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Yeah, Trauma is just "take one damage at the start of every match", so if you're in an especially heal-based team, you can basically ignore trauma as long as it's never as high as your max hp, because that just perma-kills your character. A character later on actually benefits from having a bit of trauma, so we'll probably see lots of it then. The end of campaign results give you the trauma to make just bringing them into other campaigns less palatable, but there are no rules against it, they just prefer you make new decks for each campaign, since that's how the game's designed.
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# ? Feb 5, 2020 00:21 |
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# ? May 6, 2024 01:29 |
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Upgrading Zoey- - Removed: 1 Elusive, 1 Dynamite Blast As fun as Dynamite Blast is, we haven't (and aren't likely to) get much use out of it - enemies don't spawn quickly enough for us to really need large-scale room clearing. The -1 Elusive is because we need to free up one of our level 0 off-class slots. - Added: 1 Sixth Sense, 1 Safeguard As thematic as it is devoting Zoey solely to murder, it does mean a lot of time sitting on her hands waiting for enemies to show up. Sixth Sense should alleviate that a little, letting Zoey investigate with her fairly decent Willpower instead of her puny Intellect. Safeguard is a card introduced in one of the newer packs, and one I've been meaning to try out. Whenever another investigator moves, the Safeguarder can exhaust this card to move with them. If all works out well, this card could be quite the time-saver. Pete- - Removed: 1 Perception, 2 Lab Assistants. The Lab Assistants fell in a portal, so we'll have to say goodbye to them. (Not really, I just need to free up the off-class slots) - Added: Dr. Henry Armitage, 1 Leo de Luca, 1 Plucky, 1 Deduction, 1 Leo de Luca. Armitage is a freebie addition from the last scenario, and provides Pete with a way to turn some of his excess draws into free resources. In fact, we're pretty much set both draw and resource-wise - our main limitation right now is just plain having not enough time to get everything we want out on the field. Enter Leo De Luca - a pricey ally at 6 resources, but with a nice straightforward ability of +1 action. If we happen to have any resources left to spare after that, Plucky provides a way to sink them into temporary stat boosts, and Deduction gives us even more action compression for our primary clue-grabber. Now with all that done, let's get to the next scenario. ...and so, we burned away the remains of that terrible creature, and sealed up the circle as best as we could. Huh. That's quite the tall tale...but after everything that's happened, I'm inclined to believe you. We tried to keep it quiet, but there were just too many loose ends to tie up. Or maybe Old Whateley was never working alone. I doubt it matters at this point. In any case, if they're retracing his steps and trying to complete his work, then they'll be after the same thing Wilbur was - the Necronomicon. So...why are we here? I felt it was too dangerous to keep it at the university, so I gave it to my good friend, a curator at the Miskatonic Museum. It's buried in the depths of the Restricted Hall right now. You let something like that out of your sight? Would you prefer the wizard-infested hellhole of a school where they left a horrible abomination just lying around? Okay, fair point. So how do we get in? You'll have to convince the guard you're here on my orders. Just let him know I sent you, and he should let you in. The Miskatonic Museum - or at least, what we can see from the entrance, anyway. No doubt we'll get a better view of things once we're actually inside. There's two ways to progress Act 1a. The first is by picking up the two clues at the entrance and spending them to flip the Act... ...and the second is just brute-forcing your way through the locked door and breaking into the museum. As for the Agenda... The setup and Agenda don't really bother to hide this scenario's gimmick, so might as well be upfront with it. There's only one enemy in this scenario: the unkillable, omnipresent Hunting Horror. The Hunting Horror starts out lurking in the Encounter deck, and upon its initial manifestation, it's not too hard to handle, with just 2 fight/2 evade and 3 HP. Killing it doesn't finish it off for good, however, just sends it to the out-of-play 'void' area. When