The comet nears Earth, ready to claim the planet for the court of Azathoth. The final two portals that feed his followers' power lie before the investigators. Who will triumph?
Current Map
Asset
(3) Puzzle Box (trinket): When you perform a rest action, you may attempt to open the puzzle box (observation -2). If you pass, discard this card and gain 1 artifact.
(1) Charter Flight (service): When you gain this card, immediately move up to 2 spaces. Then discard this card.
(1) Wireless report (service): When you gain this card, immediately give any number of clues to another investigator on any space. Then discard this card.
(1) Delivery service (service-teamwork): When you gain this card, immediately give any number of item possessions to another investigator on any space. Then discard this card
Active Monsters
Gug Will (+0): 2 damage Strength (-2): 3 damage
4 health
If you defeat this monster during a combat encounter, you do not resolve an additional encounter.
Byakhee Will (+0): 1 damage Strength (0): 2 damage
2 health
If you defeat this monster during a combat encounter, you may lose 1 sanity to move 3 spaces instead of resolving another encounter.
Cultist Will (+0): 1 damage Strength (-): -
After you resolve the will test, lose 1 health and defeat this monster.
Gnoph-Keh Will (+0): 1 damage Strength (-2): 2 damage
3 health
When this monster is spawned, move it to the Himalayas. Reckoning: Each investigator on this space loses 1 health.
Elder Thing Will +0 (3 damage) Strength -1 (2 damage)
3 health
Serpent People Will (+0) (2 damage) Strength (-1) (3 damage)
2 health
When this monster spawns, move it to the Amazon. Reckoning- Roll 1 die. On a 1 or 2, the nearest investigator moves 1 space toward this monster.
Mummy Will (+0): 2 damage Strength (-2): 2 damage
3 health
When this monster is spawned, move it to the pyramids.
Goat Spawn Will (+0): 1 damage Strength (-2): 2 damage
If you defeat this monster during a combat encounter, you may gain a dark pact condition to discard 1 monster from any space.
Maniac Will (+1): 1 damage Strength (-1):2 damage
If you fail the strength test, you may discard 1 ally asset instead of losing health. If you defeat this monster during a combat encounter, gain 1 axe asset.
Current Mystery (3 of 3)
Azathoth hates money. Hates it!
When $5000 have been deposited into MrBody's paypal account, solve this mystery.
Omen of Devastation
The Nemesis Moon appears in the night sky, visible to all and heralding an imminent doom.
When an investigator closes a gate that corresponds to the current omen, he may spend 1 clue to place 1 eldritch token on this card.
At the end of the mythos phase, if there are 4 eldritch tokens on this card, solve this mystery.
2 tokens
Rumor
none
Charlie Kane "the politician" (Astaereth)
+1 Will
+1 Observation 3/4 7/8
-Personal assistant (ally): +1 influence. May reroll 1 die during Influence tests.
-Fine Clothes (item): Each 6 you roll when resolving an acquire assets action counts as 2 successes.
-Private investigator (ally): +1 observation. May reroll 1 die during Observation tests.
-Vatican Missionary (ally): Gain +1 Will. You may reroll 1 die when resolving Will tests.
-Fishing net (item):You may reroll 1 die when resolving a Strength test during combat. Reduce the damage of monsters you encounter by 1 to a minimum of 1.
-.45 automatic (item-weapon): Gain +3 strength during combat.
-1 train ticket
-2 clues
-Lucky Cigarette case (trinket)- Once per round, you may add 1 to the result of 1 die when resolving a test. -Debt (condition, common): Local action- Test influence to discard this card.
Reckoning: Flip this card
Jim Culver "the musician" (SaberOverEasy)
3/7 4/5
-Protective Amulet (item): Gain +1 Will during combat.
-Shriveling (spell): Action- Test Lore. Pass, and choose a monsters on your space to lose 2 health. Then flip this card.
-Lightning Gun (item-weapon-magical): Gain +6 strength when resolving combat encounters. Action: You and each Monster on your space lose 1 health.
-1 clue
Leo Anderson "the expedition leader" (jdarksun)
+1 Will 2/6 5/6
-Hired muscle (ally): +1 strength. May reroll 1 die during Strength tests.
