Zhar - The Chatter

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Fixxxer
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@Board Rider, I didn't ask before. When Zoey's encounter comes up, is she planning on drawing a card or using the Location's text to gamble?

Board Rider
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Encounter. Question, if Zoey survives the encounter and makes it to Jones Shack, would she be able to hang a few turns to regain her sanity and stamina? Is it a one time thing?

MinusInnocence
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It just occurred to me that the Deep One has Nightmarish 1. So if Tommy uses the Flute now, he will be reduced to 0 Sanity before making the 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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MinusInnocence wrote:

It just occurred to me that the Deep One has Nightmarish 1. So if Tommy uses the Flute now, he will be reduced to 0 Sanity before making the check?

The Deep One doesn't have Nightmarish 1, and Tommy already took it out. The Dark Young next door does have Nightmarish 1, and the Dunwich Horror might very well have it as well, but it won't matter. Tommy's not actually going to enter combat with anything, so no Horror checks will be required, so he won't be subject to the special ability that occurs after a Horror check.

Actual combat with monsters can normally only happen during the Movement Phase or when an encounter spawns a monster. Tommy's making an end run around the whole affair by using his special ability at the top of the Mythos Phase, before the card is actually drawn, and the Flute's ability specifies it can be used during Any Phase, so he'll use it directly after his special ability. Without the Flute, the monsters would all migrate to him and they'd have to wait until the Movement Phase to harm him. But he's gonna nuke them all with the Flute before that happens.

Board Rider wrote:

Encounter. Question, if Zoey survives the encounter and makes it to Jones Shack, would she be able to hang a few turns to regain her sanity and stamina? Is it a one time thing?

It's once per Arkham Encounters Phase, so she'd need quite a few turns to replenish her lost Stamina and Sanity.

Fixxxer
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The Aechive had a weird error and ate the long post where I detailed numbers. That irks me.
@Board Rider, you weren't blessed, so nothing happens to or for Zoey.

@BaronessNight, you've suddenly got a fishman up in your bidness. You can try to Evade it or you can kill it by rolling a Horror check and then effing it up with your gun and magic sword.

Fixxxer
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Oh. OOOOOH! Fuckin' NOW it wants to let me post without a repeating error. Figures.

For completeness, this is the card that Zoey's encounter was referencing. Like Velma's Gratitude from the last turn, this card is a condition that, when faceup, any of the Investigators can make use of.

Fixxxer
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@BaronessNight, here are some numbers for you:

1: If you want to Evade the monster, that'll be your Sneak of 5, modified by the monster's -1, for a total of 4 dice. If you fail, you take the monsters damage of 2 Stamina. You can then try to Evade again or you can initiate combat.

2: If you want to initiate combat, you first have to roll a Horror check. This is your Will of 3, modified by the monster's -1, for 2 dice. If you fail, you take 1 Sanity damage and move on to the Combat check. You don't have to repeat the Horror check again, even if you fail the Combat check. After the Horror check, you need to roll your Combat check. This is your Fight skill of 3, modified by the monster's +0 and the -1 from your Injury, plus dice added from any weapon or weapons you want to use. Since your gimp arm doesn't limit the number of hands you can use, there's very little reason not to use both the Carbine Rifle and the Golden Sword of Y'ha-talla, which are +5 and +5, respectively. This means you'll roll 12 dice, needing 1 success.

If you kill it, you get to take the monster token as a trophy. That's almost like having fish. If you Evade it, you get no trophy, but it does go away afterward.

BaronessNight
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Trish is going to initiate combat with this twisted man-fish. Rolling her horror check.

Horror check
I rolled 2d6, the result is 4, 6 = 10.

Sierra R. Haugen

BaronessNight
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Now that she hasn't been stunned by his scaly face, Trish will beat the living hell out of him with her Carbine Rifle and her Golden Sword of Y'ha Talla. This gives her 12 dice to roll.

Combat check
I rolled 12d6, the result is 2, 5, 3, 6, 2, 3, 5, 1, 2, 5, 1, 2 = 37.

