Azathoth - The Chatter

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Board Rider
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No movement on sliders. Dexter will skedaddle to the Black Cave where I will need help in figuring out what to do with the gate there.

Aladdar
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Board Rider wrote:

No movement on sliders. Dexter will skedaddle to the Black Cave where I will need help in figuring out what to do with the gate there.

When the location encounter phase happens you'll get sucked into the gate. You'll have to have at least one other-world encounter phase.

On your next movement phase you can choose to try to cast the find gate spell to return back immediately which would then let you go ahead and try to get that gate closed/sealed, or you can stay and work through the movement phase if you either fail to cast the spell or just want to have a few encounters. I'd recommend casting the spell if possible.

MinusInnocence
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Mary will keep her sliders where they are. I love that a nun found a shotgun just laying around in the Abyss, of all places. The Lord really does work in mysterious ways.

Fixxxer
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Board Rider wrote:

No movement on sliders. Dexter will skedaddle to the Black Cave where I will need help in figuring out what to do with the gate there.

Aladdar laid it out pretty well. If you, of your own volition, enter a Location that has a gate, then on the Arkham Encounters phase, you'll travel through that gate to the Other World it leads to. In this case, the gate at Black Cave leads to The Dreamlands. During the Other World Encounters phase, you'll (I'll) draw from the Other Worlds deck until there is a card that corresponds with that Other World and you'll do whatever is listed on that card. Each world has encounters with a different flavor, which fits the theme of writings from the Cthulhu Mythos stories. Some are potentially more brutal than others. The Dreamlands is relatively tame. Anyhow, normally, an Investigator has one Other World Encounter, then moves to the second side of the Other World, has a second Other World Encounter, then returns to Arkham (barring getting delayed and having to have more encounters). Dexter has an option most others don't, in that he's the proud owner of the Find Gate spell, so on any Movement Phase while he's in an Other World, he can attempt to cast the spell and if he's successful, he'll immediately return to Arkham, which can significantly shorten his stay in an Other World, for the relatively low price of paying the spell's sanity cost. Once he's back in Arkham, he can (on the Arkham Encounters Phase), make either a Fight check or a Lore check (his choice) to try and close the gate. This is what he recently did at Woods. If that check is successful, he closes the gate. If he has 5 Clue tokens to spend, he can choose at this time to also seal the gate, which prevents Mythos cards from opening gates at this location in the future.

MinusInnocence wrote:

Mary will keep her sliders where they are. I love that a nun found a shotgun just laying around in the Abyss, of all places. The Lord really does work in mysterious ways.

In my core tabletop group, Sister Mary is known as "Shotgun Nun." Because reasons.

Fixxxer
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Not such a bad round, all things considered. Dexter Drake got a little hurt, but otherwise, very little bad-bad stuff happened. We had another monster surge. We're at the monster limit (again) and we have space in the Outskirts for 2 more monsters before the Terror Level goes up.

Not that any of us made use of it, but the Darke's Carnival environment that we had going on has been replaced now. The new environment is an annoying heat wave. This environment will persist until we draw a new environment Mythos card. While the heatwave is in effect, Fight checks (including Combat checks) are at a -1 penalty and Lore checks (including Spell checks) are at a +1 bonus. These modifiers apply only in Arkham, not in an Other World. Funny enough, this might actually make it a tiny bit easier for those of you not playing shooty-stabby types to close gates using Lore checks.

We're back in Upkeep. First player token moves from Michael McGlen to Sister Mary. Sister Mary doesn't have to roll to see if her blessing persists this turn, but Dexter Drake's 1-round grace period is over, so starting this round, he has to roll 1d6 each Upkeep phase. If he rolls a 1, he has to discard the blessing. Who wants their sliders to move, and where?

MinusInnocence
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I don't think it's mathematically possible for Sister Mary to deal 3 damage to a Mummy without using Clues, which she would prefer not to do. So she will opt instead to move her slider to Speed 2/Sneak 3 and hope that she can evade it before attempting to close and seal this Gate.

Aladdar
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Move my speed to 3 and my fight up to 3.

Here's my roll for retainer.

I rolled 1d6, the result is 1 = 1.
Aladdar
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Looks like I'm unemployed.

Board Rider
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No slider movent. Blessing.

I rolled 1d6, the result is 1 = 1.
Aladdar
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Damn... That sucks Board Rider.

Fixxxer
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MinusInnocence wrote:

I don't think it's mathematically possible for Sister Mary to deal 3 damage to a Mummy without using Clues, which she would prefer not to do. So she will opt instead to move her slider to Speed 2/Sneak 3 and hope that she can evade it before attempting to close and seal this Gate.