-Lucky rabbit's foot (trinket): Once per round, you may reroll 1 die when resolving a test.
-Witch Doctor (Ally): An investigator on your space may gain 1 additional health or discard a cursed condition when performing a rest action.
-Cat Burglar (ally): Action- roll 1 die. Gain 1 item or trinket from the asset reserve on a 5 or 6. Discard on a 1.
-Axe: (item-weapon) +2 strength during combat. You may spend 2 sanity to reroll any number of strength dice during combat.
-Arcane manuscripts (item-tome): Gain +1 to Lore for spell checks.
-King James Bible (item-tome): You may reroll 1 die when resolving a Will Test during combat. When you perform a rest action, recover 1 additional sanity.
-Conjuration (spell, ritual): Action- (Test Lore+1). If you pass, you may gain 1 item or trinket asset from the reserve with value equal to or less than your test result. Then flip this card.
-Urban Guide (ally): If you are in a city space, all investigators on that space receive +1 to all tests, except during Otherworld encounters.
-2 clues
Akachi Onyele "the shaman" (mi-go hunter)
4/5 6/7
-Mists of Releh (spell): During the encounter phase, test Lore to ignore monsters. Then flip this card.
-2 clues
-Carbine Rifle (item-weapon)- Once per round, you may gain +5 strength during combat.
Mark Harrigan "the soldier" (Neaden)
3/8 2/4
-1 ship ticket
-1 clue
-Kerosine (item): Discard to receive +5 strength test during combat
-.38 revolver (item, weapon): +2 to strength test during combat
- Lodge Researcher (ally)- If you defeat a monster during a combat encounter, recover 1 sanity and gain 1 clue. -Debt -Blessed (condition-boon)
4,5, and 6's count as successes on your tests. If you would gain another Blessed condition, flip this card instead. If you would gain a Cursed condition, discard this card instead.
Lola Hayes "the actress" (am0n)
+2 Influence
+1 Lore 2/5 4/7
-.18 Derringer (trinket, weapon): may add +1 to the result of 1 die during combat strength test
-Spirit Dagger (item-weapon-magical): Gain +1 will, +2 strength during combat.
-Bandages (item): You may discard this card to prevent an investigator in your space from losing 2 stamina.
-Holy Cross (item): Gain +2 Will during combat.
-Double-barrled Shotgun (item-weapon): Gain +4 strength during combat. Each 6 you roll when resolving a strength test during combat counts as 2 successes.
-1 clue
-Blessing of Isis (ritual spell): Action: Test (Lore-1). If you pass, choose an investigator on your space that does not have a Blessed condition to gain a Blessed condition. Then flip this card.
Jacqueline Fine "the psychic" (Obifett)
+1 Lore 4/4 8/8
-Flesh Ward (spell): Once per round, when any investigator would lose health, you may test Lore. If you pass, prevent that investigator from losing up to 2 health. Then flip this card.
-Pocket Watch (trinket): You cannot become delayed unless you choose to do so.
-Shriveling (spell): Action- Test Lore. Pass, and choose a monsters on your space to lose 2 health. Then flip this card.
-Bull Whip (item-weapon): Gain +1 strength during combat. You may reroll 1 die when resolving a strength test during combat.
-Wither (incantation spell). When solving a combat encounter, you may test Lore. If you pass, gain +3 strength during that encounter. Then flip this card.
-Conjuration (spell, ritual): Action- (Test Lore+1). If you pass, you may gain 1 item or trinket asset from the reserve with value equal to or less than your test result. Then flip this card.
-Instill Bravery (spell-incantation): Once per round, when an investigator would lose Sanity, you may test Lore. If you pass, prevent that investigator from losing up to 2 sanity. Then flip this card.
-Feed the Mind (ritual spell): Action: Test Lore (-1). Pass, and choose an investigator on your space to improve 1 skill of his choice. Then flip this card.
-Arcane Tome (item-tome): Gain +2 Lore when resolving Spells. When you perform a Rest Action, you may test Lore. If you pass, gain 1 spell.
-Necronomicon (item-tome): Action: Test Lore. If you pass, you may spend 1 sanity to gain 2 spells.