Sierra R. Haugen

Fixxxer
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So after MI's question, I looked up the Flute of the Outer Gods to see if I could find anything I might have missed. I found a clarification online that specifies that the "Any Phase" line on the card is there because it's possible (but rare) to have to roll a Combat check on a phase other than Movement and that it does require that an Investigator be able to actually roll a Combat check, which Tommy can't actually do until the Movement Phase. It's one of many instances where the wording on a card is vague and misleading.

That said, we sorta lucked out a little*. Tommy used his special ability, which is only usable during the Mythos Phase before the card is actually drawn, to move all the monsters in Dunwich to his location. My plan was to glass cannon them all to death during the Mythos Phase, but the clarification I've read says he has to wait until the Movement Phase. This gives some of the monsters a chance to potentially move, but in one way, we got lucky with the Mythos card because it didn't call for any of the monsters in Dunwich to be able to move, so the plan is still on.

@MinusInnocence, I owe you an apology. You were closer to right than I was on the subject. Because the Flute is used prior to making a Combat check, a Horror check is required (unless the monster doesn't require a Horror check normally, like a Cultist or a Maniac or something), but only one Horror check is required before a Combat check can be rolled, so Tommy will indeed have to roll a Horror check. He's gonna make it against the Ghoul, since it has the easiest Horror check, then he'll be able to use the Flute and burn all these baddies to the ground.

*On the other hand, while the Mythos card didn't spawn a gate, it did increase the Doom Counter by 2. A couple more gates open up and we're gonna have to fight Zhar directly.

Aladdar
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yeah, I'm not feeling like this game is going to go as well as all of our previous rounds have. I think we're going to eat it soon.

MinusInnocence
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Charlie comes out this turn, right? He will raise Fight as far as it will go. These double gates are no joke but with Tom Murphy's help, Charlie's pool is 7 dice, so -3 still leaves him with 4 to roll. He also has a Lucky Cigarette Case and more Clues than he needs to seal it in case things really go awry.

"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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We are technically still in the Mythos Phase because the Terror Level is potentially going up and Charlie Kane has an ability he can choose to use or not to prevent that. @MinusInnocence, is Charlie interested in using that ability of his, or no?

Meanwhile, I'll happily take slider changes from everyone and Movement Phase actions from @Board Rider and @Aladdar. MinusInnocence, Charlie's gonna pop out of a gate this turn on the Movement Phase. Will it be the gate at Graveyard or the one at Gardners' Place? (@boaronessnight), Trish is going to pop out of a gate this turn. Will it be the one at Gardners' Place or the one at Wizards Hill?

Also, for BaronessNight's benefit, when you encounter the gate (during the Arkham Encounters Phase), you'll make either a Lore check or a Fight check, whichever you'd prefer, modified by the number printed on the gate token. Note that if you use Fight, it'll be a Fight check, not a Combat check. Unfortunately, you can't shoot a gate to death. You only need one success. If you successfully close the gate, you can immediately choose to spend 5 Clue Tokens to seal it, which will prevent gates from opening there again in the future unless the Mythos Card specifies that a special gate burst is happening. If 6 Locations are sealed on the board, the Investigators win and Zhar can pick one and suck it.

Fixxxer
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Aladdar wrote:

yeah, I'm not feeling like this game is going to go as well as all of our previous rounds have. I think we're going to eat it soon.

I'm giving us 50/50 odds right now. Both Charlie and Trish could potentially seal a gate this turn. Both of them are only a Clue or two away from having enough to potentially seal a second gate shortly, and Zoey only need s a couple to make the attempt as well. When Tommy's done with his bidness this turn, I figure he'll choose an Elder Sign as his reward. Since he currently has enough Clues to seal a gate, he might just hand the Elder Sign off to Luke to use.

It's not looking rainbows and sunshine for us, but if we focus and get really lucky, we do still have a shot at this.

MinusInnocence
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I don't think the Terror track increasing so high that it actually affects the game before the Doom track filling up is a realistic concern of mine so Charlie will decline to stop it from going up.

