Azathoth - The Chatter

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Aladdar
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With only two gates open I'd say it's more important that we save those clue tokens for sealing gates.

MinusInnocence
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We kind of have the opposite problem of too many Gates right now so I think I'll pass, but won't tell anyone else what to do with their Clues if they have enough to pay the cost without me.

Sister Mary will move her slider to Speed 3/Sneak 2 and untap Wither. On her Movement phase, she intends to move to Historical Society and grab those 2 Clues.

Fixxxer
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I agree, the Clues are better put to use sealing gates. Without Darrell or Sister Mary participating, there aren't enough Clue tokens to go around to get it done anyway, so we'll move on to Upkeep. @Aladdar and @Board Rider, will you be making any adjustments to your sliders?

As a discussion of tactics, it might be worth it to let Dexter Drake take one or both of the Clue tokens at Historical Society, just to guarantee that he has a minimum of 5 without relying on him having to read a tome to get them. A gate could appear any second at Woods or Historical Society (or anywhere else with a red diamond) and swallow him up, robbing him of the movement points he'd need to read the tome.

MinusInnocence
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If Drake wants to do that, more power to him. I just don't want a Gate to open at Historical Society and gobble up the Clues.

If that's what's happening, Sister Mary will move to the Science Building instead.

Board Rider
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I will vote with the majority.

Board Rider
Board Rider's picture

Move slider two spots to Speed 5 Sneak 1.

Aladdar
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Move my speed and fight both to 2 so that I have a higher sneak/will combo.

Aladdar
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And my roll for retainer.

I rolled 1d6, the result is 2 = 2.
Fixxxer
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@Aladdar, Darrell's gonna be first player, so he'll move first. Where (if anywhere) is he gonna go?

Also, @Board Rider, how does Dexter want to spend his Movement phase?

Board Rider
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Move Dexter to the Historical Society to grab the clues. Also Lore check to read the Old Journal.

I rolled 3d6, the result is 6, 2, 2 = 10.
Aladdar
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I think I'll stay right where I am and go shopping again hoping that you close that gate and get rid of that one monster. I really don't want to get pulled into the gate you're about to close. :)

Fixxxer
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Aladdar wrote:

I think I'll stay right where I am and go shopping again hoping that you close that gate and get rid of that one monster. I really don't want to get pulled into the gate you're about to close. :)

Look at the bright side. You'd probably get driven insane by the Horror check long before that happened. :D

Fixxxer
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Michael McGlen vs The Dreamlands gate.

Rolls
I rolled 6d6, the result is 6, 5, 2, 4, 4, 6 = 27.
Fixxxer
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@MinusInnocence, is Sister Mary going to have an encounter at Science Building or do the unique text and pay monster trophies for Clues?

MinusInnocence
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Hit me, baby. Give me that sweet sweet encounter. I dare you to send me to the Other World.

Fixxxer
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Fixxxer
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A lot's happened. We managed to get almost the entire turn done in this update. @MinusInnocence gets to roll a Luck check to potentially wipe 4 creatures off the map, which would be nice. Dexter Drake gained a free monster trophy, and it's a doozy. I'm glad it's in his trophy case, instead of being in the cup where it could potentially be drawn. And now he's also a veritable font of Clues. Everyone except Michael McGlen now has plenty of Clues, so I'd posit that closing and sealing gates should be a high priority for us, lest we fuck around long enough for the game to screw us out of those Clues.

MinusInnocence
MinusInnocence's picture

Oh yeah, we're pullin' this fuckin' lever.

Luck 3 - 2 = 1 die. I may or may not spend a Clue (or two) after this roll.

Luck vs Science Professor (MORTAL KOMBATTTTTT)
I rolled 1d6, the result is 4 = 4.
MinusInnocence
MinusInnocence's picture

We've been hit with a few monster surges recently and the Outskirts already have 2 monsters there. I will go ahead and spend 1 Clue at this point to roll again.

