, Fight 3/Will 3 and Lore 3/Luck 2.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

Board Rider
Board Rider's picture

I will volunteer for second. Zoey is ready to roll up her sleeves and turn the heat up in Arkham. On the menu today is devotion with a heaping side of righteousness.

Speed/Sneak to 3/1, Fight/Will 2/3, and Lore/Luck to 3/3.

MinusInnocence
MinusInnocence's picture

On second thought, Charlie is sitting on an enormous pile of cash and has no weapons at all. He needs to get to Ye Olde Curiosity Shoppe ASAP and will max out Speed for now.

Breaking my own rule of starting out with balanced stats, but we're playing with the Innsmouth board now and time is a-wastin'.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

Fixxxer
Fixxxer's picture

That's not a bad consideration. It might or might not also or alternatively be worth checking with the other players about potential trades. Zoey is carrying around four weapons and also has the luxury of not really having to worry about having to keep a golf bag of weapons around to overcome specific types of resistance.

Fixxxer
Fixxxer's picture

Alright, I still need slider settings from @Aladdar, @drumandfight and @BaronessNight.

Aladdar
Aladdar's picture

I've been out of town since Friday and am having to get caught up at work today. I'll try to get to this later this afternoon.

Aladdar
Aladdar's picture

Ok, so I start in the Dreamlands which means that speed isn't as important (Unless of course I need to make a speed check. lol)

So let's start speed/Sneak to 1/3
Fight/Will to 3/4
Lore/Luck to 2/3

Aladdar
Aladdar's picture

Also, I don't mind going earlier, but since I start the game in the dreamlands and am delayed I'm not certain how helpful my character will be there.

drumandfight
drumandfight's picture

I promise to get this sorted by tomorrow, but the bottom line right now is that I am just now getting to read the rules. It's finals week for my summer school class right now (before a second shortened semester starts). I am swamped, but still committed to the game.

Having said that, I do not mind going last or second to last. I would love any suggestions from other players as well regarding ability sliders.

Apologies for the lag.

Fixxxer
Fixxxer's picture

We can wait until tomorrow to get started, I think. It's a holiday weekend, after all.

HMU with rules questions. It's not a simple ruleset to pick up immediately.

Fixxxer
Fixxxer's picture

Alright, at this point everyone has given me their slider positions. MinusInnocence volunteered to be first player at the beginning, so we'll go in this order:

1: Charlie Kane (Minus Innocence)
2: Zoey Samaras (Board Rider)
3: Luke Robinson (Aladdar)
4: Trish Scarborough (BaronessNight)
5: Tommy Muldoon (drumandfight)

When all phases of the first round are complete, we'll move into the first phase of round 2 (the Upkeep Phase) and the First Player Token will move down the line, making Board Rider the first player in round 2. And so on, every turn thereafter.

Also, in case there's any confusion after reading the Rules post, the phases of a round break up the round, generally requiring input from each player. So unlike a game like Dungeons and Dragons, where when it's your turn, you dictate your character's full range of actions and then it becomes someone else's turn, in Arkham Horror you dictate your Investigator's action in a given phase. It's really easy once you see it in action, but the short description is that you move and do things that are a consequence of moving (usually Combat or Evasion checks) during the Movement Phase and you have Encounters (drawing cards or performing the text located under a Location's space on the board) during the Arkham Encounters Phase (if you're not in an Other World) or during the Other World Encounters Phase (if you're in an Other World).

Since we have someone with us who has never played a game on this site before, let me just point out the die roller. Near the bottom of this page you'll see a text box you can use to add a reply to the conversation. Scroll down a little further. See the little link for "Roll Dice?" Click it and it will open up a new option. In the "roll" area, you can specify a die roll you want to make Arkham Horror only uses d6 dice, so your rolls during this game will always be Xd6, where X=the number of dice you get to roll. If you'd prefer, you can roll the dice individually. In that case, you'd input 1d6 a number of times equal to the number of dice you want to roll, including a semicolon between each. The notes tab is exactly what it sounds like. When you click the "save" button at the bottom, your post will be made and will include the results of your die rolls. I'll be making a 2d6 roll for Zhar's special ability (because a gate is opening) in this post, so you can see what it looks like.

