Zhar - The Chatter

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Fixxxer
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Shit. I neglected to point out for our new person that the gate at Gardener's Place is a dual gate. It's a little hard to see because there's a monster in front of it, but the gate leads to two different Other Worlds. When you enter a dual gate, you can choose which Other World you want to go to.

Edit: Double shit. I just noticed that I failed to take Gug's icon off the main map. That's just an editing mistake on my part, it's not really there.

Aladdar
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Ok, well in that case let's keep my sliders where they are and hang out here one more time to see if anything pops up that I need to work with, otherwise next turn I'll head back to Arkham.

BaronessNight
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Trish is making her Evade check roll.
She has 4 dice to roll, after modifications.

I rolled 4d6, the result is 3, 2, 6, 1 = 12.

Sierra R. Haugen

Fixxxer
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Alright then, we managed to get through Movement very quickly. @Board Rider, it's Zoey's time to shine. Your choice of Fight or Lore, modified by any relevant skills or equipment (I see none), and modified by the number on the gate (which is +0). Like any other skill check, you can use Clues to add dice if you feel you want to. If you fail, nothing bad happens and you can try again on the next Arkham Encounters Phase, assuming nothing stops you from doing so in the meantime (like monsters coming out of the gate).

Board Rider
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Trying to close the gate.

Lore check
I rolled 4d6, the result is 4, 5, 2, 4 = 15.
Fixxxer
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That'll do it.

@Aladdar, Luke's up. All three of the items you're being offered are nice. The Ancient Tome at $2 over market value is $1 more for a spell than you'd pay at Ye Olde Magick Shoppe. The Safety Deposit Key is a guaranteed benefit, though it does require that you visit the Bank. The Time Bomb is interesting. It doesn't actually win Combat checks so you can't claim killed monsters as trophies, but it can get rid of any amount of monsters if they're located right. And it's one of only 3 items I can think of in the game that can remove even the Dunwich Horror from the board without a fight. You can buy any combination of these that you can afford, but you're not required to buy any of them.

Aladdar
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As the key flashes forward, Luke becomes mesmerized by the various colors glinting off of it in the flicker of the flames. He just can't say no and immediately hands over 4 dollars to have it.

Fixxxer
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We're back in Upkeep. I'll need slider adjustments from @Aladdar, @MinusInnocence, @BaronessNight and @Board Rider. I'll need Movement actions from everyone except BaronessNight, who is delayed in an Other World.

Looks like our lucky streak finally ran out. With 3 gates open in Dunwich, we hit a monster surge. Whee! If just one of those monsters moves next turn, the Dunwich Horror will wake up and we'll have to deal with that.

On the plus side, Tommy is possessed of a very special Unique Item that we could use to deal with this situation in one of two ways... if we're lucky. His Flute of the Outer Gods is a glass cannon item. It's only able to be used once and pretty much cripples him to use it, but it automatically defeats every monster in his area without the need to roll. So he's got three options:

1: Move forward to Village Commons. On the Mythos Phase, use Tommy's special ability to draw all the monsters from Backwoods Country and Blasted Heath to his area. Use the Flute of the Outer Gods to kill them all.

2: Wait until after the next Mythos card is drawn, putting our faith in the likelihood that the Dunwich Horror will probably show up afterward. Then do the same thing as option 1, except it would also draw the Dunwich Horror to his area and kill it as well.

3: The same as option 1 or 2, but move to Blasted Heath instead of Village Commons, as it would also draw the Dark Young into his area and kill it, too.

Option 1 is safest, but it leaves us with only 1 space left to fill on the Dunwich Horror Track. If the Horror wakes up and we don't have the Flute of the Outer Gods anymore, then our only real hope will be that Zoey gets completely healed up and makes a run at it or that Luke tries and gets lucky with his Bind Monster spell.