it returns, it does so with a vengeance, adding one resource to Shadow-spawned each time it manifests. Since Shadow-Spawned remains attached to it even when it enters the void, there's no way to clear the resources off it, and the Hunting Horror can grow to truly unstoppable levels if you're particularly unlucky. Despite all that, we'll probably try to kill it anytime it pops up anyway - we don't have anyone built for evade-tanking it, and Zoey's probably tough enough to solo it two or three times before it becomes a problem even for her. The setup card for the scenario. As you can see, it's fairly Hunting-Horror centric. The starting hands of Zoey and Pete. With the whole Track Shoes/Rabbit's Foot/Drawing Thin combo out Pete should be able to get his engine up and running fairly quickly. Zoey's starting hand isn't so great, but at least we have two targets for Ever Vigilant, and with Rook in play she should be able to search for more useful cards later on. quote:
Hmm. It would appear the lad has fallen asleep. Any ideas? Sure, let me just get warmed up a bit. OPEN UP, IN THE NAME OF THE LORD! Wh- YOU CAN'T KEEP US OUT FOREVER! quote:
RAAAAARGH! Aaaah! You were supposed to wake him up, not break the door down! Hey, you wanted in. I got us in. Now what? Well, now we have to fumble about in the dark, because you frightened off the man who could tell us where they put the book. Oh. Whoops. quote:
Where is all this fog coming from? The wide-open door that someone broke down, is my guess. We can just ignore this - there's no clues here. quote:
Woof! *sigh* Wizard's back. Keep an eye out for portals. Most of the encounters are fairly similar to last scenario - discard-heavy events that attack your deck and hand. quote:
Uh, do you have to stand so close? If I let you out of my sight, I'll never be able to find you again in this blasted fog. Alright, just...give us some space, would you? You're making Duke nervous. Woof! quote:
Good lord, what happened here? Looks like someone took off in a hurry. Probably scraped himself on the desk or something. Hey, it's not my fault he had a fragile constitution! quote:
Mm. This aroma of fear...exquisite. Do you mind if I linger here and savor this scent a little longer? Uh, sure I guess. creep quote:
Well. Looks like none of us are leaving, anyway. Bah. If we can deal with the gate, we can deal with this. quote:
In between no enemies to fight and no need to even Move thanks to Safeguard, Zoey has a lot of actions to spare on her hands. quote:
What's with that little shuffle-dance? Oh, these are my lucky shoes. Brings me good luck. Woof! Pete is going to do this (spiking the Agility test from the shoes with Drawing Thin for free stuff, then failing it for a Rabbit's Foot draw) a lot, so for the sake of brevity every time he does this in the future I'll just put 'executes the Drawing Thin combo for X resources/cards'. quote:
Ow, my leg! quote:
This place is starting to give me the creeps. We should get a move on. Right, where to then? The Restricted Hall won't be so easily accessible to the general public. It'll be a bit further in. The main reason we broke through the gate earlier was to save a bit of time (and clues) for this section. While at the Museum Halls, we can spend 1 action (and 2 clues) to put the top card of the Exhibit Hall deck into play, connected to the Museum Halls. There are 6 Exhibit Halls, and the Restricted Hall is only shuffled into the bottom half, so we'll have to spend anything from 8-12 clues before we get the right one in play. That's not to say that the first three are to be completely ignored - we need to pick up some more clues, and they provide VP for clearing them out. quote:
Brr. Do you think it's in here? Well, I'm not opening those things to check. That's how you get cursed. Saw it in the papers and everything. quote:
Hmph. Dead men don't scare me. A wise decision. They can smell your fear, you know. What? Remember, A Chance Encounter works on allies in any discard pile, not just Pete's own one. When they leave play, they go back to their original owner's discard pile. quote:
I'm quite surprised we haven't hit a single weakness in all our 9-deep searches with Mr. Rook. It wouldn't be too much of a hindrance if we did, though - Wracked By Nightmares just wastes a bit of our time, and Indebted is already dealt with. quote:
Woof! You okay? You look like - It's nothing. Nothing! I'm fine, just give me a moment. quote:
How's it hanging, Pete? Hey Leo. Doing fine, thank you. Wait, who's this guy? It's Leo! Everyone knows Leo! Oh yeah, Leo. Hi, Leo. What? quote:
