Zhar - The Chatter

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BaronessNight
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Trish is going to move her fight/sneak slider twice to the right, her lore/will twice to the right, and her speed/luck once to the right. She will then move two spaces to Gardner's Place.

Sierra R. Haugen

Fixxxer
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Aladdar wrote:

I don't know enough about where I'm at. Should I stay where I am and just hope an encounter moves me? Should I move the one spot and pick up that clue?

So, funny story. I was tentatively planning on having Tommy go to Falcon Point and pay to have Luke dropped off. But it turns out that being a rookie cop doesn't pay much and Tommy doesn't have enough money to do that. Duh.

If it were me, I'd probably stay there and hope for a benevolent encounter. Getting the Clue from Y'ha-nthlei would be nice, but I wouldn't trust that the encounter you get from there would be anything but awful. Y'ha-nthlei is the ancient underwater home of the Deep Ones, so it's basically like a mini-other world on Earth.

Edit: It's worth noting that most of the time that you get an encounter card that allows you to move, it usually involves you moving somewhere and then having an encounter at that new location.

Board Rider
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Please move slider to the right to make Lore/Luck 4/2. Zoey is going to Independence Square.

Aladdar
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Ok, move my lore up one and I'll simply stay put.

Fixxxer
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@MinusInnocence, Charlie's up.

I'm very impressed with the sheer number of encounters we've had thus far with an Ally as a potential reward.

MinusInnocence
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Charlie is loving the allies. Tom puts his back into it and lends a hand.

5 Fight minus 2 leaves me with 3 dice.

Fight -2 vs Encounter card
I rolled 3d6, the result is 6, 6, 3 = 15.

"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
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Charlie's got a real gaggle of useful people trailing him.

@Aladdar, Luke is up. From earlier conversation, I went ahead and assumed you wanted to move away from Devil Reef instead of floating there. Now you can choose whether you want to investigate the old crate (Luck check) or leave it be.

Aladdar
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Luke is high as a kite and so the container appears to be a treasure chest. He tries to open it.

I rolled 1d6, the result is 2 = 2.
Aladdar
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We'll use my skill to try once more.

I rolled 1d6, the result is 4 = 4.
Aladdar
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Luke decides to take a nap.

MinusInnocence
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I hope nothing bad happens to Luke. I love that he's having a very different playthrough than the rest of us.

"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
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In my head I see Luke as Klaus from The Umbrella Academy.

Fixxxer
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I agree. Luke seems like a very fun character.

Rolling for Zhar.

No whammies...
I rolled 1d6, the result is 3 = 3.
I rolled 1d6, the result is 4 = 4.
Fixxxer
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Alright, we're back in Upkeep. I need slider changes from @Aladdar, @BaronessNight, @Board Rider, and @MinusInnocence. I'll also take Movement Phase actions from BaronessNight and MinusInnocence.

Aladdar, I'm not sure if you were planning on holding onto your Clues or using then to help Innsmouth, but if it's the latter, then Upkeep is the phase to do so.

Unless someone has a better plan for him, Tommy's planning on heading to Marsh Refinery. He'll grab the Clues while he's there, but he's mostly trying to position himself in a blue neighborhood so he can spend Clues next Upkeep like he's doing this Upkeep.

MinusInnocence
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Charlie will max out Speed and move to Merchant District Streets. He can be at Bishop's Brook Bridge next turn and then use his Clues to try to close and seal one of these Gates, hopefully.

"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
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Move my speed up to 2, and yes, use my clues to help innsmouth.

BaronessNight
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Trish decides she would like a couple more clues to help bolster her reroll chances in combat. So she will max out her fight/sneak slider, and move the other two sliders to the right once. She then makes her way to Whateley Farm, with an injured arm bothering her fiercely, for those clues, in hopes of mustering her fighting spirit for that gate and Nightgaunt at Wizard's Hall next turn.

Sierra R. Haugen

Fixxxer
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Just a polite nudge for @Board Rider.

Board Rider
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No slider changes. Just hanging in another dimension.

Fixxxer
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@Aladdar, what is Luke doing during the Movement Phase?

Aladdar
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I'm delayed aren't I?

Fixxxer
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You are. I spaced that. My bad.

Fixxxer
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Rolling for Tommy

Speed -1
I rolled 1d6, the result is 6 = 6.
BaronessNight
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Trish is going to roll a speed -2 check. She has 4 speed so minus 2 would be 2 dice.

I rolled 2d6, the result is 5, 6 = 11.

Sierra R. Haugen

MinusInnocence
MinusInnocence's picture

Good grief. I guess if anybody was gonna be ambushed by a fuckin' Gug, at least it was Zoey.

"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
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Alright, @Board Rider, Zoey's up. Of course, some dark god completely screwed her and dropped her Stamina to match her Sanity, so they're both at 2. And you've got a monster to deal with, a Gug, which has big dick energy.