Simple enough, right?

With all that out of the way, I've updated your Investigator cards and added a list of the Allies available during this game to the Character Sheets thread. We're now entering the round 0 Mythos Phase, where Zhar begins to stir in his ancient slumber. An update to the Game thread will follow shortly and then we can jump right into it. I'll need a Movement Phase action from @MinusInnocence and I can queue up a Movement Phase action from anyone else who knows if and where they'd like to move.

A gate opens. Does Zhar's influence fuck things up further?
I rolled 1d6, the result is 3 = 3.
I rolled 1d6, the result is 4 = 4.
Fixxxer
Fixxxer's picture

I plan to give a brief walk-through the first time we encounter a phase, just to give the new players some context and to give them the opportunity for questions. With that in mind, this has been our first Mythos Phase. The Mythos Phase is basically the game's turn. A Mythos card is drawn to represent events unfolding. This usually means a gate tries to appear somewhere and spit monsters into the world, but there are other possible effects as well. This is also the phase when monsters might move. Sometimes a Mythos card also places a new Clue token on the board as well.

In this particular phase, here's the rundown of what happened, in the order it happened:

1: A gate opened at Independence Square. I rolled for the Ancient One's special ability in the post above and the results were not doubles, so no extra bad shit happens. Drawing cards for encounters is impossible at this Location so long as the gate is still there. It's worth noting, also, that based on the number of players we have and the number of expansion boards we're using, if 8 gates are open on the board simultaneously, the Ancient One immediately wakes up. There was a Clue Token at Independence Square prior to the gate opening, but it got sucked through the gate and lost forever.

2: A monster appeared through the gate. In this case, that monster is a Fire Vampire.

3: A Clue Token appeared at The Unnamable. That means there are now two Clue tokens at that Location.

4: Monsters were given the potential to move, depending on the particular gem symbol on their monster card. The only monster currently on the board is the Fire Vampire, and his star-shaped gem symbol was not included among those allowed to move, so he stayed put. It's worth it to note at this point that the color of the border on a monster's card dictates how he might move. It's not something you absolutely have to know about, but it might be helpful eventually. The Fire Vampire has a blue border, which indicates that he moves by flying.

5: The Mythos Ability listed on the card occurs. In this case, the ability was that any monsters in a specific set of Locations or streets on the board would have disappeared, ostensibly dealt with by campus rent-a-cops. But since there were no monsters in those areas, nothing happens. It's worth it to note that not all Mythos Ability listings area so positive and helpful.

As I mentioned earlier, next we move into the Movement Phase, beginning with MinusInnocence.

Board Rider
Board Rider's picture

Fixxxer wrote:

That's not a bad consideration. It might or might not also or alternatively be worth checking with the other players about potential trades. Zoey is carrying around four weapons and also has the luxury of not really having to worry about having to keep a golf bag of weapons around to overcome specific types of resistance.

Didn't see this. Fixxx is right. If you want a weapon tell me what you want and it's yours. Zoey will give it up. It's good to give handjo....handouts to politicians.

Board Rider
Board Rider's picture

Unless MI rolls to the Unamable that's where Zoey is going.

Aladdar
Aladdar's picture

I just realized I wasn't subscribed to these threads. I think I've resolved that now. So hopefully I won't miss so many posts next time.

I don't think there's anything for me to do other than standup right now correct?

MinusInnocence
MinusInnocence's picture

I think I will let Zoey grab the two clues at Unnameable and Charlie will go to Unvisited Isle instead.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

Fixxxer
Fixxxer's picture

Aladdar wrote:

I don't think there's anything for me to do other than standup right now correct?

Correct. Luke is unique in that he begins the game delayed as a means of preventing him from using his unique starting location to potentially immediately close a game on the first turn. His Movement Phase action will simply be to not be delayed anymore, so he'll act on the Other World Encounters Phase.

Fixxxer
Fixxxer's picture

MinusInnocence wrote:

I think I will let Zoey grab the two clues at Unnameable and Charlie will go to Unvisited Isle instead.

I assume he intends to grab the Clue Token there? Actually, since there's usually a lot more reason to grab them than to leave them, I'm just going to make grabbing the Clue Tokens the default and if you guys want to leave them, you can specify that instead.