His preference is to exit at Gardner's Place.

"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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I'll leave my sliders where they are. If I understand it right then it takes one movement to take the bus and then I have two left. So I can't make it to the bank, but this move I'll go to the newspaper and hope I can get a job.

MinusInnocence
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I feel like if you draw the card where you see someone get mangled by the printing machinery, the next one you draw should automatically be the one where they offer you a job.

Because you know for a fact they have an opening.

"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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I dunno. The mangled guy might get to keep it. Because he has several new openings.

Board Rider
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No slider changes. Zoey will move to Jones Shack.

BaronessNight
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Trish will pop out at Wizard's Hall and she will keep her sliders where they are. She will try her luck with the gate and perform a Lore check before sealing it's ass away with 5 clue tokens.

Sierra R. Haugen

Fixxxer
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Rolling for Tommy.

Horror check vs Ghoul
I rolled 4d6, the result is 6, 1, 3, 5 = 15.
BaronessNight
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Rolling Trish's Lore check for Wizard's Hall gate

Lore check vs Gate
I rolled 4d6, the result is 5, 1, 2, 6 = 14.

Sierra R. Haugen

Fixxxer
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@MinusInnocence, the action's on Charlie.

MinusInnocence
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It's Show Time!

Fight 5 plus 2 from Tom "Mountain Man" Murphy minus 3 for the Gate being a dickweasel leaves me with 4 dice to roll.

Fight vs Gate (Lost Carcosa -3)
I rolled 4d6, the result is 1, 6, 4, 1 = 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
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That'll do, pig.

Spending 5 Clues to seal.

"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, I assume Zoey will be using the text at Harney Jones' Shack in lieu of having an encounter? If so, will she be recouping 1 Sanity or 1 Stamina?

Board Rider
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That's right. Stamina first.

Fixxxer
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@Aladdar, Luke is up. Does he feel like doing any buying or selling of information?

MinusInnocence
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I don't want to skip too far ahead but Charlie has his eye on Devil's Hopyard. Snagging that Clue then burning his Gate Trophy instead of an encounter would get him back up to 5 Clues again for that remaining Gate in Dunwich.

"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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Sorry guys. Didn't see this Sunday night and had an eye procedure yesterday so couldn't read most of the day.

Luke will sell his one clue. He's getting the munchies and needs some cash for some cheetos.

Fixxxer
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Rolling for Zhar.

I rolled 1d6, the result is 2 = 2.
I rolled 1d6, the result is 3 = 3.
Fixxxer
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Alright, we're in Upkeep. BaronessNight chose Trish to be lost in time and space, which means she loses an entire turn and won't have any action or input until the next Upkeep Phase. Meanwhile, I need slider changes and Movement Phase actions from @MinusInnocence, @Aladdar and @Board Rider.

Tommy's leaving his sliders where they are and he'll be hopping over to the nearby gate to Dreamlands. Each time a gate opens, Zhar's Doom Track advances by 1. As of right now, we can have one more gate open up. After that, any gate that opens will advance Zhar's track to the point where he immediately wakes up. Tommy's in a bad way, but we don't have time to do anything but risk, so he's gonna try to jet through his Other World as quick as he can. If we get REALLY lucky, we'll draw a Mythos card that doesn't spawn a gate and he can use his Elder Sign to seal a gate and buy us one more round.

I don't feel like I can stress enough just how badly we need to get gates sealed right now.

Board Rider
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No changes or movement for Zoey. She will spend a turn recouping sanity.

MinusInnocence
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Charlie won't move his sliders this turn. He's going to move to Devil's Hopyard on his turn to snag that Clue, and use the location's special feature to trade his Gate trophy for a second Clue.

That gives me 5 Clues and I can hopefully seal another one soon. Maybe we'll just get a bunch of monster surges in a row!

"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 feel at this point we are probably screwed seeing as we have been quite lucky this whole game and it is about to get ugly.

Sierra R. Haugen

Aladdar
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I can't seal a gate yet. Does it make any sense for me to try to head through that new gate in independence Square just to clise it?