Fun fact, you don't have to encounter the bad guys at all on the Movement phase that you return to Arkham through a gate. So you'll get a chance to deal with the gate before having to deal with the mummy on the next Movement phase.

Board Rider wrote:

Blessing.

Holy shit, does that suck. And Darrell finally loses his retainer, too. Damn.

Fixxxer
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Movement for everyone else is pretty much a gimmie, so @Aladdar, where is Darrell gonna go during Movement this turn?

Aladdar
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Darrel is sick of the gate at the woods so he hops on his motorcycle and takes off towards the woods. He does his best to zoom past the zombie as fast as he can.

I rolled 5d6, the result is 1, 3, 2, 5, 1 = 12.
Aladdar
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He loses his balance briefly but manages to shoot past the zombie and skids to a stop next to the gate in the woods.

MinusInnocence
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Aladdar wrote:

Looks like I'm unemployed.

A Retainer, in this economy? That was a pie in the sky in the dream anyway.
Fixxxer
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Alright, we're up to Arkham Encounters. @MinusInnocence, I assume you want to encounter the gate? Roll that beautiful bean footage!

MinusInnocence
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Lore 4 + 1 from Heat Wave - 2 for the Gate token penalty leaves me with 3 dice. Take me home, Baby Jesus!

MinusInnocence
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Hmm. I could have sworn I just filled out the die roller stuff. Let me try that again.

Lore vs Abyss Gate (Heat Wave, Blessing)
I rolled 3d6, the result is 1, 3, 6 = 10.
MinusInnocence
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I would like to spend my 5 Clues to seal it now, please.

Fixxxer
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Other World Encounters. Darrell is up. @Aladdar

R'lyeh - The earth shakes - is the city sinking? Make a Luck (-1)[2] check to escape. If you fail, you are Lost In Time and Space.

We haven't seen a demand quite like this one as of yet. In this case, you need 2 successes, as indicated by the number in square brackets.

MinusInnocence
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I love R'lyeh. Watch your step!

Aladdar
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Alright. Let's see if I actually have any luck.

I rolled 2d6, the result is 1, 6 = 7.
Aladdar
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So I got one success. I can use clues to try to get the next right?

MinusInnocence
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I figure if you have more than 5, why not, right? We know what will happen if you spend 0 Clues here - you'll be lost in time and space, which sucks. Take it from me - a person that will never happen to. It is not something the rest of you peons want to risk.

Fixxxer
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Aladdar wrote:

So I got one success. I can use clues to try to get the next right?

Correct. You can spend a Clue token to roll another die. And then another and another and another, if required, so long as you have them to spend.

Aladdar
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Ok, here we go. Clue roll 1.

I rolled 1d6, the result is 1 = 1.
Aladdar
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Clue 2.

I rolled 1d6, the result is 4 = 4.
Aladdar
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Ugh if only I were blessed. Clue roll 3.

I rolled 1d6, the result is 2 = 2.
Aladdar
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Ok, question. If I use any more clues I'll not be able to seal the gate. What happens if I'm lost in time and space?

MinusInnocence
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I love this game.

Aladdar
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Ok, am I understanding this right? I move to the lost in time and space area and am then delayed after which I can go anywhere else on the board, correct?

Are there any other effects? If not I'll hang on to my final 5 clues and unfortunately get lost. If there are other effects then I might reconsider.

Fixxxer
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You've pretty much got it. Lost In Time and Space is essentially a means by which you are delayed for an entire turn. If you become Lost In Time and Space right now, what'll happen is that you'll be delayed, so you'll become un-delayed on the Movement phase of the next round. However, you get no movement points in Lost and Time and Space, so you stay there and do nothing until the following Upkeep phase, where you can move Darrell to any street or location in Arkham.

It's worth mentioning that Lost In Time and Space is sometimes used by the game in other ways, depending on who the Ancient One is. For example, when Yog-Sothoth is the Ancient One, any Investigator who is Lost In Time and Space is devoured instead. That's when it's good to be Sister Mary.

Fixxxer
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I'll go ahead and draw Dexter Drake's encounter card to save us some time. @Board Rider

The Dreamlands - Maybe you shouldn't have eaten that strangely-colored fruit. Lose 1 sanity, then make a Fight (-1) check. If you fail, lose 2 stamina.

Aladdar
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Ok, lose me in time and space.

Board Rider
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Fight check.

I rolled 1d6, the result is 6 = 6.
Fixxxer
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This is the first rumor Mythos card we've drawn, so lemmie explain it a little. Like environments, rumors persist from round to round. This rumor will stay until we either pass it, fail it or someone draws some kind of odd encounter that lets us discard it. Rumors are usually pretty ugly things, so in the scope of things, this one is really tame.

