Azathoth - The Chatter

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Fixxxer
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Azathoth - 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 begins with a Mythos card drawn. I've posted the map prior to this and after just so everyone can see and understand what's happened. The mythos card first called for a gate to open at Independence Square. This had several effects:

1: A monster appears through the gate. In this case, it's a zombie.
2: The Terror Track advanced by 1. As a result of this, one ally card is discarded. In this case, it was Professor Morgan.
3: The clue that was at Independence Square disappears.

The Mythos card spells out how any existing monsters should move around the map. It does so using the little shape that's pictured on the monsters' token. The zombie is a moon, and this particular Mythos card didn't direct moon monsters to move, so the zombie stays in place.

The Mythos card called for a clue to appear at The Unnamable. There are now 2 clue tokens there.

The Mythos card's ability called for any and all monsters currently in the streets and locations of the Miskatonic U neighborhood to be returned to the monster cup. There were no monsters there, so nothing happens.

End of Mythos.

The game turn structure now truly begins with our first Upkeep Phase. This is where exhausted items are re-upped, upkeep-specific cards are handled, etc.

Darrell Simmons's retainer card grants him $2 during Upkeep.

There are currently 2 cards in play that are required to be rolled for during Upkeep. The first is Darrell Simmons's retainer. Aladdar, please roll 1d6. If you roll a 1, Darrell loses his retainer (you still get the $2 for this upkeep phase, though). If the result is anything else, he keeps the retainer and we'll do this again during the next Upkeep. This exactly how Sister Mary's blessing works, but blessings have an exception in the rules that says you don't have to make this roll the first turn after you acquire them.

Once Aladdar makes his roll, we can proceed to the Movement phase. Michael McGlen will move, then Sister Mary, then Darrell Simmons, the Dexter Drake. Then we move to another phase.

It's a good idea for us to talk about what our short term plans are for our Investigators, so we can plan off of each other. With this in mind, during movement, I'm planning on having Michael McGlen move his movement of 3 toward The Unnamable. He wants those clues.

Aladdar
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Is there some trick to rolling the dice? I keep getting an http error each time I try to use the roll dice facility below.

Aladdar
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As for movement, my initial plan was to go get those two clues since I have a speed of three and can get there, which removes the problem of having a gate open on top of them during the mythos phase and losing both of them. I could then get that next clue right next to it on the following move which would give me 4 and I could then move towards the closest gate and try to seal it.

But I'm open to other ideas.

Aladdar
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Also, can you remind me what our victory conditions are?

Talanall
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Aladdar wrote:

Is there some trick to rolling the dice? I keep getting an http error each time I try to use the roll dice facility below.

What kind of HTTP error? This isn't a bug I've ever heard of.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Aladdar
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Talanall wrote:
Aladdar wrote:

Is there some trick to rolling the dice? I keep getting an http error each time I try to use the roll dice facility below.

What kind of HTTP error? This isn't a bug I've ever heard of.

I'll roll again and see what happens.

I rolled 1d6, the result is 4 = 4.
Aladdar
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weird, it worked that time.

Looks like I keep my retainer. It was an HTTP 500 Error earlier when i tried.

Talanall
Talanall's picture

Yeah, we get the occasional 500 error. Was it on a white screen, or did it pop with the site's normal background art? If the former, Dreamhost probably crapped the bed in some minor, transitory fashion. It happens. If the latter, then a new and interesting bug has reared its head.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Aladdar
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yes, it was a white screen. I was able to post a comment, I just couldn't get the die roller to work. Seems to be ok now though.

Talanall
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Got you.

The occasional 500 error rears its head on this site. The CMS is Drupal 7, heavily extended with add-on software. As best I can tell, there's nothing actually wrong, except that once in a while there's a PHP timeout because Drupal is a resource hog if you add a lot of bells and whistles (which we have), and the site is on a basic shared hosting account.

When a 500 error manifests, it usually subsides within a minute or two, and we can go several months at a time without seeing any. So I believe that it's probably something that happens when a request from the Archive site coincides with heavy activity in some other account on the same server.

Eventually we're going to have to change to some other CMS, because it and the PHP version it requires both are reaching end of life. But it's kind of a tall order to find general-purpose CMS options that offer a forum with a solid die roller. Formerly that was no big deal, because we all just used Invisible Castle.