Luck vs Science Professor (pullin' that lever, Clue)
I rolled 1d6, the result is 3 = 3.
MinusInnocence
MinusInnocence's picture

I REALLY want the Flying Polyp and Crawling One off the board, and the Outskirts being cleared is totally worth it. We're going to spend one more Clue here. That will leave Sister Mary with 5 Clues remaining. After this roll, we're done, no matter what the roll is.

Luck vs Science Professor (Clue, this is totally the last time, no backsies)
I rolled 1d6, the result is 5 = 5.
MinusInnocence
MinusInnocence's picture

Awesome. OK, so Sister Mary is down to 5 Clues. I misread the encounter card. Looks like the Fire Vampire and Flying Polyp return to the Cup along with the two monsters in the Outskirts. Obviously, Sister Mary claims the Shoggoth as her trophy.

Fixxxer
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Good work, Sister Mary. And not a moment too soon. The Mythos card spawned two gates this time instead of one. As a tradeoff, it placed two Clues and didn't advance the Doom Track, which isn't all bad, considering we want gates to open so we can seal them. That said, the monsters that spawned this turn aren't the playthings we've seen to this point.

The ghost is difficult to Evade and as a yellow-bordered monster, it won't ever move from where it's at.

The Dhole is just a plain motherfucker of a fight. It halves any bonus to Combat checks granted by a common item, unique item or spell, it requires 3 successes to kill and it damages your sanity even if you pass the Horror check and your stamina even if you win Combat.

We're in Upkeep, after which it's Dexter's turn for Movement.

Aladdar
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Put my sneak to its highest value.

Here's my roll for retainer.

I rolled 1d6, the result is 6 = 6.
Fixxxer
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Board Rider
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Slide Fight/Will right one to 2/2.

I am up for recommendations for the movement phase for Dexter. Should I go back to the woods to close the gate, if that's even possible, or move all the way to the Science Building? Another plan?

Also, what does the monster trophy do? Reading the map it looks like they can be traded in?

Aladdar
Aladdar's picture

Board Rider wrote:

Slide Fight/Will right one to 2/2.

I am up for recommendations for the movement phase for Dexter. Should I go back to the woods to close the gate, if that's even possible, or move all the way to the Science Building? Another plan?

Also, what does the monster trophy do? Reading the map it looks like they can be traded in?

If you can get past that Dhole I would try to move to the woods and go through the gate again. But that monster is a bitch. You might have one of the better chances to take it out considering all the magical items you have available; but it's still going to be tough.

We do need to start getting more gates closed and sealed, and with the number of clues you have, you have options for rerolls and to seal the gate. But that Dhole may also take you out.

Aladdar
Aladdar's picture

And yes, read through some of the different locations. Gate and Monster Trophies can be exchanged instead of having encounters at different locations. For example, you can exchange 5 toughness of monster trophies or one gate trophy to bless anyone on the board. That's a pretty big advantage and one we should take advantage of soon.

MinusInnocence
MinusInnocence's picture

I think Mary will keep her sliders where they are. I get that Clue that appeared at the Science Building, right? Or do I have to stay and end my movement here?

Either way, Mary wants to kill that Ghost and take a trip to the Other World.

Board Rider
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I think you have to end your movement to get the clues MI.

Aladdar
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Board Rider wrote:

I think you have to end your movement to get the clues MI.


That only applies if he moved into the space where the clue already was. Since this one spawned on top of him as a result of the mythos phase, he receives the clue token. If more than one investigator were in the same place when this happens they have to choose who gets it. If they can't decide, the first player decides.
Fixxxer
Fixxxer's picture

Aladdar wrote:

That only applies if he moved into the space where the clue already was. Since this one spawned on top of him as a result of the mythos phase, he receives the clue token. If more than one investigator were in the same place when this happens they have to choose who gets it. If they can't decide, the first player decides.

We used to play this way and I always thought it was something a friend of mine had just house ruled. However, looking at the Arkham Horror FAQ, it appears to be true. You can usually pick up Clue tokens from a location only when you end your movement there, BUT if a Clue token is generated by the Mythos phase in a location where an Investigator currently is, that Investigator may immediately pick them up. Other than the word "immediately," it doesn't specify a phase, but I think that "on Upkeep" is fair.