Option 2 has the most benefit, since it'll leave us with no monsters and the Dunwich Horror Track empty, plus when the Horror is defeated, the killer gets his pick of any card in the game, which would net us something sweet like and Elder Sign. The risk, though, is that the next Mythos card might not cause any monsters to move, which means Tommy would have wasted an entire turn.

Option 3 is the riskiest, since in order to make it work, Tommy will have to deal with the monsters already at Blasted Heath, either succeeding at an Evasion check or a horror & Combat check against both of them. It's the most likely to get him hurt enough that he can't mkae use of the Flute of the Outer Gods, but it would also rid us of that annoying Dark Young.

I'm leaning towards option 2. Thoughts?

MinusInnocence
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Option 4: Charlie is here now, and although he came to close and seal a Gate, the prospects of successfully making 3 Evade checks in a row (no matter whether he turns left or right, he either has to deal with a mob of 3 monsters or 2 then finally slip past the Dark Young) are daunting.

Charlie can go for whichever group of bad guys Tommy doesn't, and hopefully between the two of us we can clear 5 bad guys from the board without either of us being sent to the Hospital, the Asylum or devoured outright. Then, on our next turns Charlie can go about his business and Tommy can hang out here and wait for the Dunwich Horror to show up or do something completely different.

I can basically move my sliders wherever I want, thanks to a total of 3 Focus and making a general habit of keeping them all in the middle of their respective tracks. I also have Tom Murphy with me to pad my Fight skill, a few tricks to reroll checks or soak up Sanity damage, and I can activate the Mask of Vice to reduce Stamina loss from combat. Thanks to Tommy, I also have actual weapons now, and refreshing the Kerosene isn't a problem because I'm sitting on 8 smackeroos (enough for a down payment on a house back then, but maybe I will spend it to light a motherfucker up 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

BaronessNight
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I personally think option two would be the better of the other options, since chances are slim we could defeat the Dunwich Horror without the Flute. Plus all these pesky monsters would be blown away, too. Gates are of more importance right now, too, since we are halfway up the track until the Ancient One wakes up and murders us all.

Trish is going to trust her gut this round and keep her sliders where they are. She then braces for whatever she will encounter next turn in Another Time.

Sierra R. Haugen

MinusInnocence
MinusInnocence's picture

BaronessNight wrote:

I personally think option two would be the better of the other options, since chances are slim we could defeat the Dunwich Horror without the Flute. Plus all these pesky monsters would be blown away, too. Gates are of more importance right now, too, since we are halfway up the track until the Ancient One wakes up and murders us all.

Of the three original options, 2 is my favorite, too. But I will also present Option 5: Along the way to doing whatever else he wants, Tommy can pass me the Flute and I can do whichever thing we think is best. I'm mostly fine in terms of being able to survive using the item successfully.

"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
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Zoey will move to the Graveyard to get a clue. No slider movement.

Fixxxer
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I don't mind the idea of someone else using the Flute. But only Tommy has the special ability where he can bring monsters from adjoining areas to his area, so if it's to be a single explosive event that rids us of baddies instead of us trying to chip away at them for a couple of rounds, I think it has to be Tommy that does it.

BaronessNight
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Board Rider wrote:

Zoey will move to the Graveyard to get a clue. No slider movement.


I feel like you may want to rethink your movement, seeing as Zoey has basically no sanity or stamina left after her near death attempt with the Gug. I think it would be highly recommended to go to the Asylum or Hospital to recover this turn, instead of taking the chance at the Graveyard and possibly getting into a worse situation. She is a force that we cannot afford to lose against this new monster surge especially.

Sierra R. Haugen

Aladdar
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I'm on vacation this week kind of in the middle of nowhere. I have wifi, but it's limited so I may be hit or miss.

For now increase my speed and I'm going to the hotel.

Also I like option 2.

Board Rider
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BaronessNight wrote:
Board Rider wrote:

Zoey will move to the Graveyard to get a clue. No slider movement.