But that service is defunct, so at present I contemplate installing PHPbb, which seems to have a basic but serviceable add-on facility for dice, in a subdomain. Then we can lock down the current Drupal forums to retain the data for future reference.

Further out, I can migrate in reasonably straightforward fashion from Drupal 7 to Drupal 8 to retain the rest of the site, still retaining our archive of forum material.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Fixxxer
Fixxxer's picture

That's a fair point about scooping up the 2 clues quickly. I'll change Michael's movement to head to one of the French Hill neighborhood's locations, then.

There are typically three victory conditions.

1: The Ancient One wakes up and the Investigators fight him. This is a VERY difficult way to win, as physically fighting a god is a stacked deck. In our case, Azathoth is the one Ancient One that doesn't allow you to fight him, so it's not a victory condition.

2: If there ever comes a time when there are no gates open on the board AND the Investigators possess a number of gate trophies (collected when one closes a gate) equal to at least the number of players, then the game is won.

3: If there are ever 6 sealed gate tokens (placed when a gate is not only closed, but sealed as well) on the board, the game is won. This is generally the easier way to win the game.

As a reminder, gates are navigated by traveling through them to the corresponding Other World, navigating through both sides of it, then returning through the gate (or any other gate corresponding to that world). Closing a gate requires that you navigate the Other World, return, then succeed on a Fight or Lore check, which closes the gate and allows you to take it as a trophy. Sealing a gate requires that you spend 5 clues after closing the gate. This prevents another gate from opening in this location in the future.

The reason why Darrell's elder sign is such a good card is twofold. First, it allows him to automatically close and seal a gate without needing the Fight or Lore check. Second, it removes a doom token from the Ancient One's doom track. All for the low, low cost of one sanity and one stamina. There are 6 of them in the unique items deck, but it's a BIG deck, so they're pretty rare.

There is currently one other item in play that should help with gate exploration greatly... Dexter's Find Gate spell. When exploring an Other World, you normally have to enter the gate, have two encounters and return to Arkham, so even if you don't get delayed (which happens a lot), it takes 2 or 3 turns. Find Gate essentially allows you to return to Arkham on the first movement phase after entering a gate, which potentially lets you close the gate much earlier.

Aladdar
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Ok, my planned action is to pick up those two clues.

Fixxxer
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Michael McGlen will move to the Rivertown streets. Darrell Simmons will move to The Unnamable and will pick up the clues there. Since I don't see any way movement for any investigator could get interrupted, could I get a movement from @MinusInnocence and @Board Rider so we can go right into encounters next?

Aladdar
Aladdar's picture

How do we want to play this right now? Should we all just focus on grabbing clues the next couple of rounds unless some monster appears, or are there any shops we should be hitting or searching for specific things? Does Dexter need to go stock up on spells? What is the best strategy? As best I can tell from reading I've been doing is that the primary mechanic is to get as many clues as you can and then seal gates as quickly as possible. If you find spells, allies, or the like in the course of encounters, then that's great, but unless you specifically have no items or spells which make you useless, just focus on grabbing clues and closing gates?

Board Rider
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Okay...I am already confused. Is Dexter already at the Magic Shop? If so, should I just make way towards the zombie to go through the gate to try to close it quickly?

I was going to just go for the clues as well but I think it would be overkill if all of us to go. Unless I am missing something we dont all need to be together to benefit from the clues right?

I'll take all suggestions. It may be best to treat me as a quasi-NPC until I understand the flow better.

Aladdar
Aladdar's picture

Yes, Dexter starts in the Magic Shop.

You have three spells already, but if you wanted to get another you could just stay put, pay your 5 dollars and gain another spell.

As for gates, I don't think there's any sense in trying to close a gate (Especially now) until you have 5 clues. It's almost impossible to win the game just by closing a gate, you need to also seal the gate. The best winning condition is to seal 6 gates. It is possible to do so by closing every gate on the board, but as rapidly as they appear, and as long as it takes to close one, it's really not easy. To seal a gate, you need to either have a special item (Like my elder sign) or have 5 clues. So my understanding is that for now, we should all focus on trying to get 5 clues, or have one person trying to go get items that they then share to others.