-1 clue
-Plumb the Void (spell, ritual): Action: Test (Lore - 1). If you pass, an investigator of your choice may move to any space. Then flip this card.
-Mists of Releh (spell-incantation): During the encounter phase, you may test Lore. If you pass, you may choose an encounter as if there are no monsters on your space. Then flip this card.
-Blessing of Isis (ritual spell): Action: Test (Lore-1). If you pass, choose an investigator on your space that does not have a Blessed condition to gain a Blessed condition. Then flip this card. -Blessed (condition-boon)
4,5, and 6's count as successes on your tests. If you would gain another Blessed condition, flip this card instead. If you would gain a Cursed condition, discard this card instead.
Norman Withers "the astronomer" (Professor Phobos)
+2 Will
+2 Lore
+2 Observation
+2 Influence
+1 Strength 4/5 4/7
-1 ship ticket
-Feed the Mind (ritual spell): Action: Test Lore (-1). Pass, and choose an investigator on your space to improve 1 skill of his choice. Then flip this card.
-Wither spell (incantation spell). When solving a combat encounter, you may test Lore. If you pass, gain +3 strength during that encounter. Then flip this card.
-Arcane Scholar (Ally): +1 Lore, may reroll 1 die during Lore tests. -Debt
Don't have time to process the entire turn right now. I can post this and continue tomorrow, need to resolve the otherworld encounters one at a time.
Charlie Kane "the politician" (Astaereth)
City
A group of intimidating Syndicate members demande you pay them for protection. You offer the well-dressed men what you can afford (influence test).
geth roll 6d6t5 for Politician influence test
PASS
Jim Culver "the musician" (SaberOverEasy)
Otherworld - Yuggoth
You find a room filled with strange metal cylinders. Inside of each cylinder is a living brain that can communicate through a speaker box. You ask them for help (influence test).
geth roll 3d6t5 for Musician influence test
PASS
They describe how to operate the mi-go's machinery to travel between worlds. Based on what they say, you try to operate the alien devices (lore test)
3 dice FAIL
The machine shows you horrid vistas you would never want to visit. Lose 1 sanity
Leo Anderson "the expedition leader" (jdarksun)
Otherworld - City of the Great Race
You find others who, like you, have had their consciousness pulled into alien bodies from throughout time. You try to convince them to share their knowledge (influence test).
geth roll 2d6t5 for Expedition Leader influence test
FAIL
You gain nothing from speaking to them. Just being around them sets you on edge. Your mind might unhinge if you continue to push yourself without resting. Gain a paranoia condition and lose 1 sanity unless you become delayed.
Rolling everything on Invisible Castle or Orokos might be easier.
Which is a shame. Was nice to have the functionality directly into the forums. Hopefully they revert that change, as everyone just going back to an external roller kind of defeats the purpose.
City
A group of intimidating Syndicate members demande you pay them for protection. You offer the well-dressed men what you can afford (influence test).
geth roll 6d6t5 for Politician influence test
PASS
Nothing happens.
Jim Culver "the musician" (SaberOverEasy)
Otherworld - Yuggoth
You find a room filled with strange metal cylinders. Inside of each cylinder is a living brain that can communicate through a speaker box. You ask them for help (influence test).
geth roll 3d6t5 for Musician influence test
PASS
They describe how to operate the mi-go's machinery to travel between worlds. Based on what they say, you try to operate the alien devices (lore test)
3 dice FAIL
The machine shows you horrid vistas you would never want to visit. Lose 1 sanity
Leo Anderson "the expedition leader" (jdarksun)
Otherworld - City of the Great Race
You find others who, like you, have had their consciousness pulled into alien bodies from throughout time. You try to convince them to share their knowledge (influence test).
geth roll 2d6t5 for Expedition Leader influence test
FAIL
You gain nothing from speaking to them. Just being around them sets you on edge. Your mind might unhinge if you continue to push yourself without resting. Gain a paranoia condition wad lose 1 sanity unless you become delayed.
Akachi Onyele "the shaman" (mi-go hunter)
Otherworld - Yuggoth
You discover a waxen mask and artificial hands. Your mind reels as you realize that the old man you had spoken to earlier was actually some terrible creature disguised as a human (will test).