I feel like you may want to rethink your movement, seeing as Zoey has basically no sanity or stamina left after her near death attempt with the Gug. I think it would be highly recommended to go to the Asylum or Hospital to recover this turn, instead of taking the chance at the Graveyard and possibly getting into a worse situation. She is a force that we cannot afford to lose against this new monster surge especially.


I am trying to get Zoey to the hospital but can't move all of the way there in one turn. I was going to go to the Asylum first but figured that would take it least 2 additional turns to get down to the hospital. Also, I think the money would be better spent on the stamina.

Crapshoot either way as Zoey is in the red.

BaronessNight
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Board Rider wrote:
BaronessNight wrote:
Board Rider wrote:

Zoey will move to the Graveyard to get a clue. No slider movement.

I feel like you may want to rethink your movement, seeing as Zoey has basically no sanity or stamina left after her near death attempt with the Gug. I think it would be highly recommended to go to the Asylum or Hospital to recover this turn, instead of taking the chance at the Graveyard and possibly getting into a worse situation. She is a force that we cannot afford to lose against this new monster surge especially.

I am trying to get Zoey to the hospital but can't move all of the way there in one turn. I was going to go to the Asylum first but figured that would take it least 2 additional turns to get down to the hospital. Also, I think the money would be better spent on the stamina.

Crapshoot either way as Zoey is in the red.

To be fair, the Asylum from where you are is only 2 movement. Yes, the hospital would take an extra turn but it is better then detouring to the Graveyard where you could be devoured or worse with an encounter.

Sierra R. Haugen

Fixxxer
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@MinusInnocence, did you want to move Charlie's sliders?

I've thought about it all weekend and my conclusion is that we have a very good chance of the Dunwich Horror popping up after the next Mythos Phase. Charlie's set up much better than Tommy is to either fight his way through monsters in his way or evade them, and he's also better equipped to survive a trip to an Other World. I'm gonna do option 2, so this turn Tommy will move to Village Commons and hang out through the next turn, where he'll use his special ability to draw any monsters in adjoining areas -including the Horror, if it rises- to his location and he'll destroy them all with the Flute on the next Movement. We really need those gates sealed.

MinusInnocence
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If Tommy has his heart set on fighting monsters, there's no reason for Charlie to risk getting his teeth kicked in or being devoured. He will keep his sliders where they are and I guess head to Darke's Carnival for that Clue.

"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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@Board Rider, the action's on Zoey.

MinusInnocence
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Holy shit! At least she's not at 1 and 1. It would suck to fall into an open grave at night and just be devoured, but that is exactly what kind of game this is.

"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

Luck roll

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

Clue luck roll.

I rolled 1d6, the result is 4 = 4.
Board Rider
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One more time

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

@Aladdar, Luke is up. This is the card in question. It's one of a handful of cards that aren't possessions so much as conditions. So long as the card is face-up, all Investigators benefit from it. Luke's Fight skill meets the minimum, so it's your choice whether to take the Injury and have Velma's Gratitude turned face-up or forego the Injury and leave Velma's Gratitude face-down. Either way you choose, the special text of Gilman House Hotel kicks in and you're gonna regain 1 Stamina (assuming you don't end up with an Injury that reduces your maximum Stamina or something).

Aladdar
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Luke simply steps aside and pretends to not notice the problem Velma is experiencing.

Fixxxer
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@MinusInnocence, Charlie is up.

MinusInnocence
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Awesome. Lore 3 plus 1 from Professor Rice minus 1 from the Encounter gives Charlie 3 dice to work with.

Lore -1 (new Spell!)
I rolled 3d6, the result is 2, 1, 1 = 4.

"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

MinusInnocence
MinusInnocence's picture

Charlie will not be trying to reroll that since nothing bad happens if he fails.

"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

BaronessNight
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Trish rolls a Fight -1 check, with her injured arm and slider positioning she can roll 1 dice.

