Azathoth - The Chatter

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Board Rider
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Yeah...definitely want to close the gate. Wasn't that the roll? To see if Dexter could close it?

Fixxxer
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Board Rider wrote:

Yeah...definitely want to close the gate. Wasn't that the roll? To see if Dexter could close it?

It was. Aladdar is suggesting that you seal it. As mentioned [url="https://www.dndarchive.com/comment/35085#comment-35085"]HERE[/url] and for a could of posts after, closing a gate and sealing a gate are not the same thing.

MinusInnocence wrote:

Awesome. Not thrilled about spending the next Mythos Phase out in the Streets but 15 trophies total is nothing to sneeze at.

Doesn't seem so bad. There aren't any monsters in the Sky, so unless the Crawling One moves over, Sister Mary is probably safer than she would be in most unstable Locations.

Board Rider
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Got it. Dexter will seal the gate too.

Aladdar
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Yep, the only chance we really have to win this game is to close AND seal 6 gates before Azatoth awakes. I see no real chance for us to ever actually close all the gates on the board and also have enough gate trophies on hand. In some other games, you can fight the ancient one after he awakes and so you might just spend most of the game readying for that fight (There's one ancient one who eats your clues away and you are devoured after he does so for example, so in that game you want to stock up on clues). But our only chance here is to seal them all. So we need to do our best to close gates, and seal them.

That's where you're really powerful, because you can enter a gate, immediately cast the Find Gate spell on your next turn and close/seal it then. The rest of us have to go through all the other world encounters.

Aladdar
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also, you have 5 more clues left after closing/sealing that one. So I'd highly suggest hitting another gate soon and closing it. Maybe R'lyeh in the woods since that's a difficult dimension to travel through.

I'm going to try to land at the witch house after exiting this dimension and tackle "Another Dimension". With the gate you just closed/sealed (That puts us at 3), and assuming I can close/seal this one in a few turns and you can close another one we'll only need to close and seal one more gate to win.

Fixxxer
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Michael McGlen will check.

Will
I rolled 1d6, the result is 5 = 5.
Fixxxer
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So. During his encounter, Michael McGlen passed his check to avoid sanity loss. His special ability lets him reduce stamina loss from any source by 1, so it results in a net loss of nothing. Nothing bad happened, which is pretty great.

Dexter Drake got the gate closed and sealed. I placed his icon on the map low on the Location, just so Board Rider could admire that nifty little "sealed" symbol.

Sister Mary cast a spell during her action, which placed a Clue token on the rumor card in play. Unfortunately, a gate opened, which also removed a Clue token.

We're still in Mythos, as the mythos card is making Sister Mary, being first player, has to roll Luck -1 vs being cursed. Cursed is the opposite of blessed. If an Investigator is cursed, his dice are only successes when they roll 6. Cursed and blessed cancel each other out, so since Sister Mary is currently blessed, if she fails this check, the curse will remove the blessing and she'll be neither cursed nor blessed.

We'll move right into Upkeep, so everyone give me your Upkeep actions and slider changes, please. Blessings need to be rolled for by Michael McGlen and Sister Mary (if she doesn't get cursed in Mythos). Darrell Simmons gets to return to Arkham during Upkeep, and can do so at any street or location. Michael is going to nab the Clue token Mythos dropped on him. Barring anyone coming up with a better plan, he's going to go 86 that Cultist in the French Hill streets to help reduce the monsters on the board (we're at the monster limit again). Everyone else? @MinusInnocence @Board Rider @Aladdar?

MinusInnocence
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I thought Darrell was First Player right now?

Rolling Upkeep for my Blessing.

Upkeep vs Blessing
I rolled 1d6, the result is 2 = 2.
MinusInnocence
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I think I will keep my sliders where they are, unless I really am First Player when the Mythos card comes up (in which case I will move to Lore 3/Luck 4).

Aladdar
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I don't become first player until after the mythos phase when the upkeep phase starts I think.

But just in case you're right, I'll go ahead and roll now to see if I become cursed.

I rolled 1d6, the result is 6 = 6.
Aladdar
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As for what I'm going to do with my sliders, if I move this turn to a location with a monster and a gate on it, I have to deal with the monster first right, and then I'm sucked into the gate? If so, my thought was to try to land on The Witch House and head into the Dreamlands.

With that said, I can't see the dimensional symbols. Is there a gate that would be really useful for us to close to remove some really mean monsters from the board? If so, I might consider one of them instead.

Board Rider
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So if Dexter moves to the Witch House, to get to that gate, he will need to fight/Sneak past the monsters at Riverton and French Hill, right?

