Zhar - The Chatter

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Fixxxer
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Alright, it's been long enough, so we're just gonna move forward.

We were able to get almost through the turn. (@minusinnocnece), we need input from Charlie. It looks like he might end up being a real politician, with a gaggle of ally followers, if he plays his cards right.

MinusInnocence
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I think I will roll Luck here. I definitely came for the Ally card but now that I read the encounter, I guess if I need to I can give Tom my whiskey instead.

Rolling for now. Luck -2 leaves me with 2 dice total.

Luck -2 (Tom Murphy)
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

MinusInnocence
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Well, if I want to trade an Item for an Ally in this case, I need to spend a Clue. I guess I will do so then auto pass the next attempt with the Whiskey card.

"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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Nicely done indeed!

@Aladdar, Luke is on deck.

Also, @MinusInnocence, I added information to the Character Sheets thread to make using the Mask of Vice item a little more user friendly.

MinusInnocence
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My bad, I just realized something. Charlie has the Spot Hidden skill. So he actually succeeded on that Luck check since both rolls were 5s, not 4s. I think he should still have his Whiskey card and the Clue he spent.

"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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Luke plugs his nose and attempts to continue on.

I rolled 3d6, the result is 4, 5, 3 = 12.
Fixxxer
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MinusInnocence wrote:

My bad, I just realized something. Charlie has the Spot Hidden skill. So he actually succeeded on that Luck check since both rolls were 5s, not 4s. I think he should still have his Whiskey card and the Clue he spent.

Fair enough. It was caught early enough to not be a detriment and I know how borderline impossible it is to do anything in this game without missing something.

Fixxxer
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Alright, we're back in Upkeep. On one hand, we got lucky with the Mythos in that a new gate didn't open. On the other hand, the combination of existing gate placement and the specific Mythos card we drew resulted in the Deep Ones Rising Track being filled halfway up at a single shot. As a reminder, if it fills all the way, Zhar immediately wakes up. Investigators can spend Clue Tokens to reset the Track, but only if they're in Innsmouth.

I'll need slider adjustments and Movement Phase actions from @MinusInnocence, @Board Rider, @Aladdar and @BaronessNight.

I'm also open to suggestions about what Tommy Muldoon ought to do. He's got enough Clue Tokens to seal a gate, but with his current setup and assuming monsters don't move elsewhere, it'll take him at least 2 turns to get to the nearest gate. He could also head to Innsmouth and start spending those Clue Tokens there to mitigate the Deep Ones Rising Track, but it'll take him a couple of turns to get there, too. Tommy killing 5 Toughness of monsters or closing a gate would benefit us greatly, I think, because it gives him the ability to become the Deputy of Arkham and get that sweet teleporting car, but 2/3 monsters on the board laugh at his physical weapons and he's got nothing magical, so... thoughts?

MinusInnocence
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I think Tommy is best served by making his way to Innsmouth, by way of the street location with the Fire Vampire and Maniac. He has Focus 2 - maybe raise his Fight and Speed by one each?

Charlie will max out his Lore (thanks, Sarah Danforth!) and move to Silver Twilight Lodge.

"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 definitely think someone should be in Innsmouth, whether that means Tommy meandering over there after he becomes Deputy of Arkham. Or Trish could make her way up there, in lieu of recent events making things a little tense. Luke could also be a good candidate for closing or sealing that gate in Innsmouth since he can choose that gate to come out of if he wants. Zoey has that kick ass Killer Instinct ability to put to use for monsters, maybe clearing a couple of those off that board would be good, too.
What do the rest of you think we should do?

Trish is going to move her luck/speed all the way to the right for 3 shifts, and her fight/sneak to the right for 1 shift, and her lore/will to the right for 1 shift.

Sierra R. Haugen

Fixxxer
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If Tommy raises his Speed, he could get to Innsmouth this turn, due to his Map of Arkham. I guess my question on that subject would be which gate will Luke be returning through? He gets the choice, thanks to his Gate Box. It makes sense for him to close the Innsmouth gate because that prevents the Track from rising further. If he's planning on being in Innsmouth, then Tommy might not be needed there.

MinusInnocence
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Long term, Tommy is the obvious choice for the Innsmouth assignment since one of the worst things that can happen to investigators in Innsmouth is being arrested for no reason, but Tommy is immune.

However, he definitely benefits from collecting enough trophies to be deputized. Tht police car is an absolute game changer, letting him just pick where he goes without having to deal with monsters in the streets.

I guess it depends on how much time we think we have. My proposed plan for Tommy puts him closer to the Train Station at the end of his turn but also gives him a few trophies.