You stay out of sight until the threat is gone. Close this gate.
(Cultes des Goules
Artifact - item - tome
Action: Test lore. If you pass, you may spend 1 sanity to gain 2 clues)
Lola Hayes "the actress" (am0n)
City
Legends say that this cemetery is haunted. Exploring the headstones, you encounter an angry specter eager to share his story. The experience is nerve wracking, but you try to listen (will test).
Hope it gave first time players an idea for the game.
BUT...usually games aren't quite this easy. Although it officially supports 8 players, I feel like it doesn't quite work past 5. The scaling is kind of wonky (2 players deal with one gate spawn at a time while 8 players get two; four times the players but only double the gates) and there definitely aren't enough cards in the base game to smoothly play with 8. I'm sure you all noticed the many repeats of encounters. It got kind of crazy at the end since you had pretty much every item in the asset deck and silver twilight ritual was coming up nearly every turn. The only chance poor Azzy had was lucking on on the worst possible mythos card for the investigators last turn.
And remember that Azathoth is the most vanilla ancient one. Shub-Niggarath has a cool theme of monsters overrunning the world, and Cthulhu makes you really feel the waves of insanity sweeping the globe.
Posts
Getting on processing the final turn to bring it home.
4 successes for Plumb the Void spell. No further effect.
The comet nears Earth, ready to claim the planet for the court of Azathoth. The final two portals that feed his followers' power lie before the investigators. Who will triumph?
Current Map
Asset
(3) Puzzle Box (trinket): When you perform a rest action, you may attempt to open the puzzle box (observation -2). If you pass, discard this card and gain 1 artifact.
(1) Charter Flight (service): When you gain this card, immediately move up to 2 spaces. Then discard this card.
(1) Wireless report (service): When you gain this card, immediately give any number of clues to another investigator on any space. Then discard this card.
(1) Delivery service (service-teamwork): When you gain this card, immediately give any number of item possessions to another investigator on any space. Then discard this card
Active Monsters
Gug
Will (+0): 2 damage
Strength (-2): 3 damage
4 health
If you defeat this monster during a combat encounter, you do not resolve an additional encounter.
Byakhee
Will (+0): 1 damage
Strength (0): 2 damage
2 health
If you defeat this monster during a combat encounter, you may lose 1 sanity to move 3 spaces instead of resolving another encounter.
Cultist
Will (+0): 1 damage
Strength (-): -
After you resolve the will test, lose 1 health and defeat this monster.
Gnoph-Keh
Will (+0): 1 damage
Strength (-2): 2 damage
3 health
When this monster is spawned, move it to the Himalayas.
Reckoning: Each investigator on this space loses 1 health.
Elder Thing
Will +0 (3 damage)
Strength -1 (2 damage)
3 health
Serpent People
Will (+0) (2 damage)
Strength (-1) (3 damage)
2 health
When this monster spawns, move it to the Amazon.
Reckoning- Roll 1 die. On a 1 or 2, the nearest investigator moves 1 space toward this monster.
Mummy
Will (+0): 2 damage
Strength (-2): 2 damage
3 health
When this monster is spawned, move it to the pyramids.
Goat Spawn
Will (+0): 1 damage
Strength (-2): 2 damage
If you defeat this monster during a combat encounter, you may gain a dark pact condition to discard 1 monster from any space.
Maniac
Will (+1): 1 damage
Strength (-1):2 damage
If you fail the strength test, you may discard 1 ally asset instead of losing health. If you defeat this monster during a combat encounter, gain 1 axe asset.
Current Mystery (3 of 3)
When $5000 have been deposited into MrBody's paypal account, solve this mystery.
Omen of Devastation
The Nemesis Moon appears in the night sky, visible to all and heralding an imminent doom.
When an investigator closes a gate that corresponds to the current omen, he may spend 1 clue to place 1 eldritch token on this card.
At the end of the mythos phase, if there are 4 eldritch tokens on this card, solve this mystery.
2 tokens
Rumor
Charlie Kane "the politician" (Astaereth)
+1 Will
+1 Observation
3/4
7/8
-Personal assistant (ally): +1 influence. May reroll 1 die during Influence tests.