If that is right then lets slide fight/will to 5/1.

During movement Dexter will make way to the Witch House.

MinusInnocence
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I mean that I think Mary had the First Player token before we drew the Rumor card. I don't think it was three turns ago, though, so I'm not sure if I should already have it again.

Aladdar
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That I don't know. With me being in the other worlds for so long, I've lost where I really am in the turn order. I'll take having been first since I passed the test however. lol

MinusInnocence
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Now that I think about it, one of the characters being lost in time and space would have definitely sped up the turn order. I just don't think it would have gone all the way around the table since Sunday.

Fixxxer
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Yeah, my bad. I was looking at an outdated local copy of the turn order file, rather than the one I keep updated on the Archive. Darrell is still first player until the next Mythos phase. Good call on rolling just in case, Aladdar. For the future, the First Player Token is listed on the appropriate Investigator's sheet over where the starting possessions are.

Answering the question asked by both @Aladdar and @Board Rider, yeah, you've got to deal with the monster(s) on the Movement phase and you'll encounter the gate on the Arkham Encounters phase. Just a reminder that successfully Evading a monster the first time you try will let you keep moving, but if you fight a monster or if you fail an Evade check, you're stuck in that street or location for the turn.

Most of the monsters we currently have don't have dimensional symbols that correspond to any gates on the board. I'm relatively certain that there are no gates in the game that have a moon symbol. The Shoggoth has a diamond and the Dhole, Crawling One and both monsters in the Outskirts have a circle. The only monsters on the board that have a symbol with a matching gate are Barnabus Marsh and the Deep One, both of which have a plus sign, which is the symbol listed on the R'lyeh gate.

Board Rider
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Okay, Dexter is about to take his act to the street. Time to make something other than a bird disappear. Slide Fight to 5.

MinusInnocence
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Cool deal. Well, if Mary doesn't have to roll that Luck check as First Player after all, she will keep her sliders where they are. On her turn, in the interest of speeding things up, she will move to the Police Station and on her Encounter Phase will turn in her monster trophies. We'll save that Gate trophy for a rainy day.

Aladdar
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ok, should I try to land on the witch house or land back in the woods? Depending on which I choose will effect how I try to adjust my sliders. Board Rider, are you planning on fighting or trying to sneak past the two monsters in your path? If fighting, it'll take a while.

Thoughts on which gate I should tackle? The one at the witch house is obviously easier and my thought was for me to take that one and let Dexter tackle one of the more difficult ones since he can use his spell to bypass all the challenges and then also use his lore to fight them instead of the fight like I'll have to which is currently diminished due to the environment.

MinusInnocence
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R'lyeh is no joke. If you don't think you can handle it there's no reason to get lost in time and space again.

Board Rider
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I was planning on fighting to get to the Witch house. But Dexter can go to the woods as well. If you can take out the gate at the witch house go for it!

Aladdar
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ok, that'll be my plan then. No changes to my sliders.

Aladdar
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a few stats about this game to make our strategy of when to close/seal gates.

These are the stats for how often each location pulls a gate. So if we can get Independence Square, Uninvited Isle, The Witch's House, and The Woods sealed, then we highly reduce the chance for monster surges and gates opening during mythos turns.

The Science Building: 2
Historical Society: 2
Hibb’s Roadhouse: 2
The Silverlight Lodge: 2
Black Cave: 6
Graveyard: 6
The Unnamable: 7
Unvisited Isle: 10
Independence Square: 10
The Witch’s House: 10
Woods: 10

Aladdar
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and we already have the Unvisited Isle and The Unnamable (The next closest) sealed. If I can get The Witch's House sealed and someone can get The Woods sealed soon, then we'll only need to really worry about Independence square for high probability locations and it doesn't currently have a gate.

Fixxxer
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In the spirit of open honesty, those stats might be just a bit skewed by the fact that the decks we're playing with contain cards from all the expansions. The Mythos decks we're using is almost 5 inches tall. Except for the Mythos deck, all of the decks are expansion-neutral, meaning that if an expansion added an encounter card to a non-expansion Location, for example, it doesn't rely on the presence of that expansion. This is so you don't have to go through hundreds and hundreds of cards to remove those from expansions you're not using every time you play. The Mythos deck is not expansion-neutral in that it contains cards that prompt gates to be opened in Locations that exist in expansions and not in the base game. What I've been doing is simply skipping any cards we get that rely on Locations that don't exist on our map. I couldn't say for certain what the gate/Location ratio is with all of the expansion cards included. It's probably not far off from what you've got listed.