@Fixxxer, do you have any suggestions on how best to play our strategies for each character?

This was a really decent Youtube tutorial I watched that explained the different facets of the game. I'm not certain how correct his "strategy" is but it does explain how the different things occur. There's 18 episodes, so it takes a while to get through all of it.

https://www.youtube.com/watch?v=Rmab_0vuFQ8&list=PL5UyaJ4tfEqzplgxExw-dCK0nBPi7cRuG

MinusInnocence
MinusInnocence's picture

I'm not getting trapped out on the streets when the weather changes or crazy shit starts happening. That's rookie dumb dumb shit. So Sister Mary will book it over to the Witch House and grab that clue. Let the good times roll! Please don't drop a gate to R'lyeh on my head.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Board Rider
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Since it's close can Dexter make it to the woods to grab that clue?

Aladdar
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You currently have a speed of three, and that's only 2 spaces away; so yes, you can.

Board Rider
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Dexter to the woods then.

Fixxxer
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Everything Aladdar said. MinusInnocence also makes a decent point about the streets being potentially dangerous. There's nothing happening right now, but mythos cards with a weather effect and flying monsters in the sky are a potential problem.

If I were to offer a strategy, it might be for Darrell to head to the open gate immediately. Since he has an Elder Sign, clues for sealing a gate are less important (though clues are helpful for skill checks, too). Dexter Drake should concentrate on getting clue tokens until he has at least 5. Since he has the Find Gate spell, he can enter and leave a gate quickly, allowing for a quick seal. Michael McGlen should probably work on a combination of killing monsters to clear the way for our gate closers and finding a magical weapon (so he can effectively kill monsters with physical resistance). Sister Mary's a bit of a wild card, but she's currently geared up to be fairly effective against monsters, especially the undead.

Naturally, plans last about as long as the next mythos card is drawn. It's entirely possible that a monster bad enough that none of us can fight it might get dropped on the board. Or that a gate might open up directly under someone and suck them in, delaying them.

Aladdar
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Does it make sense to use that elder sign now? Or should I wait until the doom track has progressed a bit and we're in a bit of a bind. I could even potentially give it to Dexter at some point to make fast work of a gate if we needed it? Or is it better to just use it now and get one under our feet?

MinusInnocence
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I actually wanted to go to the Witch House to avoid going to the Twilight Lodge, because I didn't want the "join us or get beat up!" card to pop up. But since that's not what happened, I will gladly take my chance to snag Ruby Standish.

Fight - 1 = 1 die for me. I may or may not use a Clue but I only need a 4 because Sister Mary is Blessed, so here goes.

Fight -1 vs Ruby Standish
I rolled 1d6, the result is 5 = 5.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
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Sister Mary calls her fists "Thoughts" and "Prayers." Ain't nobody BORN in a church, Ruby. Now get in line.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Fixxxer
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Movement phase is done. Michael McGlen doesn't get to/have to draw an encounter card because he's not in an Arkham location, so it becomes Sister Mary's turn.

Sister Mary draws a card:
Silver Twilight Lodge - You hear the quiet sounds of an intruder. If you investigate, you find a woman dressed in black. She attacks you as soon as she sees you. Pass a Fight (-1) check to subdue her long enough to explain your investigation. You find that her name is Ruby Standish and that she was robbing the Lodge. However, upon hearing your tale, she agrees to join you. Take her ally card. If it is not available, draw a unique item instead.

This is a good example of why it pays to read cards VERY carefully. There's an "if you" statement here. What this means is that @MinusInnocence has a choice. He can choose to not investigate, in which case nothing happens and it becomes Darrell Simmons's turn. Or he can investigate. In this case, he makes a Fight check with a -1 modifier. As this is a Fight check and not a Combat check and as there's no printed consequence for failure, Sister Mary can't get hurt as a result of this check. It's just used to determine whether she can successfully subdue someone. If he fails the check, the robber gets away. If he passes the check, he gets an ally card (which are all pretty great) or if the ally isn't in the deck, a unique item.