MinusInnocence
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If a Mythos card is drawn that would have caused a Gate to appear there, we're toast. If you don't close it and such a card is drawn, we get a monster surge instead.

However, we're playing with 2 of 3 expansion boards. The number of possible Gate locations has gone way up and a Gate appearing there is relatively rare.

I say that, of course, but in real life it seems like Gates show up in Independence Square all the time. It's also worth pointing out that unstable locations have Encounter Cards that might also cause a Gate to appear.

"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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Aladdar wrote:

I can't seal a gate yet. Does it make any sense for me to try to head through that new gate in independence Square just to clise it?

Less sense, I think, than working toward victory in some other way, such as collecting Clues from Locations or trying to get blessings for Investigators that will be rolling vs gates or something like that.

Aladdar
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Yeah, my initial thought was to close it and take it as a trophy, then head to the church and use those two gates to bless different people. But my other option I guess is to head to the bank and use my card there. Depending on which I choose to do will guide my sliders? Any thoughts?

MinusInnocence
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I think we're all curious to see what's in the safe deposit box. It could be extremely useful - there are lots of one shot items like the Flute of the Outer Gods or Elder Sign that may save our butts in a pinch and hopefully keep Zhar from waking 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

Aladdar
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Ok, we shall do that.

So here's my planned set of moves for this round and the next assuming nothing major changes to make me need to fight.

Move my luck up one spot on this turn and then use all three movement points to get to the bank. I'll take a normal encounter at the bank since I don't have a movement point yet to open the box.

Next upkeep phase I plan to move luck up once more again and use a movement point to open the box. I'll have to decide what to do with the other two movement points after that to decide what my best move is.

Fixxxer
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Rolling for Zhar.

I rolled 1d6, the result is 6 = 6.
I rolled 1d6, the result is 5 = 5.
Fixxxer
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Alright, we're back in Upkeep. I need slider changes from @Aladdar and @MinusInnocence, as well as slider changes and Movement Phase action from @Board Rider.

BaronessNight tells me she's going to head to Graveyard and the Lost Carcossa gate as quickly as she can. Tommy's gonna continue across The Dreamlands. If he's lucky and doesn't get injured or delayed, he'll pop back into Arkham on the next round and be able to use his Elder Sign. This will literally devour him because he's currently at 1 Sanity and 1 Stamina, but will remove 1 Doom Token from the Doom Track, buying the Investigators an extra round of grace to potentially seal gates.

If the next Mythos card spawns a new gate, or if someone gets an Encounter that causes a gate to open, Zhar will wake up.

Aladdar
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So we will move my luck up to 4 and I'll be trying to open my safety deposit box. Depending what happens will determine how I proceed.

Here's my roll.

I rolled 2d6, the result is 1, 6 = 7.
Aladdar
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Alright... Show me the money.

Board Rider
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No slider changes.

I am up for ideas. Zoey stands pat and gains a point of stamina or make her way to The Dreamlands gate? I think we're dusted either way.

MinusInnocence
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Charlie will keep his sliders where they are. On his turn, he follows Tommy through the Gate to the Dreamlands, since we have two exit points from that Other World.

"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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Board Rider wrote:

No slider changes.

I am up for ideas. Zoey stands pat and gains a point of stamina or make her way to The Dreamlands gate? I think we're dusted either way.

Zoey could go to Devil's Hopyard and trade her Gate trophy for a Clue. That would bring her up to 4 and maybe she can try for an encounter somewhere to snag another one.

Charlie already has 5 Clues and is in way better shape than Zoey right now, so I think it makes the most sense for him to try and seal it. Tommy can pop out either here or from the one in Arkham and kill himself sealing it, and Charlie will take whichever exit is left open to him.

His preference would be to exit at Cold Spring Glen because that will leave one Investigator in Dunwich. Charlie's Speed sucks so making it back here is probably not an option if he has to walk.

"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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I guess I will try that. Zoey will move to the Hopyard.

Fixxxer
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@BaronessNight, there's a monster in Trish's path. What's she gonna do about it?

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