-Fine Clothes (item): Each 6 you roll when resolving an acquire assets action counts as 2 successes.
-Private investigator (ally): +1 observation. May reroll 1 die during Observation tests.
-Vatican Missionary (ally): Gain +1 Will. You may reroll 1 die when resolving Will tests.
-Fishing net (item):You may reroll 1 die when resolving a Strength test during combat. Reduce the damage of monsters you encounter by 1 to a minimum of 1.
-.45 automatic (item-weapon): Gain +3 strength during combat.
-1 train ticket
-2 clues
-Lucky Cigarette case (trinket)- Once per round, you may add 1 to the result of 1 die when resolving a test.
-Debt (condition, common): Local action- Test influence to discard this card.
Reckoning: Flip this card
Jim Culver "the musician" (SaberOverEasy)
3/7
4/5
-Protective Amulet (item): Gain +1 Will during combat.
-Shriveling (spell): Action- Test Lore. Pass, and choose a monsters on your space to lose 2 health. Then flip this card.
-Lightning Gun (item-weapon-magical): Gain +6 strength when resolving combat encounters. Action: You and each Monster on your space lose 1 health.
-1 clue
Leo Anderson "the expedition leader" (jdarksun)
+1 Will
2/6
5/6
-Hired muscle (ally): +1 strength. May reroll 1 die during Strength tests.
-Lucky rabbit's foot (trinket): Once per round, you may reroll 1 die when resolving a test.
-Witch Doctor (Ally): An investigator on your space may gain 1 additional health or discard a cursed condition when performing a rest action.
-Cat Burglar (ally): Action- roll 1 die. Gain 1 item or trinket from the asset reserve on a 5 or 6. Discard on a 1.
-Axe: (item-weapon) +2 strength during combat. You may spend 2 sanity to reroll any number of strength dice during combat.
-Arcane manuscripts (item-tome): Gain +1 to Lore for spell checks.
-King James Bible (item-tome): You may reroll 1 die when resolving a Will Test during combat. When you perform a rest action, recover 1 additional sanity.
-Conjuration (spell, ritual): Action- (Test Lore+1). If you pass, you may gain 1 item or trinket asset from the reserve with value equal to or less than your test result. Then flip this card.
-Urban Guide (ally): If you are in a city space, all investigators on that space receive +1 to all tests, except during Otherworld encounters.
-2 clues
Akachi Onyele "the shaman" (mi-go hunter)
4/5
6/7
-Mists of Releh (spell): During the encounter phase, test Lore to ignore monsters. Then flip this card.
-2 clues
-Carbine Rifle (item-weapon)- Once per round, you may gain +5 strength during combat.
Mark Harrigan "the soldier" (Neaden)
3/8
2/4
-1 ship ticket
-1 clue
-Kerosine (item): Discard to receive +5 strength test during combat
-.38 revolver (item, weapon): +2 to strength test during combat
- Lodge Researcher (ally)- If you defeat a monster during a combat encounter, recover 1 sanity and gain 1 clue.
-Debt
-Blessed (condition-boon)
4,5, and 6's count as successes on your tests. If you would gain another Blessed condition, flip this card instead. If you would gain a Cursed condition, discard this card instead.
Lola Hayes "the actress" (am0n)
+2 Influence
+1 Lore
2/5
4/7
-.18 Derringer (trinket, weapon): may add +1 to the result of 1 die during combat strength test
-Spirit Dagger (item-weapon-magical): Gain +1 will, +2 strength during combat.
-Bandages (item): You may discard this card to prevent an investigator in your space from losing 2 stamina.
-Holy Cross (item): Gain +2 Will during combat.
-Double-barrled Shotgun (item-weapon): Gain +4 strength during combat. Each 6 you roll when resolving a strength test during combat counts as 2 successes.
-1 clue
-Blessing of Isis (ritual spell): Action: Test (Lore-1). If you pass, choose an investigator on your space that does not have a Blessed condition to gain a Blessed condition. Then flip this card.
Jacqueline Fine "the psychic" (Obifett)
+1 Lore
4/4
8/8
-Flesh Ward (spell): Once per round, when any investigator would lose health, you may test Lore. If you pass, prevent that investigator from losing up to 2 health. Then flip this card.