As the card says, from this point on as long as the rumor persists, a Clue token from the box will be subtracted from the card whenever a new gate opens up, and one will be added whenever one of us successfully casts a spell. If the number of Clue tokens on the card reaches 0, we all take 2 sanity damage immediately. If the number of Clue tokens reaches 6, we all immediately gain 1 spell. I've placed a copy of this card in the Character Sheets post for its duration.

This also givesyou guys an opportunity to see what a Mythos card really looks like. You can see an icon of Hibb's Roadhouse in the bottom left, which is how we know where (if) a gate spawns. In the bottom right, we see a list of dimensional symbols, some in a black box and some in a white. This is how we determine how monsters move from round to round. Any monsters that have a dimensional symbol that matches the Mythos card will move from their current position in the direction on the map dictated by the little triangular arrow, either white or black, depending on what the Mythos card says.

We're back in Upkeep. Sister Mary needs to roll for that blessing. Who wants to move sliders, and where?

As a matter of discussing tactics for the round, now that the gate at Unvisited Isle is closed, Michael McGlen is planning on using his Mi-go Brain Case to swap places with the Mummy so Sister Mary doesn't have to deal with it.

Also note that we're back at the monster limit, with 2 spaces available in the Outskirts before the Terror Level increases.

MinusInnocence
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Rolling for Upkeep now. Whether she keeps it or loses it, Sister Mary will be advancing into the street to dig this Zombie a new fuckhole; this will let her cast Wither, which will help with the Rumor, as well as getting her to 10 trophies.

The alternate victory condition - where we have all Gates closed or sealed and a Gate trophy per player - probably won't happen in this playthrough. I've actually only won that way once. But the Zombie will get her to 10 trophies, which means she'll be able to visit the Police Station and declare herself Sheriff of Arkham, and leave her with the Gate trophy (which is itself worth 5 trophies, enough for a Blessing or getting her halfway to a new Ally).

Upkeep vs Blessing (NO WHAMMIES)
I rolled 1d6, the result is 5 = 5.
Aladdar
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No changes to my sliders.

Fixxxer
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Sheriff of Arkham is sweet as hell. You get an awesome car out of the deal.

@Board Rider, any skill changes for Dexter?

Board Rider
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Nope. No changes.

Fixxxer
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@MinusInnocence, Zombie fuckhole time! Go ahead with your rolls.

@Board Rider, I assume you're planning on encountering the gate? If so, feel free to roll your check. You can choose either Fight or Lore, modified by the number on the gate (+1, in this case). Remember that due to the environment we're currently in, Fight checks in Arkham suffer a -1 modifier and Lore checks in Arkham benefit from a +1 modifier.

Board Rider
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If I am reading everything right I'll roll a Lore check with 5 die. Isn't it a -1 on the gate?

I rolled 5d6, the result is 1, 1, 4, 5, 4 = 15.
Board Rider
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And if thats wrong here is another dice roll.

I rolled 1d6, the result is 3 = 3.
Board Rider
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Straight booty cheeks.

Aladdar
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No, you would roll 5 die, but it's a negative 1 gate, so you only roll 4.

Aladdar
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actually I was wrong, it's a +1 gate. So you'd roll 6 die. You succeeded with your first 5 die however, so you closed it. If you have 5 clues, you can now seal it as well.

MinusInnocence
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Will 2 dice - 1 from the Zombie +1 from the Cross leaves Mary with 2 dice for the Horror check. Let's start there.

Horror vs Zombie (Cross)
I rolled 2d6, the result is 4, 1 = 5.
MinusInnocence
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With a Blessing, that's good enough. Now we'll cast Wither to contribute to resolving the Rumor card as well as giving her more dice to play with on that penalized Fight check later.

Lore 4 + 1 from the Heat Wave leaves her with 5 dice for the Casting check

Casting vs Wither (Heat Wave)
I rolled 5d6, the result is 2, 4, 6, 3, 4 = 19.
MinusInnocence
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OK. 2 Fight - 1 from the Zombie + 3 from the Cross (Because the Zombie is Undead) + 3 from Wither - 1 from Heat Wave = 6 dice and a Blessing for 1 success. Don't drop the ball here, Mary!

Combat vs Zombie (Cross, Wither, Heat Wave)
I rolled 6d6, the result is 6, 1, 4, 2, 4, 6 = 23.
MinusInnocence
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Awesome. Not thrilled about spending the next Mythos Phase out in the Streets but 15 trophies total is nothing to sneeze at.

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