MinusInnocence
MinusInnocence's picture

Until you just said that, in all my years playing it never occurred to me I could forego picking one up. So yes, I definitely want my precious.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

Fixxxer
Fixxxer's picture

Alright, a good beginning. @drumandfight, where (if anywhere) will Tommy be moving to? He's got 3 movement points (his Speed score), plus another from his Map of Arkham, so he can hit anywhere up to and including 4 areas away from his current location.

BaronessNight
BaronessNight's picture

Trish, with her movement of 3, will be heading to the Train Station and purchasing a ticket to be dropped at Bishop's Brook Bridge.

Sierra R. Haugen

MinusInnocence
MinusInnocence's picture

BaronessNight wrote:

Trish, with her movement of 3, will be heading to the Train Station and purchasing a ticket to be dropped at Bishop's Brook Bridge.

Solid opening move for a first time player! If Zoey or Tommy can head to the other board in Innsmouth, we'll be sitting pretty; I guess it makes the most sense for Tommy to be the one to go there, since the locals will probably leave a cop alone.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

Fixxxer
Fixxxer's picture

MinusInnocence wrote:
I guess it makes the most sense for Tommy to be the one to go there, since the locals will probably leave a cop alone.

They won't, at least not any more than anyone else. Innsmouth people like to arrest strangers, but even being a rookie cop, Tommy's to immune to that. Someone's almost certainly gonna have to go to Innsmouth to keep up with the Deep Ones Rising Track there, but as of yet, none of the Investigators is more or less qualified than the others.

You guys haven't discussed a general plan of action yet. It's early in the game, but that might be a good idea.

drumandfight
drumandfight's picture

Fixxxer wrote:

Alright, a good beginning. @drumandfight, where (if anywhere) will Tommy be moving to? He's got 3 movement points (his Speed score), plus another from his Map of Arkham, so he can hit anywhere up to and including 4 areas away from his current location.

OK so with four movement squares, and very little understanding of what I should be thinking of as a long term goal, I am inclined to just go to the diner. Long day at work, let's get something to eat, assuming stamina can increase to higher than its base.

I am also somewhat inclined to say fuck it and see what Hubb's roadhouse is all about.

Thoughts?

MinusInnocence
MinusInnocence's picture

drumandfight wrote:
Fixxxer wrote:

Alright, a good beginning. @drumandfight, where (if anywhere) will Tommy be moving to? He's got 3 movement points (his Speed score), plus another from his Map of Arkham, so he can hit anywhere up to and including 4 areas away from his current location.

OK so with four movement squares, and very little understanding of what I should be thinking of as a long term goal, I am inclined to just go to the diner. Long day at work, let's get something to eat, assuming stamina can increase to higher than its base.

I am also somewhat inclined to say fuck it and see what Hubb's roadhouse is all about.

Thoughts?

I don't think you can raise your Stamina past the maximum, but you could choose to draw an encounter card at the Diner instead. Note the green and red symbols on each location: red ones are unstable, meaning there's a chance a Gate can appear there as a result of a Mythos or Encounter card being drawn. If that doesn't sound like something you want to happen while you're standing there, just keep it in mind. Right now, ending your movement out in the street isn't super dangerous - there are no environmental conditions to be worried about and the only monster on the board could technically fly to your space and attack you, but it's weak as hell.

Tommy could reach the Train Station with 4 movement points, if you're interested in going to Innsmouth next turn. There's a chance you draw an encounter card and get to move early, but there are other cards that might send you some place totally different.

The only thing I would say is that attacking the Fire Vampire and moving into the open Gate is probably a mistake for Tommy right now, because he doesn't have enough Clues (5) to seal it. But doing just about anything else with his movement is probably not a waste, including moving some place with Clue tokens up for the taking.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

Fixxxer
Fixxxer's picture

MinusInnocence wrote:

The only thing I would say is that attacking the Fire Vampire and moving into the open Gate is probably a mistake for Tommy right now, because he doesn't have enough Clues (5) to seal it. But doing just about anything else with his movement is probably not a waste, including moving some place with Clue tokens up for the taking.