-Pocket Watch (trinket): You cannot become delayed unless you choose to do so.
-Shriveling (spell): Action- Test Lore. Pass, and choose a monsters on your space to lose 2 health. Then flip this card.
-Bull Whip (item-weapon): Gain +1 strength during combat. You may reroll 1 die when resolving a strength test during combat.
-Wither (incantation spell). When solving a combat encounter, you may test Lore. If you pass, gain +3 strength during that encounter. Then flip this card.
-Conjuration (spell, ritual): Action- (Test Lore+1). If you pass, you may gain 1 item or trinket asset from the reserve with value equal to or less than your test result. Then flip this card.
-Instill Bravery (spell-incantation): Once per round, when an investigator would lose Sanity, you may test Lore. If you pass, prevent that investigator from losing up to 2 sanity. Then flip this card.
-Feed the Mind (ritual spell): Action: Test Lore (-1). Pass, and choose an investigator on your space to improve 1 skill of his choice. Then flip this card.
-Arcane Tome (item-tome): Gain +2 Lore when resolving Spells. When you perform a Rest Action, you may test Lore. If you pass, gain 1 spell.
-Necronomicon (item-tome): Action: Test Lore. If you pass, you may spend 1 sanity to gain 2 spells.
-1 clue
-Plumb the Void (spell, ritual): Action: Test (Lore - 1). If you pass, an investigator of your choice may move to any space. Then flip this card.
-Mists of Releh (spell-incantation): During the encounter phase, you may test Lore. If you pass, you may choose an encounter as if there are no monsters on your space. Then flip this card.
-Blessing of Isis (ritual spell): Action: Test (Lore-1). If you pass, choose an investigator on your space that does not have a Blessed condition to gain a Blessed condition. Then flip this card.
-Blessed (condition-boon)
4,5, and 6's count as successes on your tests. If you would gain another Blessed condition, flip this card instead. If you would gain a Cursed condition, discard this card instead.
Norman Withers "the astronomer" (Professor Phobos)
+2 Will
+2 Lore
+2 Observation
+2 Influence
+1 Strength
4/5
4/7
-1 ship ticket
-Feed the Mind (ritual spell): Action: Test Lore (-1). Pass, and choose an investigator on your space to improve 1 skill of his choice. Then flip this card.
-Wither spell (incantation spell). When solving a combat encounter, you may test Lore. If you pass, gain +3 strength during that encounter. Then flip this card.
-Arcane Scholar (Ally): +1 Lore, may reroll 1 die during Lore tests.
-Debt
Charlie Kane "the politician" (Astaereth)
A group of intimidating Syndicate members demande you pay them for protection. You offer the well-dressed men what you can afford (influence test).
geth roll 6d6t5 for Politician influence test
PASS
Jim Culver "the musician" (SaberOverEasy)
You find a room filled with strange metal cylinders. Inside of each cylinder is a living brain that can communicate through a speaker box. You ask them for help (influence test).
geth roll 3d6t5 for Musician influence test
PASS
They describe how to operate the mi-go's machinery to travel between worlds. Based on what they say, you try to operate the alien devices (lore test)
3 dice
FAIL
The machine shows you horrid vistas you would never want to visit. Lose 1 sanity
Leo Anderson "the expedition leader" (jdarksun)
You find others who, like you, have had their consciousness pulled into alien bodies from throughout time. You try to convince them to share their knowledge (influence test).
geth roll 2d6t5 for Expedition Leader influence test
FAIL
You gain nothing from speaking to them. Just being around them sets you on edge. Your mind might unhinge if you continue to push yourself without resting. Gain a paranoia condition and lose 1 sanity unless you become delayed.
geth roll 6d6t5 for Politician influence test
geth roll 3d6t5 for Musician influence test
geth roll 2d6t5 for Expedition Leader influence test
edit: and still didn't roll? Anyone know what's going on?
geth roll 3d6t5 for Musician influence test
geth roll 2d6t5 for Expedition Leader influence test
What the heck? You can't do multiple lines anymore?
Need to catch an hour of sleep before work. Will try again tomorrow.
Anyone figure out the geth issue?