After this playthrough is done, I thought about adding the Dunwich board to the next game. After that, I'd probably consider adding the other city expansions, but only if we had enough players. Innsmouth especially, as it practically requires that at least one Investigator park himself in that city to do little more than kill monsters, otherwise the Ancient One can wake up extremely early in the game.

Fixxxer
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Board Rider wrote:

Okay, Dexter is about to take his act to the street. Time to make something other than a bird disappear. Slide Fight to 5.

@Board Rider, Dexter's Fight slider doesn't go that high. If you'll be heading into the street, you've got a few things you'll want to look at. What's waiting for you out there is a Crawling One, which you can either try to Evade or you can fight. It has a -1 modifier to Evade checks. If you succeed in Evading it, you can move past it with no trouble. If you fail this check, the Crawling One will deal 2 stamina damage(the two hearts on its card), which will put Dexter in the hospital.

If you want to fight, the Crawling One has a Horror check modifier of -3, meaning that even if you move your Will as high as it will go, which is 3, you'll still have to spend Clue tokens just to be able to roll for the Horror check. The Crawling One deals 3 sanity damage on a failed Horror check (the three little blue dots on its card). Failing the Horror check won't drive Dexter insane, but it'll reduce him to only 1 sanity. He's not far from Arkham Asylum, so that's not the worst thing in the world.

After the Horror check comes the Combat check. The Crawling One is a little special in that it doesn't have a listed modifier to this check. Instead, you roll 1d6 before making your Combat check and the result of that die becomes a negative modifier to the Combat check. For example, if you roll a 4, then your Combat check is modified by -4. This is one where you hope to roll low.

The Crawling One has physical resistance, so it reduces the bonus from physical weapons by half, rounded up. That's not much of a problem for Dexter. He's got the Enchanted Blade for +4 and the Athame reduced by half and rounded up is still +1. Dexter's got some pretty potent combat spells as well, and because of the current environment, casting spells is a good thing. But all of his spells have a sanity cost, which would put him in the asylum if he tried casting them after taking 3 sanity damage from that bad Horror check.

So, you've got some choices. You can:

1: Stay where you are. Have an encounter at Black Cave. Hope the Crawling One moves on.

2: Stay where you are. Michael McGlen can use his Mi-go Brain Case to swap places with the Crawling One, which will move it out of your way. Have an encounter at Black Cave. Move elsewhere next turn.

3: Try to Evade the Crawling One. If you move your Sneak slider as far as you can, its -1 modifier means you get to roll 2 dice, and you have Clue tokens to spend if you flub the roll. If you get past it, you can stay put, move on to fight the Cultist, move on to evade the Cultist and move into the Another Dimension gate at Witch House, move on to fight/evade the Shoggoth and move into the Another Dimension gate at Graveyard, or go somewhere else.

4: Try to fight the Crawling One. That's the Horror check, followed by the special 1d6, followed by the Combat check.

Aladdar
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I don't recommend trying to fight that thing.

MinusInnocence
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Crawling One has Big Dick Energy for sure. The Cultist is probably more Dexter's speed.

Aladdar
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I'd say either sneak past it, or wait and let Fixxxer switch places with it.

Board Rider
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I guess I'll take option 2. Still move Fight slider to 4. The 5 was a fat finger typo.

Fixxxer
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Board Rider wrote:

I guess I'll take option 2. Still move Fight slider to 4. The 5 was a fat finger typo.

That's why I always type with my penis.

...wait

Fixxxer
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Rolling for Michael's blessing.

Blessing?
I rolled 1d6, the result is 3 = 3.
Fixxxer
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@Board Rider, you've got a check to make.

Black Cave - You hope, desperately, that the creature pursuing you is afraid of sunlight. Make a Speed (-1) check. If you fail, a monster appears. If you pass, nothing happens.

Board Rider
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Boot Scoot Boogy

I rolled 3d6, the result is 1, 3, 2 = 6.
MinusInnocence
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Good thing you raised your Fight.

Fixxxer
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Oof. Alright, so a monster appears. And it's a doozy.

As always, you've got the option to Evade or to fight. Monsters that show up as a result of an Encounter card don't hang around, so if you Evade it, it won't be here to plague you next turn.

1: Evade the wraith. With your current slider set, you get 1 die to do this with, though you can of course use Clue tokens to roll extra dice after the fact, if you'd like. If you're successful, you hide and the wraith goes away. If you fail, it causes 2 stamina damage and you're back to square one.