Fixxxer
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Just for educational purposes, this is what a typical Arkham Encounters card looks like. They're color coded to match the various neighborhoods in Arkham. This one is red, so it corresponds to the Uptown neighborhood locations. When you have an Arkham encounter, you draw the appropriately-colored card, find the location you're in, read the text and do what it says. Some of them are pretty great. Some of them are really, really nasty. That's what Darrell Simmons's unique ability is great, because he gets to draw 2 of these cards and choose which one he wants to do.

It's worth reiterating that if you're in a neighborhood that has special text on the board (like Ye Olde Magick Shoppe or South Church, for example), you may do that text instead of drawing an Arkham encounters card.

Aladdar
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alright, so Sister Mary is already hooking up with hot thieves now that she's left the convent. Bring on Ruby. lol

What encounters does our local photog get to choose from?

Fixxxer
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Normally I won't jump ahead, because it's conceivable that an action ahead of your Investigator's might influence your choice. But in this instance, I can't see how it would, so in the interest of saving time...

The Unnamable
The ceiling beam suddenly buckle. Make a Speed (-1) check. If you pass, move to the street. If you fail, lose 2 stamina.

or

The Unnamable
Walking down into the basement, you are startled when the light turns itself off just as you start to place your foot on the next step. Pass a Speed (-2) check or you fall down the stairs, badly injuring yourself. Draw 1 injury.

Injuries aren't something we've gotten to yet. My Arkham collection encompasses all the expansions that were released. But aside from encounter cards, we're playing a very vanilla game of Arkham this time around. Except for Injuries and Maladies. In the vanilla ruleset, if you reach 0 stamina or 0 sanity, you do this:

1: Fall unconscious or be driven temporarily insane (respectively) immediately.
2: Discard half your items and half your clue tokens (rounded down. Discard any retainers you have.
3: If you are in Arkham, you move immediately to St. Mary's Hospital or Arkham Asylum (respectively). You have no further encounters this turn. If you are in an Other world, you are instead Lost In Time and Space.
4: Your stamina or sanity is restored by 1.

However, the Dunwich Horror expansion added a new rule that I always play with, even when I'm not playing with any of the expansions, because I feel that it adds to the game in a very positive way. Using this rule, when you reach 0 stamina or 0 sanity, you can choose to do what's listed above or...
1: Fall unconscious or be driven temporarily insane (respectively) immediately.
2: If you are in Arkham, you move immediately to St. Mary's Hospital or Arkham Asylum (respectively). You have no further encounters this turn. If you are in an Other world, you are instead Lost In Time and Space.
3: Your stamina or sanity (respectively) is restored to its maximum value.
4: You drawn in Injury card or a Malady card (respectively).

So, instead of losing half your stuff and having to take time to heal yourself, you instead have to deal with club foot or a case of agoraphobia or something like that (each of which has some mechanical adjustment to your stats) for the rest of the game. Additionally, unless you're Rita Young, an Investigator we're not currently playing with, if you ever gain a second Injury or Malady identical to one you already have (example: you already have the Hearing Loss injury card and you draw another Hearing Loss injury card), you are devoured.

In Arkham Horror, actual death is rare. You might wish you were dead, but until the Ancient One awakens, it's fairly difficult to actually die instead of just getting knocked out or driven batshit insane. But if you become devoured, then your character is killed, sometimes eaten by the universe mind, body and soul. In that case, you start a new Investigator, losing all the gear (but not the trophies) of your previous Investigator.

Aladdar
Aladdar's picture

Just pointing out in case you missed it, but MinusInnocence rolled and got a 5 to pick up the ally.

And since I don't want to risk an injury, we'll go with the ceiling buckling.

I rolled 2d6, the result is 3, 6 = 9.
Aladdar
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looks like I move to the street.

Fixxxer
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I actually did miss it, somehow. Thank you for pointing that out.

Ruby Standish was in the ally deck, so Sister Mary takes her as an ally. On that subject, I had to increase the size of MI's Investigator card to hold all the items Sister Mary carrying. Can everyone still read her information okay?

@Board Rider is up.

Dexter Drake draws a card:

Woods
Yellow-robed actors are re-enacting some kind of battle in the woods...or are they rehearsing for a battle yet to come? Pass a Sneak (-1) check to search the common item deck and take the first weapon you find. If you fail, you are attacked and lose 2 stamina.