Minion, roll 2d6 for test 2
Needs to be at the start of a post, one per post.
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Hold on a bit, figuring out how I'm going to format this.
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Which is a shame. Was nice to have the functionality directly into the forums. Hopefully they revert that change, as everyone just going back to an external roller kind of defeats the purpose.
Musician and Expedition leader rolls
A group of intimidating Syndicate members demande you pay them for protection. You offer the well-dressed men what you can afford (influence test).
geth roll 6d6t5 for Politician influence test
PASS
Nothing happens.
Jim Culver "the musician" (SaberOverEasy)
You find a room filled with strange metal cylinders. Inside of each cylinder is a living brain that can communicate through a speaker box. You ask them for help (influence test).
geth roll 3d6t5 for Musician influence test
PASS
They describe how to operate the mi-go's machinery to travel between worlds. Based on what they say, you try to operate the alien devices (lore test)
3 dice
FAIL
The machine shows you horrid vistas you would never want to visit. Lose 1 sanity
Leo Anderson "the expedition leader" (jdarksun)
You find others who, like you, have had their consciousness pulled into alien bodies from throughout time. You try to convince them to share their knowledge (influence test).
geth roll 2d6t5 for Expedition Leader influence test
FAIL
You gain nothing from speaking to them. Just being around them sets you on edge. Your mind might unhinge if you continue to push yourself without resting. Gain a paranoia condition wad lose 1 sanity unless you become delayed.
Akachi Onyele "the shaman" (mi-go hunter)
You discover a waxen mask and artificial hands. Your mind reels as you realize that the old man you had spoken to earlier was actually some terrible creature disguised as a human (will test).
4 dice
PASS
You realize now that the old man's words carry a secondary meaning. You attempt to decrypt what he said (lore test).
3 dice
PASS
You understand the man's implied instructions; close this gate.
Mark Harrigan "the soldier" (Neaden)
The mi-go refuse to go near the city of green pyramids. You summon your courage ad explore this abandoned area (will test).
4 dice, blessed
PASS
You find lost treasure! Gain 1 artifact. You hear sounds coming from within the pyramids and look for a place to hide (observation test - 1).
1 die, blessed
PASS
You stay out of sight until the threat is gone. Close this gate.
(Cultes des Goules
Artifact - item - tome
Action: Test lore. If you pass, you may spend 1 sanity to gain 2 clues)
Lola Hayes "the actress" (am0n)
Legends say that this cemetery is haunted. Exploring the headstones, you encounter an angry specter eager to share his story. The experience is nerve wracking, but you try to listen (will test).
3 dice
FAIL
His desperate voice echoes in your mind; gain a paranoia condition.
Jacqueline Fine "the psychic"
The shop is robbed while you are browsing! You attempt to fend off the thieves (strength test).
1 die, blessed
FAIL
Lose 1 health and discard 1 item.
Norman Withers "the astronomer" (Professor Phobos)
You are invited to journey down to Oxford to examine John Dee's translation of the Necronomicon. You may become delayed to spawn 2 clues.
Assuming 2 clues spent for the mystery.
Green card, Omen, monster surge, clue spawn.
Omen- Blue constellation. No doom.
Monster surge- No monsters drawn that immediately inflict 2 doom
Effect- Investigators cannot perform rest actions next turn.
4/4 tokens reached for the final mystery.
Thanks for running, MrBody!
Penny Arcade Rockstar Social Club / This is why I despise cyclists
BUT...usually games aren't quite this easy. Although it officially supports 8 players, I feel like it doesn't quite work past 5. The scaling is kind of wonky (2 players deal with one gate spawn at a time while 8 players get two; four times the players but only double the gates) and there definitely aren't enough cards in the base game to smoothly play with 8. I'm sure you all noticed the many repeats of encounters. It got kind of crazy at the end since you had pretty much every item in the asset deck and silver twilight ritual was coming up nearly every turn. The only chance poor Azzy had was lucking on on the worst possible mythos card for the investigators last turn.
And remember that Azathoth is the most vanilla ancient one. Shub-Niggarath has a cool theme of monsters overrunning the world, and Cthulhu makes you really feel the waves of insanity sweeping the globe.