Not being able to seal a gate after closing it is a consideration, but moreso it would probably be a mistake for Tommy to try to take out the Fire Vampire right now because the Fire Vampire has Physical Immunity, and Tommy's only weapon is physical. That said, he could try sneaking past it, if closing the gate is something he wants to try for. Even without sealing, it's not a horrible plan, because a single Gate Trophy can buy Tommy the Deputy of Arkham title. That said, Luke is set up nicely to potentially exit that gate the turn after next, so there's that.

Regarding the various Locations, MinusInnocence right right about the red diamond/ green diamond indicator. The unstable locations (red diamond) have a higher possibility of drawing an encounter that results in gates or monsters. That said, they often have other considerations as well. For example, Hibb's Roadhouse is a decent place to possibly pick up Ally cards via Encounters. South Church is the spot to try if you're looking to get Blessed. Arkham Asylum and St. Mary's Hospital have thee types of encounters that might typically result in a restoration of Sanity or Stamina, respectively. That sort of thing.

BaronessNight
BaronessNight's picture

I feel like the next couple of turns will be figuring out ultimately what needs to be put in place as far as strategy, but with Trish being on the Dunwich board and someone else traveling to Innsmouth, it allows us all a chance to monitor the horror that will inevitably ensue from all directions -- respectively.
I agree with MinusInnocence on Clue Tokens, I feel those to be an important asset in any situation.

Sierra R. Haugen

drumandfight
drumandfight's picture

OK so with that in mind, even though it has a red diamond, I am going to head toward the Roadhouse (2 moves) and get that clue/potential ally. If there is anything else I can do, but am failing to mention being N00b as fuck to this system, please throw me an assist.

Fixxxer
Fixxxer's picture

Awesome. Alright, @MinusInnocence is up.

For the benefit of the new players, we've finished the Movement Phase and have now entered the Arkham Encounters Phase. In order from first player on, Investigators in Arkham that are in Locations but not street areas (usually) will draw a card that specifies an encounter. Sometimes the encounter will specify an event that happens and be done with it, but more often than not the Investigator gets some degree of input as to the result, as is the case currently with MinusInnocence being asked to roll a skill check. In this case, he's being asked for a Lore (-1) check, which means he looks at his Lore skill (currently set to 3), adds in any additional modifiers from skills, items, etc (of which there are none) and subtracts 1 (because it's a Lore -1 check), for a result of 2. This means he gets to roll 2 dice. Unless other factors are in play, a result of 5 or 6 on a die is a success and anything else is a failure.

MinusInnocence
MinusInnocence's picture

Charlie loves Clues.

Lore -1 (two dice).
I rolled 2d6, the result is 4, 4 = 8.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

Aladdar
Aladdar's picture

He may live them, but he doesn't have one.

MinusInnocence
MinusInnocence's picture

Well, that's all right. At least I got the one laying on the ground.

I could have used my Lucky Cigarette Case to roll again. I guess I could have also used my Clue to try and gain a Clue, but that would be a poor use of resources for reasons which should be obvious to our new players.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

Fixxxer
Fixxxer's picture

No Clues for you!

@Board Rider, Zoey is on deck.

Board Rider
Board Rider's picture

Zoey bout to hurt herself.

I rolled 1d6, the result is 5 = 5.
Fixxxer
Fixxxer's picture

Zoey did fine, remarkably.

@BaronessNight, Trish is up. Because of the wording on the card, she has 3 options.

1: Because the card says "if you accept the challenge," then Trish can simply choose to do nothing. She doesn't go fishing with the kids and the encounter is over.

2: She can choose to try and will roll a number of dice equal to her Luck minus 1. If she succeeds, she draws 1 card from the Unique Item deck. Pretty swank.

3: She can choose to try and will roll a number of dice equal to her Luck minus 1. If she fails, she becomes delayed, which means that she doesn't get to move during the Movement Phase next turn, so she'll have to stay at Bishop's Brook Bridge and have another encounter here.

It's worth noting here that she has tertiary options as well.

3a: She has a Lucky Cigarette Case. If she fails the check and she wants to, she can discard that item to get a reroll of the skill check. This is a choice, and she's not required to do so at all if she doesn't want to.