This means that both Sister Mary and Dexter Drake can pick up the Clues that just got dropped on them without affecting their movement, if they want them.

Aladdar
Aladdar's picture

Yes, the official rulebook (at least the one with my game says the following)

Most Mythos cards indicate a location where a Clue token appears. Place a Clue token on the indicated location unless there is an open gate there. If one or more investigators are at that location, one of them (they should decide among themselves) may immediately take that Clue token. If the players cannot agree on who gets the Clue token, the first player decides.

So it seems they could choose to leave it if they wanted to allow another investigator to take it, but otherwise they can immediately take it when it's placed. In our case however, I think upkeep seems a fair time to do so as it allows us to discuss how to handle it and to determine whether to take it or leave it.

MinusInnocence
MinusInnocence's picture

Sister Mary thinks sharing is for Communists. She's got big plans for these Clues, big plans.

Fixxxer
Fixxxer's picture

Board Rider wrote:

Slide Fight/Will right one to 2/2.

I am up for recommendations for the movement phase for Dexter. Should I go back to the woods to close the gate, if that's even possible, or move all the way to the Science Building? Another plan?

If you'd like, Michael McGlen has an item that lets him swap places with any Investigator in Arkham during his turn in Movement. He could swap spots with Dexter, which would give Dexter a much more clear path to the gate at Black Cave. If you wanna go this way, I'd suggest moving Dexter to South Church, which is where Michael will want to be after the swap.

So in this event, what'll happen is Dexter moves to South Church on his turn. On Michael's turn, he swaps their positions. During Arkham Encounters, Dexter will have an encounter at Independence Square and Michael will have an encounter at South Church. Then on the next Movement phase, Dexter could jet down to Black Cave and enter the gate there.

Quote:

Also, what does the monster trophy do? Reading the map it looks like they can be traded in?

Gate trophies and monster trophies are a type of currency. You can trade them in several board locations to get special things. For example, if you're in South Church, you can forego an encounter there to spend 1 gate trophy or 5 toughness worth of monster trophies to bless yourself or another Investigator. Or at River Docks, you can swap them for money. Very occasionally, an Encounter card might allow you to use a trophy in some unique way.

Regarding a tactic for that Gug... There are a couple of options.

1: Avoidance. We leave him alone and just hope he doesn't end up moving on top of us at some point.

2: Someone mines Curiositie Shoppe, looking for a card that has an effect that allows us to remove a monster without having to make a Horror or Combat check.

3: Someone goes to fight it. This is possible, but problematic because of how badass it is.

Nightmarish 1 means that even if you succeed your Horror check, it steal deals 1 sanity damage. Overwhelming 1 means even if you beat it in Combat, it steal deals 1 stamina damage. Because of its resistances, it halves the bonus to Combat checks offered by any common item, unique item or spell that doesn't specify otherwise. Then on top of that, it modifies Combat checks by -3. Then it requires 3 successes to kill.

Micheal McGlen could jack his Fight all the way up and use his dynamite to roll 10 dice total. He can only do that once, after which time he has to fall back on his tommy gun, for 9 dice total. The problem for him is the Horror check. He can't survive even one failure.

Dexter Drake could survive the Horror check. If his Fight was as high as it can go and if he successfully casts it, he could use Shrivelling (costing him 1 sanity) in one hand and his Enchanted Blade in the other to roll 9 total dice. If he's unsuccessful, he could try to cast Flesh Ward to prevent the stamina damage (costing 1 sanity), but with Shrivelling exhausted, he'd have to use the Enchated Blade and Athame instead, which would only allow him to roll 8 dice.

Darrell Simmons could, if he found a way to restore his sanity, survive the Horror check. With his Fight skill maxed out, he could discard Powder of Ibn Ghazi (costing him 1 sanity) and exhaust Cryptozoology Collection to roll 11 dice total, but that's a glass cannon, as he can only do it the once. After that, he only has his axe, which would allow him to roll 7 dice total.

Sister Mary is the best suited to survive the Horror check, but the least likely to take him out, currently. With her Fight maxed out and if she successfully casts Wither, she only gets to roll 5 dice. With her Cross, she's much more suited to take out the Ghost instead.