I rolled 1d6, the result is 5 = 5.

Sierra R. Haugen

Fixxxer
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Rolling for Zhar.

Does Zhar use lube this time?
I rolled 1d6, the result is 4 = 4.
I rolled 1d6, the result is 3 = 3.
Fixxxer
Fixxxer's picture

We're still in the Mythos Phase. @Board Rider, we need input from you to proceed. Zoey has the First Player Token, so you're tasked with selecting two Investigators, who will then swap places. You can't abstain from choosing. It can be any two Investigators.

The choice is 100% Board Rider's, but I want to open the floor to suggestions from everyone for a time, so he can make an informed decision. @Aladdar, @BaronessNight and @MinusInnocence, if you have thoughts, please weigh in.

For myself, I'm going to suggest that you don't move Tommy. We just woke up the Dunwich Horror, which is almost impossible to beat in an actual fight and whose very presence on the board accelerates the Ancient One waking up. Tommy's in a unique position to kill it and most of the other monsters in Dunwich on the next turn, but only if he stays right where he's at.

Luke doesn't really seem to like where he's at much, so Aladdar might be interested in being moved.

If you're hoping to maintain something like the status quo, you might consider switching Zoey and Trish. It doesn't gain anyone anything, but it doesn't do any real damage to anyone either.

My primary suggestion would be to have Zoey and Charlie swap places. This puts Charlie in an Other World, where he wants to be anyhow, and potentially speeds him through it faster than he'd normally take. He has the Clues to seal a gate he pops out of. Plus, Zoey's in a really poor position to be exploring an Other World, being pretty much crippled, and swapping them would put Zoey in Dunwich just before Tommy disappears every monster in the town except the Dark Young, so she'll have a clear path to potential healing somewhere.

BaronessNight
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I agree with not moving Tommy and having Zoey and Charlie swap, it would benefit them both greatly. Trish is on her way to sealing a gate, so maybe not move her, and Luke could be switched but the potential benefit from switching Zoey and Charlie is greater than with Luke.

Sierra R. Haugen

MinusInnocence
MinusInnocence's picture

Hell yeah. Is Charlie delayed like Zoey was? Either way it's still a good deal.

"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
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Okay...it looks like swapping Charlie abd Zoey is the consensus. I agree. Lets swap the two.

Fixxxer
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MinusInnocence wrote:

Hell yeah. Is Charlie delayed like Zoey was? Either way it's still a good deal.

This works out well for Charlie, because he's not delayed (though Zoey still is), so he's actually going to get to skip one of the Encounters is Lost Carcossa.

It's worth noting that we have Investigators in Other Worlds that connect to Arkham via multiple gates, so when you're ready to pop back into Arkham, you'll need to specify which Location you're returning to. With that thought in mind, Tommy's going to adjust his strategy ever so slightly by moving to Blasted Heath before working his Mojo. This will require that he deal with the Deep One first, but it has the benefit of pulling the Dark Young (a creature that normally doesn't move at all) away from the gate at Gardener's Place to free a path for somebody.

Tommy's mojo is going to happen at the beginning of this turn's Mythos Phase. Assuming something doesn't screw us, he'll call all the monsters in Dunwich to his Location and injure himself to kill them all with the Flute of the Outer Gods.

Aladdar
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First, vacation is unfortunately over and I'm back to normal which means I'll be able to respond much more quickly again.

As for the changes of players. Yes, while Luke is bored as hell in Innsmouth, I do think those are the best changes.

Now, I'm looking for advice before I go changing sliders. There is absolutely nothing useful I can do in Innsmouth right now. I can hang around here should something occur if you all think I should, or I can move back to Arkham where there's more action.

To move back to Arkham, what do I need to do and where should I go?

MinusInnocence
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Quote:
To move back to Arkham, what do I need to do and where should I go?
I THINK the Bus Station works the same as the Train Station: spend $2 during Movement and move to either Bishop's Brook Bridge in Dunwich or the Train Station in Arkham. If that ends your movement, you have an encounter at one of those two places, but if not you can keep going until you run out of Speed.