"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
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Fixxxer wrote:

If Tommy raises his Speed, he could get to Innsmouth this turn, due to his Map of Arkham. I guess my question on that subject would be which gate will Luke be returning through? He gets the choice, thanks to his Gate Box. It makes sense for him to close the Innsmouth gate because that prevents the Track from rising further. If he's planning on being in Innsmouth, then Tommy might not be needed there.


Good call. Maybe Tommy fights monsters for now, Luke closes the Innsmouth gate and buys us more time until Tommy A. earns his Deputy promotion and B. needs to go there to keep the peace.

"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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Tommy's not immune to arrest. You're thinking of Roland.

MinusInnocence
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Oh. I assumed reading Tommy's "On The Force" ability that the "may not be arrested" line applied to Innsmouth, too.

"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 like the idea of Luke closing that gate in Innsmouth so that at least someone is up there, and there is the potential of another gate opening up and monsters spawning. Either Zoey or Tommy could fight monsters, but Zoey would have an easier time of it. I think it would be preferable for Trish to stay in Dunwich in case a gate opens there and she can gather more clue tokens???

Sierra R. Haugen

Fixxxer
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No, you're correct. My brain apparently did a human dumb and either completely blacked out that line or read it and immediately crumpled the information up and tossed it in the trash. Or maybe I just can't read for shit. My bad.

MinusInnocence
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BaronessNight wrote:

I like the idea of Luke closing that gate in Innsmouth so that at least someone is up there, and there is the potential of another gate opening up and monsters spawning. Either Zoey or Tommy could fight monsters, but Zoey would have an easier time of it. I think it would be preferable for Trish to stay in Dunwich in case a gate opens there and she can gather more clue tokens???

Trish should absolutely stay in Dunwich. As soon as Charlie gets his 5th Clue he will start sealing gates in Arkham.

"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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As a side note, if we're planning on designating someone to be the official monster fighter (I nominate Zoey), it might be worth lending Mountain Murphy to that person. The bonuses to Combat checks from that are damned good.

BaronessNight
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That's a good idea.

Sierra R. Haugen

MinusInnocence
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I am more than willing to hand Tom to someone in exchange for some way for Charlie to defend himself.

"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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Zoey has a spare knife I can't see her getting much use out of. For that matter, Charlie's welcome to Tommy's Knife and/or Kerosene if he wants it.

BaronessNight
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I think it is a solid plan to have Zoey fights some monsters with her badassery, Luke seals the gate in Innsmouth, Charlie stays in Arkham and collects clues to seal gates, Trish stays in Dunwich to deal with potential monsters and gates and collect clues, and Tommy works toward becoming the Deputy of Arkham and also sealing gates. At some point we will need to start sacrificing clues to get the Innsmouth track down.

Sierra R. Haugen

Aladdar
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Moving to close the gate in inns mouth seems fine. How does that movement work though? I'm going to a reef and I only see portals connected.

Aladdar
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And i can't remember, I can use fight to close the gate or another. What's the other option?

Fixxxer
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You can use Fight or Lore, ypur choice.

Regarding movement from Devil Reef, the only movement built in from Devil Reef is to or from Y'ha-nthlei, which I don't recommend. A large number of the Encounter cards at Devil Reef involve you getting a ride from there to other places. As well, anyone at Falcon Point can have an Investigator at Devil Reef (or any other aquatic location) ferried to Falcon Point.

Aladdar
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ok, let's move my fight up all the way then and I'll head to that gate in innsmouth to rid it.

One question about the skill that lets me use that instead of a clue. I know I can't seal the gate here right now due to not having enough clues, but in the future if I try to seal a gate, can I use that skill to substitute for one of the needed clues?

Board Rider
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Fixxxer wrote:

Zoey has a spare knife I can't see her getting much use out of. For that matter, Charlie's welcome to Tommy's Knife and/or Kerosene if he wants it.

If anyone wants the knife or enchanted knife that's cool. Zoey can fight monsters. Stay on the current map or to another map/ section though?

Fixxxer
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Aladdar wrote:

One question about the skill that lets me use that instead of a clue. I know I can't seal the gate here right now due to not having enough clues, but in the future if I try to seal a gate, can I use that skill to substitute for one of the needed clues?

Correct. You can use your skill in any instance where a Clue token would apply.

Fixxxer
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Board Rider wrote:

If anyone wants the knife or enchanted knife that's cool. Zoey can fight monsters. Stay on the current map or to another map/ section though?