To walk through it, BR, your Sneak skill is set to 3 and you have no items or conditions that modify that. It's a Sneak -1 check, so it's modified by -1, so you'll roll 2 6-sided dice. Any result of 5 or 6 is a success. If you fail, you do have 1 clue you could spend to roll another die, or you can take the failure.

Board Rider
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These fucking people are nuts.

I rolled 2d6, the result is 5, 4 = 9.
Board Rider
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If clues are good should I use the Old Journal before moving next round to see if I can get 3 clues? Is it better to wait for that?

Fixxxer
Fixxxer's picture

Clues are always good. I feel like you already know this, but just to point it out, Old Journal is used on the Movement phase. Cards will usually tell you which phase it's possible to use them, usually right here:

You'll usually want to use an item like Old Journal in these situations:

1: You've plotted out your movement for the round and have enough movement points left over to use the item.
2: The reward for success is obviously good enough to warrant giving up movement you could otherwise use.
3: You're in a situation where you have movement points, but won't be moving, so you might as well try.

In the case of Old Journal, they reward is pretty sweet for there being basically no risk, other than possibly expending a movement point for no result. Currently, Dexter's Lore (which is the skill check Old Journal demands) is set woefully low, but you could change that during upkeep. You've already got 1 clue. If something doesn't happen in the mean time that prevents it, you could potentially spend next movement phase making the Lore check and getting 3 clues, then spend your other 2 movement points to make your way over to Historical Society to pick up that clue, giving you a total of 5 clues. Provided you don't lose one, that's the amount of clues required to seal a gate.

Fixxxer
Fixxxer's picture

...or you could just stay put and collect the clue that suddenly appeared at Woods. Heh.

The Mythos phase is the last phase of the turn, when the game gets its turn. In this case, another gate opened up, spawning a new monster. Then monster movement dictated that while the zombie stayed put, the formless spawn moved, which put it right on top of Darrell Simmons. Nothing happens yet, because combat usually only happens on the Movement phase or when an encounter card causes a monster to suddenly appear.

We're now in the upkeep phase. Fun! The first player token moves to Sister Mary. She acts first this round, followed by Darrell, then Dexter, then Michael. Sister Mary needs to roll a d6 to see if she keeps her blessing. Likewise, Darrel Simmons needs to roll a d6 to see if he keeps his retainer. If anyone would like to adjust their skills, you may do so now, to the limits of your Investigator's focus.

Aladdar, I feel like your situation highlights a special mention item. Looking at the monster card for the Formless Spawn, you'll notice that it has physical immunity. That means that the axe that Darrell's carrying does exactly jack shit to help you against it. A magical weapon would work just fine in this situation. Unless the monster is dispatched before Darrell's turn, then during the movement phase, you have to encounter the formless spawn. You get this upkeep phase to help plan and prepare for that. Since you don't have any spells or special items that allow you to teleport, yourself, teleport the monster, erase the monster from existence or some other bitchin' effect, you really only have three choices.

1: You can move your Fight skill slider up and try to fight it. You'll make the Horror check and if you survive that without going insane, you'll make the Combat check. You can't gain extra dice from a physical weapon, so at best if you increase your Fight as high as it can go, you can roll 3 dice (Fight skill of 5, modified by the -2 in red on the monster card) and hope to get the 2 successes (equal to the number of red blood drops on the monster card) you'd need to win.

2: You can rely on your already-high Sneak skill to make an Evade check. It's modified by the number at the top right of the monster card, which in this case is +0, so you'd roll 3 dice and need only one success.

If you manage to kill it, you get to take it as a trophy worth 2 toughness (the blood drops). If you manage to evade it on the first try, you get to utilize your movement points as per usual and can get away from it.

3: You talk it out and find out if MI is planning to have Sister Mary move up and attack it instead of you having to deal with it, then either adjust your sliders or don't based on what you hope for Darrell to accomplish during the round.

Aladdar
Aladdar's picture

I definitely don't plan to fight this thing. My current plan is to try to sneak past it and get into that gate to get it closed as soon as possible. I've got a 50% chance of success and can also use some clue tokens if I need to for some reason, although I'd rather hold onto those if I can.