3b: Investigators can spend Clue tokens on a 1-for-1 basis to gain extra dice to any skill check roll. So if she fails the roll, she can spend a Clue to roll another die. And another, and another if she wants, so long as she has Clues to spend. This is a choice, and she's not required to do so at all if she doesn't want to.

drumandfight
drumandfight's picture

LORE CHECK BITCH (-1)

Heh... Tommy think funny stone is neat.

Lore check... bitch. Big money.
I rolled 1d6, the result is 4 = 4.
BaronessNight
BaronessNight's picture

Trish is going to try her luck at getting a unique item from the fishing challenge.

I rolled 1d6, the result is 2 = 2.

Sierra R. Haugen

BaronessNight
BaronessNight's picture

I'll use the Lucky Cigarette Case to re-roll my lousy dice.

I rolled 1d6, the result is 3 = 3.

Sierra R. Haugen

Fixxxer
Fixxxer's picture

WOMP WOMP.

Alright, (2drumandfight), it's Tommy's time to shine! Or at least, it's his time to maybe not go a little bit crazy in the head. We'll need a will check. Tommy's Will is currently set at 3 and it's modified by the card to -1, so roll 2d6. If either of the dice show a result of 5 or 6, he passes the check. He gets a free Knife whether he passes or fails.

Since the result of Tommy's action can't affect Luke, we'll go ahead and draw Luke's encounter card as well to move things along while we wait for drumandfight's roll.

MinusInnocence
MinusInnocence's picture

I hope someone has something to show for their encounter phase other than Zoey not breaking her neck in the haunted house.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

Fixxxer
Fixxxer's picture

Well, Tommy does get a free Knife, for what it's worth. It's just that he might slide closer to literal insanity, too. Because Lovecraft.

Luke might break even.

Trish let it ride and crapped out.

Aladdar
Aladdar's picture

My luck check.

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

Did you really almost Innsmouth Look me out of the game after one turn? This playthrough has no chill.

Also, don't forget to roll 2d6 for Zhar's Doom track moving up.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

Fixxxer
Fixxxer's picture

Drumandfight is out of town at the moment and hit me up to roll his check on his mobile so we could move forward quickly. The check did not pass, unfortunately.

So after resolving Tommy and Luke's encounters, we have a Mythos Phase. This one was remarkably light, all things considered. A new gate opened in a very hard-to-reach place. A monster with an annoying special quality and a penchant for hurting Sanity came out of it. The first player, MinusInnocence, had to draw two cards from the Innsmouth Look deck. There are some nasty things in that deck, including one instant-kill card. MI took it on the chin like a man and it turns out that he drew two copies of the same card, which was benign.

So now we're back in the Upkeep Phase. This is where exhausted cards get refreshed, skill sliders get rearranged and you get to use any cards or special abilities that have "Upkeep:" as a usage. @MinusInnocence, @Board Rider, @Aladdar and @drumandfight, please let me know if you'd like to adjust your Investigator's skill sliders. As a reminder, you're able to make a number of adjustments equal to your Investigator's listed Focus, so if your Focus says 2, for example, then you can move one of your sliders two spaces or two of your sliders one space, but you don't have to move any of them at all, if you don't want to. @BaronessNight, Trish handles skill sliders differently that the others. Please lemmie know how you want to arrange them.

Once I have answers from everyone, we'll proceed to a new Movement Phase with Zoey as the first player.

Fixxxer
Fixxxer's picture

MinusInnocence wrote:

Did you really almost Innsmouth Look me out of the game after one turn? This playthrough has no chill.

It was possible. Seeing as to how we have all cards from all expansions, there are more cards than in the base Innsmouth deck, but yeah, that hideous "you die and are replaced with a monster" card is still in there.

MinusInnocence wrote:

Also, don't forget to roll 2d6 for Zhar's Doom track moving up.

Good call. Knew I forgot something.,

I rolled 2d6, the result is 6, 4 = 10.
Aladdar
Aladdar's picture

I'll keep my skills where they are.

MinusInnocence
MinusInnocence's picture

On Turn 2, Charlie will max out his Luck and head to the Black Cave.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

Board Rider
Board Rider's picture

Please move slider to Speed 4 Sneak 1. Zoey's going on a field trip to the Science building.

Fixxxer
Fixxxer's picture

We're just waiting on input from @drumandfight and then we can move on to the next phase.

Pages