"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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Ok, I'll move to the bus station on this move and spend my last dime to sit next to some smelly guy.

Oh wait, that's me.

Move fight slider down one.

Fixxxer
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MinusInnocence wrote:
Quote:

To move back to Arkham, what do I need to do and where should I go?

I THINK the Bus Station works the same as the Train Station: spend $2 during Movement and move to either Bishop's Brook Bridge in Dunwich or the Train Station in Arkham. If that ends your movement, you have an encounter at one of those two places, but if not you can keep going until you run out of Speed.

Close. Movement between the towns costs $1. I think it might have originally been $2 when there was only one expansion board, but then got nerfed to $1 when there were ultimately four towns to juggle. It also costs one movement point and doesn't interrupt movement. Thus if you have a Speed of 4 and it takes you 2 movement to get to the bus station, it then costs 1 movement to get to where you're going, leaving you with 1 more space of movement if you want it.

It's worth mentioning that depending on where you're going, Innsmouth has a second mode of travel that might get you to your ultimate destination faster. From Falcon Point, you can pay $2 to move to an aquatic location. This is mainly a benefit if Kingsport is being used as a town, and there are no aquatic locations in Dunwich, but Unvisited Isle and River Docks in Arkham are aquatic locations. So, if you don't mind the extra dollar cost and the extra encounter, you can potentially save 2 movement points between 2 turns by traveling to Arkham in that way, assuming you're trying to get somewhere other than the northernmost areas of the map.

I assume Luke will be heading to Bank of Arkham, so that probably doesn't help him right now, but it's worthwhile to know about.

Aladdar
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Ah, so I only have 3 speed so I assume I just move to the bus station and then take the bus next turn?

Fixxxer
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Correct. If your Speed stays the same next turn, you'll be able to move to either Train Station or Bishop's Brook Bridge, plus two more spaces.

Note that Joe Sargent's Bus Service is a street location, so you don't have to worry about an Encounter screwing you over this turn. You only have to worry about everything else in the game screwing you over.

Fixxxer
Fixxxer's picture

Still looking for slider changes from @MinusInnocence, @Board Rider, and @BaronessNight, I think.

MinusInnocence
MinusInnocence's picture

Charlie isn't moving his sliders.

"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

BaronessNight
BaronessNight's picture

I think Trish will take a chance and leave her sliders where they are.

Sierra R. Haugen

Fixxxer
Fixxxer's picture

Still need slider changes and Movement Phase action from @Board Rider.

Board Rider
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No slider changes. I think Zoey will stay put until Tommy kills monsters.

Fixxxer
Fixxxer's picture

So, fun fact. During the last Mythos Phase, the Ancient One's Doom Track became more than halfway full. When that happens, the town of Innsmouth goes from unfriendly to outright hostile to outsiders and enters Martial Law, where merely existing in the city limits is grounds for being arrested. I wrote out a blurb about it while making the post that detailed the last Mythos Phase, but I deleted it to adjust some wording and neglected to put it back in. That's on me, and since it wasn't part of the information everyone had while making their decision about slider placement, we're gonna gloss over that for this turn. Martial Law in Innsmouth will begin immediately on the next turn. Anyone in any Location in Innsmouth that has a number listed below it will have to make an Evade check modified by that number or be arrested.

Fixxxer
Fixxxer's picture

Rolling for Tommy.

Horror check. 4 (Will) - 2 (Deep One)
I rolled 1d6, the result is 4 = 4.
I rolled 1d6, the result is 5 = 5.
Fixxxer
Fixxxer's picture

Booyah! Now for Combat.

2 (Fight) + 1 (Skill) + 5 (Rifle)
I rolled 8d6, the result is 5, 6, 2, 3, 4, 5, 6, 2 = 33.

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