1: You can try to Evade, but Zoey's got a Sneak of 1, so it'll cost her 2 Clue tokens just to be able to attempt that roll. On the plus side, if she fails, her Conceal skill would then allow her to spend 2 more Clue tokens for an automatic success.

2: You can fight. You'll need to roll a Horror check (-1), which lets you roll 2 dice. You only need one success, but if you fail, Gug deals 2 Sanity damage, which will put Zoey in the Asylum. You can, of course, spend Clue tokens to roll extra dice after seeing the result. If you succeed at a Horror check, you'll need to fight. That's a piece of cake for Zoey, but if she fails a Combat check, Gug deals her 4 Stamina damage. Take note that with its Overwhelming ability, Gug deals 1 Stamina damage to her even if she succeeds at the Combat check. 3 successes are required on your COmbat check to kill Gug.

Gug disappears after this round no matter what (unless you win, in which case you take it as a trophy), so no worries about future rounds.

What'cha wanna do? Go ahead and make your rolls.

MinusInnocence
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I think because the Horror check happens before he has to declare what weapons he's using for his Combat check, Zoey benefits from the Cross's +1 bonus, right? So he technically has 3 dice on the Horror check.

"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
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Yes, that's true.

Board Rider
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Horror check vs. Gig.

Cross adds 1 die.
I rolled 3d6, the result is 3, 4, 6 = 13.
Aladdar
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"Falcon Point - The fishermen prove to be friendly and raucous. Gain 2 Sanity, but lose 1 Stamina as they keep you awake all night with their songs and stories."

I guess it's a good thing I took a good nap.

Board Rider
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Okay made the horror check. Before rolling combat I can use both the blade and the knife, right? Or because I used the cross is that technically used in one hand this turn?

I'll roll using the Enchanted Blade first but, the dice fail, I would like to use 3 rolls from the knife, if possible, before using clues.

Enchanted Blade
I rolled 6d6, the result is 2, 3, 2, 1, 4, 3 = 15.
Aladdar
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You don't choose the weapons you use until the combat portion, so yes, as long as both weapons are single handed you can use both.

Board Rider
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Probably will use clues but if I can start with the knife rolls please let me know.

Board Rider
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Oh...okay. Using knife.

I rolled 3d6, the result is 3, 6, 6 = 15.
Board Rider
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Clue 1

I rolled 1d6, the result is 1 = 1.
Board Rider
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Clue 2

I rolled 1d6, the result is 1 = 1.
Board Rider
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Oh boy...clue 3

I rolled 1d6, the result is 2 = 2.
Board Rider
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Wow..fuck you dice roller. Well, I don't see a point in exhausting clues if I can't seal the gate. Thoughts? Just go to the asylum?

Aladdar
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Well there is some benefit to still closing the gate. You get it as a gate trophy, it's less likely to create monster surges. So while sealing is nice, it isn't necessary.

Board Rider
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Thanks Aladdar. Ill try 3 more clues to hopefully save from multiple posts.

Clues vs Gug
I rolled 3d6, the result is 6, 6, 2 = 14.
Board Rider
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Okay...so down to 4 clues if my math is right and 1 dead Gug.

MinusInnocence
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Killing the Gug here means you will get its trophy, too as well as a Unique Exhibit item. So that's something else in favor of not having your head caved in. It's also worth noting that you won't end up at the Asylum for dropping to 0 Sanity or the Hospital for losing all your Stamina if either of those things happens when you're in an Other World. Instead, you just get Lost In Time And Space, which is not awesome but also sometimes better.

I do think there might be a weird ruling here on Zoey's combat with the Gug, though, because your initial roll of 6 dice with the Enchanted Blade would have reflected her Fight skill plus the bonus from the weapon. But the Gug imposes a -2 penalty on Combat checks, so she actually only had 4 dice for that roll. There are a few different ways to parse through what happened with all the Clues; I think it's pretty obvious that just in terms of the number of dice being rolled, you eventually ended up with 3 successes. I just don't know how Fixx will adjudicate how many Clues were actually spent by the end of it.

"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

It looks life 7 clues would have been used instead of 4. Leaving Zoey with 1. But I will see what Fixxx rules.

Fixxxer
Fixxxer's picture

If you're playing the game on a tabletop and you roll multiple dice for Clue add-ons, you spend that may Clues because it's not really possible to determine which was the first, second, etc dice in the sequence. We don't suffer from that limitation on the Archive because the die roller helpfully shows us the order in which dice were rolled, so I don't see a good reason to charge you for extra Clues just because you wanted to make everyone's life easier by consolidating the number of posts. As a result, I count 2 successes with the Enchanted Knife and a success on the use of the fourth Clue, for a total of 4 Clues spent.

Regarding the Cross, that was handled correctly. If you have an item or a skill like that that lists a secondary effect further down the card after a space, then that's a completely different effect. The Cross gives you a +1 bonus to Horror checks just because you own it, not because you're actively using it. Another example of note are many skill cards. Compare Charlie Kane's current skill to Trish Scarborough's. Charlie's skill lists an effect, just one single thing the skill lets him do. But Trish's lists a +1 bonus to speed, then a hard return, then a secondary effect reliant on spending Clue tokens. So, Trish always gets a +1 bonus to speed and the fact she gets a particular bonus to Speed checks when using Clue tokens is a separate benefit.