Aladdar
Aladdar's picture

I can keep mining this curiosity shop or I can try to sneak past this monster and go heal up my sanity. Whatever you all think is best.

MinusInnocence
MinusInnocence's picture

I'm not sweating the Dhole. Eventually we'll get a Gate with a Circle symbol and just deal with it that way.

Fixxxer
Fixxxer's picture

There is that, yeah. All things considered, I say we just avoid it and hope for that circle gate. 3 toughness worth of trophy is absolutely not worth what that Dhole is going to put us through.

Fixxxer
Fixxxer's picture

We're just waiting on @Board Rider for Dexter's movement. No pressure, just wanted an excuse to tag you.

Board Rider
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I'll move Dexter to the South Church.

Fixxxer
Fixxxer's picture

Still in Movement. Sister Mary is up. @MinusInnocence, if you're still heading to Unvisited Isle, give us some rolls, if you would.

@Aladdar, what did you decide to do with Darrell? I think you could make it to the Asylum pretty easily, but just be aware that if the dice are against you, the zombie could put you there horizontally.

MinusInnocence
MinusInnocence's picture

Right on. Let's mosey on over there and get elbow deep in ectoplasm.

First things first: Horror check. Will 2, -2 from the Ghost and +1 from the Cross leaves me with 1 die.

Horror vs Ghost (Cross)
I rolled 1d6, the result is 5 = 5.
MinusInnocence
MinusInnocence's picture

True to form, the more obviously supernatural and otherworldly her opponent, the less Sister Mary gives a shit. Now, on to the fun stuff. We'll roll Lore 4 to cast Wither.

Casting vs Wither
I rolled 4d6, the result is 1, 2, 2, 6 = 11.
MinusInnocence
MinusInnocence's picture

Awesome. Fight 2 + Wither 3 + Cross 3 (Because the Ghost is Undead) - 3 penalty leaves me with 5 dice. I need 1 success and may or may not spend a Clue here in a second if things go belly-up now.

Combat vs Ghost (Wither, Cross)
I rolled 5d6, the result is 3, 3, 6, 3, 6 = 21.
MinusInnocence
MinusInnocence's picture

Sweet action. We're going in with 6 Clues and I'm only missing 2 Sanity, plus now I'm at 9 trophies. There's about to be a new Sheriff in town.

Board Rider
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The game is almost elementary for you MI. Are you enjoying yourself or is dominance merely expected?

MinusInnocence
MinusInnocence's picture

Through Sister Mary, all things are possible.

Aladdar
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Sensing an opportunity, Darrel makes a break from the curiosity shop and quietly attempts to sneak past the lumbering zombie.

I rolled 4d6, the result is 6, 4, 5, 2 = 17.
Aladdar
Aladdar's picture

Using all of the caution and stealth he's learned in his days as a newspaper reporter, he quietly sneaks past and then quickly makes his way towards the asylum as panic starts to close in around him. He runs inside, finds the first person available and shouts... "Please, give me whatever you've got. You can't imagine the horror's I've seen today."

Fixxxer
Fixxxer's picture

Alright. We're still in Mythos phase. The Mythos card allows all of us to adjust our sliders however we want right now, without being limited by our Focus. Does anyone want to make changes to their sliders? Michael McGlen is going to drop his Fight to increase his Will.

Also, immediately following this will be Upkeep. If anyone has anything they want to get done, let's go ahead and get that. Dexter Drake does not have to roll this turn to see if his blessing persists, but he will have to do so in future Upkeep phases. First player token will move back to Michael McGlen on this Upkeep. He's going to stay put and use his monster trophies to bestow another blessing. Sister Mary will move predictably. Where do Darrell and Dexter want to go?

Aladdar
Aladdar's picture

I think I'll keep things where they are.

My play is to run over to Hibb's to pick up those two clues before we lose them, then next turn try to go by the general store before we lose it and find a better weapon. After that I'll either try to give myself a blessing or go take out a gate.

Here's my roll for upkeep on my retainer.

I rolled 1d6, the result is 3 = 3.

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