Sister Mary does have quite a range of options for dealing with that threat however, so if MinusInnocence wants to try to take care of the monster so I don't have to worry about it, I would appreciate it.

Fixxxer
Fixxxer's picture

It's not the worst thing in the world having monsters roaming on the board, but there are some pretty good reasons why it's usually better to kill them off when you can.

1: Sweet, sweet trophies. There are many places where gate and/or monster trophies can be spent on really nifty abilities you can't usually get elsewhere. Like you could get blessed at South Church so a roll of 4 is considered a success in addition to 5 and 6. Or at Police Station, you can become the Deputy of Arkham, which gets you money every turn, a pistol and a sweet car that effectively lets you teleport.

2: It keeps that path clear. It really sucks when you need to get from point A to point B, but there's something blocking your path that you aren't able to handle.

3: It's one less monster counting toward the monster limit. Because of the number of players and the number of expansions we're (not) using, the number of monsters we can have on the board (including in the Sky) is 7. After that, monsters drawn from the cup don't go on the board, they go directly to the Outskirts (bottom right on the board). The Outskirts can hold 4 monsters. After that number is exceeded, all monsters in Outskirts are put back in the cup and the Terror Level goes up by 1.

The Outskirts can sometimes be a relief, as monsters there effectively don't do anything, so every once in a while, you get a badass monster that you 100% do NOT want on the board, like a Gug or a Cthonian, but circumstances put it in the Outskirts instead of on the board. At that point, it sometimes becomes a small struggle to balance the monsters on the board so the Outskirts monsters aren't returned to the cup, just to trap the monster there.

Speaking of the Terror Level, I just want to point out that I've been mis-reading the flowchart that I use to run the game turn and the Terror Level shouldn't have increased just because gates opened. The wording I used when I put the flowchart together originally makes that an easy error to make. That's my bad. It hasn't affected us yet, so I'm going to retcon the Terror Level back down and replace the allies I discarded from the deck.

MinusInnocence
MinusInnocence's picture

OK, first things first. I may or may not attack the Formless Spawn, depending on whether or not I lose my Blessing during Upkeep. So I should go ahead and roll that now. If I remember correctly you roll a die and you're looking for a success, right?

Upkeep (Blessing)
I rolled 1d6, the result is 6 = 6.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Aladdar
Aladdar's picture

You roll 1 die. If it's a 1 you discard, otherwise you keep it.

MinusInnocence
MinusInnocence's picture

Great. Then Sister Mary will use her Focus to slide to Fight 1/Will 3, and move to the Formless Spawn's location. I think we resolve combat after everyone else has finished moving because that counts as my encounter even though I'm in the street, so we'll wait for everyone else to finish up before proceeding.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Aladdar
Aladdar's picture

We need to do everyone's upkeep phase, then movement. However I do think that when you end a movement in a square with a monster that you immediately have to either evade or enter into combat.

As for upkeep, I'm going to keep my sliders where they are. My roll for keeping my retainer is below.

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

Before I decide on upkeep I have a couple of questions:
1. Do I have to end my turn in the woods to get the clue?
2. If not, when leaving the woods would I be required to roll another Sneak check?

A. If Dexter CAN get the clue at his current location AND move then I will move speed/sneak to 4/2 and lore/luck to 3/2. The goal here is to grab the clue at the woods, use the Old Journal and hopefully pass that check to get more clues, then use the final 3 movement points for Dexter to saunter over to the Historical Society.

B. If Dexter has to end his turn in the woods to get the clue currently there then I will move the lore/luck to 4/1 and just use the movement phase to open the Old Journal.

Are either or neither plausible options? I am guessing B is the play if Dexter must hold to get the new clue in the woods.

Fixxxer
Fixxxer's picture

@Board Rider, unfortunately, you have to end your movement at the location of the clue(s) you're picking up.

@MinusInnocence, @Aladdar is correct about how combat timing works. Combat isn't a replacement for an encounter, it happens immediately, during the movement phase. So if you do this, it'll be you moving, then you dealing with the monster (or it dealing with you), then everyone else moving in turn.