So, Zoey is triumphant! All those Clue tokens were a steep price, but remember that if you get knocked unconscious or driven insane you either have to take an injury/madness card or you end up losing half your shit, Clue tokens included, so ignoring the extreme benefit of an Exhibit Card gained, she basically broke even here. Except that she also took Gug as a trophy, which brings her up to 5 toughness worth of monsters. That's good currency that can be spent on things like getting someone blessed, becoming the Deputy of Arkham, trading outright for money or Clue tokens, etc, all done at various Locations in lieu of Encounters. That said, if you spend monster trophies, they go back in the "cup" (the Crown Royal bag I draw them from), and can potentially be drawn again as monster encounters, so there can sometimes be a wisdom to not spending specific monster trophies because you don't want to have to fight those monsters again. It's a game of choices.

Interestingly, the Exhibit Card she drew, Scales of Thoth, was the plot device used by the Encounter card to put her in the situation she was in in the first place. Fun! Remember she also takes 1 Stamina damage even though she won the Combat check, because Gug had Overwhelming 1. She's standing and sane, but pretty close to being in a bad way, so it might be worth looking into some of the various ways to get her Sanity and Stamina restored in the near future.

Using this post to roll for Zhar.
I rolled 1d6, the result is 3 = 3.
I rolled 1d6, the result is 1 = 1.
Fixxxer
Fixxxer's picture

We're back in Upkeep. Need slider adjustments and Movement Phase actions from @Aladdar, @BaronessNight, @Board Rider and @MinusInnocence. Tommy increased his Speed by 1 so he can get to Dunwich this round.

If you have money, need Common Items, and can get there, don't ignore our current environment while it persists. It's objectively better than shopping at the General Store because you can buy two Common Items instead of just one.

MinusInnocence
MinusInnocence's picture

No time for shopping. Charlie's sliders are fine where they are and he will move as fast as he can to Bishop's Brook Bridge. It's $2 to get there, right?

"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

I'm trying to figure out my best option.

Should I stay here and have an encounter somewhere? If so I can move my speed to three and so have a few options. Which are my best.

Otherwise how do I get out of here and where should I go?

Board Rider
Board Rider's picture

No slider changes. No place to move right now, amirite?

BaronessNight
BaronessNight's picture

Trish decides to even out her skills by moving her fight/sneak to the right twice, her lore/will slider to the right twice, and her speed/luck to the right once. With her trusty ally Asenath Waite by her side, they both make near silent steps into the Backwoods Country of Dunwich to try and evade a roaming Nightgaunt. Once evaded or killed, their objective lies inside the gate at the infamous Wizard's Hall.

Sierra R. Haugen

Fixxxer
Fixxxer's picture

Aladdar wrote:

I'm trying to figure out my best option.

Should I stay here and have an encounter somewhere? If so I can move my speed to three and so have a few options. Which are my best.

Otherwise how do I get out of here and where should I go?

You have a couple of options.

1: Stay put and have an Encounter. Many of the Falcon Point encounters let you move somewhere else. Others net you money, Clues or free Whiskey.

2: Stay put and do Falcon Point's text rather than an Encounter. You'd pay money for what amounts to teleportation, allowing Luke to move himself to Devil Reef, River Docks or Unvisited Isle (plus a bunch of locations in the Kingsport board we're not using), or to move another Investigator in one of those Locations to Falcon Point.

3: He can just walk away. Falcon Point is connected to Innsmouth Shore, so he could head that way to further explore Innsmouth or to make his way towards Job Sargent's Bus Service, which operates like the Train Station does in Arkham for traveling between the towns.

As to what ought to be done, it's anyone's guess. We've got 3 Investigators in or headed to Dunwich this turn, so that's probably covered. Unless a new gate opens there next Mythos. Another gate could open in Innsmouth as well, though there are, I think, more potential locations that could happen in Arkham. There are Clue tokens to be had in Arkham, though they all appear to be in the southern area of town. If Luke is looking for a Stamina heal, the nearby Gilman House Hotel might accommodate him.

Board Rider wrote:

No slider changes. No place to move right now, amirite?

Correct. Zoey's Movement will be to pop out of the gate. It's worth mentioning that if there were multiple gates to the world she's in, she could choose which of them to return to. Likewise, if there are no gates to the world you're in, you get Lost In Time and Space rather than returning to Arkham immediately.

MinusInnocence wrote:

No time for shopping. Charlie's sliders are fine where they are and he will move as fast as he can to Bishop's Brook Bridge. It's $2 to get there, right?

It's only $1. There's also a Rail Pass item you can get from having an Encounter there or a few other places that lets you travel for free as long as you own it.

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