2: Combat. You roll a Horror check. Since you're at Will 0 and it modifies by -2, you'd have to spend 3 Clue tokens to even have a chance at success on the Horror check. If you fail the Horror check, it deals 2 sanity damage to you. Because of its Nightmarish 1 ability, it deals 1 sanity damage to you even if you succeed the Horror check. After that comes Combat, where you're free to use any weapon in your arsenal, but you'll get no bonus from the Athame because of the Wraith's physical immunity. The Wraith modifies your Combat check by -2. You need 3 successes to kill it. Plus, because of its Overwhelming 1 ability, you'll take 1 stamina damage even if you succeed at Combat. If you kill it, you take it as a trophy.

Board Rider
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Evade.

I rolled 1d6, the result is 6 = 6.
MinusInnocence
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Nicely done!

Board Rider
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Sometimes, rarely, almost never, the die roller comes through.

Fixxxer
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Very nicely done! The wraith goes away and Dexter isn't fucked up. Nothing bad happens.

Sister Mary has just acquired one of the best sets of cards in the game. There's only one such set, as there can only be one Deputy of Arkham at a time. Just so we all know, the monster trophies that she spent go back in the Monster Cup, so they can potentially be drawn out again. The same is true of gate trophies that are spent. Aside from being actively on the board, there are 3 places a monster card can be:

1: In the Monster Cup. This is the black velvet Crown Royal bag that I randomly draw the monsters from.

2: In the Box. This is literally the box the game came in. Monsters in the Box can't be drawn as encounters. Some monsters, usually those that come with a significant benefit for defeating, go into the Box rather than the Monster Cup when they're killed. There's also an Investigator, William Yorik the Gravedigger, who can actively choose to put monsters in the Box rather than the Monster Cup when he spends their trophies.

3: As monster trophies. Sometimes if you've defeated a particularly badass monster, you might decide to forego spending it as a trophy specifically to keep it from going back into the Monster Cup to be potentially drawn again.

Anyhow, we're in Other World Encounters. @Aladdar, we need a Speed (-1) check from you.

Aladdar
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Feet don't fail me now.

I rolled 3d6, the result is 1, 4, 5 = 10.
Aladdar
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I almost tripped over them, but finally regained my balance at the last moment.

Fixxxer
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Back in Upkeep. First player token is going to move to Michael McGlen. Michael's planning on heading to The Unnamable to grab those 2 Clue tokens. @MinusInnocence @Aladdar @Board Rider, let's get Upkeep actions, slider adjustments and if you're in Arkham, Movement as well, please.

Michael McGlen blessing
I rolled 1d6, the result is 2 = 2.
Aladdar
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Move my speed slider to 2 upping sneak to 3.

Board Rider
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No upkeep or slider change. It looks like Dexter can go the long way around and still make the woods. Is that right?

If so, he'll move there.

Aladdar
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yep, you can get there in 5 moves, which is your current speed.

MinusInnocence
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Sister Mary will keep her sliders where they are. Loving the permanent Retainer I get as Deputy! Rolling for her Blessing now; on her Movement, Mary will drive her cop car to the Science Building. That circle symbol for Yuggoth will deal with some of the worst heavy hitters on the board when we seal it; but I can't seal it yet, I only have 3 Clues. So her Encounter will be to trade in the Gate trophy she already has for 2 more.

Upkeep vs Blessing
I rolled 1d6, the result is 5 = 5.
Fixxxer
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Usually I'm inclined to let you guys roll skill checks for yourselves because I don't want to make assumptions about whether you'll want to use Clue tokens to mitigate failures. That said, Aladdar mentioned before about being cool with it, and in this instance, there's no penalty for failure and no reason to use a Clue token to force a success, so in the interest of moving forward, I'mma roll Darrell's Fight check.

Other - If violence is all it understands, then violence it shall have! Pass a Fight (-1) check to take a Clue token.

I rolled 2d6, the result is 5, 4 = 9.
Fixxxer
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@Board Rider, decision time.

Dexter Drake draws a card.

Other - Knowledge is power, but more importantly, it is hope and endurance in this prison where you find yourself. Lose 3 stamina and 3 sanity, but you may reduce this loss by 1 stamina and 1 sanity for each Clue token you spend (to a maximum of 3).

Fixxxer
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MinusInnocence wrote:

That circle symbol for Yuggoth will deal with some of the worst heavy hitters on the board when we seal it; but I can't seal it yet, I only have 3 Clues.

Just to make sure there's no confusion, let me just clarify that monsters with a dimensional symbol that match a gate are banished when the gate closes, whether it's sealed or not.

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