So, with that in mind, I assume you didn't move up here just to try and evade the monster. Unless I'm wrong, that means combat.

1: You'll begin by making a Horror check, which is a Will check modified by the number in blue on the monster card (-1 in this case). Sister Mary also currently has a +1 bonus to Horror checks because of her cross. You only need one success, which results in no sanity damage. Failure indicates she takes sanity damage equal to the number of blue dots (2 in this case).

2: With the Horror check done (whether you pass or fail), it's time to rumble. You'll make a Combat check, which is a Fight check modified by the number in red on the monster card (-2 in this case), plus any bonuses from spells or weapons that she wants to add, up to 2 hands worth. She can use no weapons. Or she can use her cross, but it doesn't add any dice to her roll, so blah. Or she can use her holy water, which adds 6 dice to her roll and is discarded after use. Or she can try to cast her Wither spell (which is then exhausted, not discarded) to gain 3 dice to the roll. Or she can cast Wither and use her cross simultaneously. In this case, there is no benefit for doing so because the cross is lame if your opponent isn't undead, but I bring it up as a teaching example, just to point out that the cross is a 1-handed weapon and Wither takes 1 hand, so you could use them together and get both bonuses.

Sister Mary needs 2 dice to be successes (two blood drops on the monster card) to beat the monster. If she gets it, she kills the monster and takes it as a trophy. If she fails the check, she takes stamina damage equal to the number of red hearts on the monster card (2 in this case) and then she has to decide whether to try combat again or to evade. She doesn't need to make another Horror check, but combat continues until the monster is dead or Sister Mary is reduced to 0 sanity or stamina.

MinusInnocence
MinusInnocence's picture

Cool, man. So I have 3 dice total for the Horror check, thanks to my Cross, and I think I'll be using the Holy Water for the Combat check. That's 5 dice total. Let the good times rooooooll!

Will vs Formless Spawn (Horror check, Cross), Fight vs Formless Spawn (Combat check, Holy Water)
I rolled 3d6, the result is 5, 1, 4 = 10.
I rolled 5d6, the result is 2, 6, 4, 6, 1 = 19.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Aladdar
Aladdar's picture

Darrell looks up, surprised by both the arrival of such a terrific creature, the likes of which he had never seen; as well as the quick arrival of a nun running at full speed who quickly douses the create in Holy Water sending it shrieking into the nether. He stammers a quick hello and thank you.

"I have no idea what the hell that thing was, but I think I know where it came from. I have a feeling that's not the last that we'll be seeing of them. Time is of the essence."

Darrel quickly moves to the gate at the unnamable.

Board Rider
Board Rider's picture

Lore check for clues.

I rolled 3d6, the result is 3, 2, 1 = 6.
Fixxxer
Fixxxer's picture

We're in Arkham Encounters. Sister Mary is in the street, so no encounter. Darrell Simmons isn't in Arkham, so he'll have his encounter during the Other Worlds Encounters phase. That brings us back to Dexter Drake.

Woods
A sudden clearing reveals a prehistoric circle of carved stones. Standing here, your thoughts are filled with the angry and fearful voices of those who perished or were taken to other worlds here. Make a Will (+0) check. If you fail, you are cursed.

Board Rider
Board Rider's picture

This place is crazy.

I rolled 3d6, the result is 3, 6, 6 = 15.
Aladdar
Aladdar's picture

I don't know how others feel, but I'm in favor (At least with my character if others don't mind) to give you permission to roll for required rolls for me where there are not any other options. Things like the upkeep phase to see if I keep my retainer, or any encounter cards that have a required roll and I don't have options on how to take the roll.

Of course if the card gives me options to ignore it, or if there are items or special skills I can choose to use, then it makes sense to wait, but I'm perfectly fine with Fixxxer rolling for me to speed up the game.

Fixxxer
Fixxxer's picture

It probably would speed up play a little bit, though I do feel like running through the how and why might help everyone understand the system a lot better, which will come in handy for anyone who wants to play again. Especially once I start adding in expansions and we get more options and more rules.

Fixxxer
Fixxxer's picture

Darrell is up.

Other
The unending blackness terrifies you. Pass a Will (-1) check or lose 1 sanity and 1 stamina from fear and exhaustion.

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