Zoey? I'd say chase the monsters on a case-by-case basis. If there's something blocking off an Investigator's access or otherwise causing problems, go take it out. For now, the Fire Vampire might be the problem child because it has Physical Immunity, which (I think) only Zoey can currently deal with, and because if it moves next Mythos, it can take to the sky. That said, the Proto-Shoggoth does have some daunting stats as well.

Fixxxer
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@Board Rider, what's Zoey doing during the Movement Phase?

Board Rider
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Zoey will move to Independence Square. If the monsters are still Downtown she will fight them too.

Can I get assistance on required rolls if that fight occurs, please?

Fixxxer
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If she stops to fight them, she has to stay in that area for the turn. She can't move, have Combat, then continue moving. She can make it the whole way if she manages to successfully Evade both of them, but if she fails an Evade check, she has to either Evade again or have Combat, either of which results in her having to pause here this round.

Board Rider
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Ah..thats right. Thanks. Well, she will stop to fight where the 2 monsters are.

Fixxxer
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Alright, that happens immediately, so go ahead and make your rolls. In this case, neither of the monsters requires a Horror check. The Fire Vampire modifies your Combat check by -2 dice. It has Physical Immunity, which doesn't mean much in this fight because Zoey is stacked with magical weapons, and it has Ambush, which means that once you roll a Combat check against it, you no longer have the option to Evade it if things go south. But it's a low-risk baddie, so that probably doesn't mean much to Zoey right now either. The Maniac is a simp and actually modifies your Combat check by adding an extra +1 dice. Both monsters require only one success to defeat.

Board Rider
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Fire vampire

Enchanted Blade
I rolled 4d6, the result is 2, 1, 6, 3 = 12.
Board Rider
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Maniac Simp

Enchanted Blade
I rolled 7d6, the result is 4, 6, 6, 6, 1, 1, 5 = 29.
Fixxxer
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Easy successes, though I'll point out for the future that since the Enchanted Blade is a one-handed weapon, there's very little reason for you not to also use your Enchanted Knife simultaneously.

@Aladdar, Luke is up. As a reminder, he's good to encounter the gate over and over each turn so long as he doesn't move (or isn't moved) away from Devil Reef. If he moves, he loses his Explored Token and has to journey through the gate all over again to get another one. Fight or Lore, your choice, and like any other skill check, it can be modified using Clue Tokens to get extra dice, even after you see the result of the check.

Board Rider
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Oh....I guess I never realized 2 weapons, and bonuses, can be used at the same time. Thanks.

Aladdar
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Ok my fight is currently higher at 4. The gate is -1 so if I remember there's no weapons allowed which leaves me at 3d6?

Assuming that's right here's my check.

I rolled 3d6, the result is 3, 4, 3 = 10.
Aladdar
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All three are failures, so we'll exhaust my skill to get one more check.

I rolled 1d6, the result is 5 = 5.
Fixxxer
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Aladdar wrote:

Ok my fight is currently higher at 4. The gate is -1 so if I remember there's no weapons allowed which leaves me at 3d6?

That is correct. You're making a Fight check, not a Combat check.

Well done on the use of your skill to roll a success.

Fixxxer
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@MinusInnocence, action's on Charlie. Either way this plays out, this is a lot less nightmarish than I expected from the Silver Twilight Lodge.

MinusInnocence
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Sweet. Not what I was looking for but I'll take it, because you're right, some of the alternatives are not so wholesome.

Charlie has 3 Fight, plus 2 from Tom Murphy and minus 1 for this encounter. 5-1=4 dice for this check.

Fight -1 (The School of Hard Knocks)
I rolled 4d6, the result is 4, 2, 3, 3 = 12.

"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 be filing with the FEC. This game is trying to steal the election!

"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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Fixxxer
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Roll

Does Zhar use lube or no?
I rolled 1d6, the result is 3 = 3.
I rolled 1d6, the result is 4 = 4.
MinusInnocence
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Charlie will move his Speed/Sneak and Lore/Luck sliders one each to the left then move to the Witch 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
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Alright, we're back in Upkeep. I need slider changes and Movement Phase actions from @Aladdar, @BaronessNight, @Board Rider and @MinusInnocence.

Note that the Mythos card we drew this time around includes an Environment. An Environment persists until another Environment replaces it or it's dispelled in some other way (very rare). In this case, we got a helpful Environment, and Investigators can go buy tomes from the Library, potentially at a nifty discount. Other environments are less helpful, and usually involve granting an extra die to one skill check while imposing a penalty on another or possibly limiting the number of areas an Investigator can move through in a single turn without hurting himself.

Aladdar
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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?

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