Huh. Well, this would probably look better with the lights on. Maybe that mutt can sniff something out. quote:
How did you even get in here, anyway? Walked in? The door's wide open, you know. They don't make those things like they used to. quote:
No, seriously, you can't just go 'It's Leo' and - Sorry, old chap, but introductions will have to wait. We've got company. quote:
SKREEEE! Augh! That's a Dream-Hunter of Nodens! What's it doing in here? Trying to take my face off, is what! Incidentally, if the Hunting Horror hasn't shown up prior to this, then Agenda 1b is the only point in the game where it can show up without Shadow-Spawned attached. This doesn't do much in the long run, but it does mean we get one 'free' kill without it powering up. quote:
Alright, you're the big-shot monster hunter here. How do we take down this thing? Uh, try stabbing it? What? That's - ow! - the best you can do? You're not giving me a lot to work with here! quote:
Where did it go? Woof! What do you mean 'everywhere'? Space doesn't work the same way for those creatures. What you saw was merely a small fragment of the beast - just the tip of the iceberg. That's a comforting thought. We'd better get a move on, then. quote:
Meow! Oh, there you are, Miss Doyle. I hope that creature didn't scare you too much. I'm beginning to think that cat is magic. All cats are magic. I have absolutely no idea whether you're kidding or not. By the way, just in case anyone's forgotten how much stuff Pete has in play: Quite the selection. Still, there's nothing wrong with having more options - given how much these scenarios like forcing you to discard, it helps to have a few assets you can sacrifice on-hand at any given moment. quote:
Oof! Careful, you knocked over - hey, a hidden door! quote:
What was that? Probably the gate. They've got some newfangled automatic system. We're locked in? Eh. We busted our way in, we can bust our way out. It's a good thing we picked up that last clue when we did - since that means no revealed locations have a clue in play, we can tuck that away anywhere we want. quote:
Watch out for that portal, Duke! Woof! It's a little impolite to our furry friends, but assigning any non-direct Horror to Pete himself will break Plucky, and since we only have the one copy we want to keep it in play for a while longer. quote:
So, you think it's that one? If it's not the one hidden behind a secret door, then why have a secret door? quote:
Harold! Henry? Save yourself! It's coming! Wha - oh, this again. Is that all? This time, the Hunting Horror does come with Shadow-Spawned attached, but since there's no resources on it, its stats remain the same and we get one more 'free' kill. It'll start powering up the next time it manifests, though. quote:
See? Down it goes again. That won't stop it! It'll be back stronger than ever! Then we'd better find that book and get out of here. It is in here, right? I'll help look for it if you stop screaming at me, okay? Harold gives us a nice +2 Intellect boost when investigating, takes up no slots, and permanently screws us over for the rest of the campaign if he ever leaves play. We could use the intellect boost to investigate the rest of the locations for extra VP, but we probably don't want to risk carting this guy around any longer than we have to. quote:
My leg! Who keeps leaving these pointy objects on the ground, anyway? quote:
Meow! Hiss! Uh-oh, she's getting ornery. We'd better - whoa! Woof! Huh? She disappeared into the - oh, here it is! Cats chucked counter: 1 Now before we go to Act 3b and end the scenario, let's take a look at some stuff we missed, and some stuff we didn't. As with the last scenario, we only got 3 Victory Points - 1 for each of the Exhibit Halls we cleared out, including the Restricted Hall. The other Exhibit Halls we didn't venture into. As you can see, one of them is just a trap that wastes your time. A couple of the scenario-specific encounters we didn't see this run. Slithering Behind You is the only encounter card that actually summons the Hunting Horror, so a group with Ward of Protection (or just decent luck) can easily go through the entire scenario without seeing it pop up any more than necessary. Passage into the Veil, on the other hand, is mostly just there to knock out Harold. A very rude card. If we spent clues instead of breaking in, we get to pick up Adam Lynch instead - hardly an upside, given that we have to spend even more of the scenario shepherding around a guy who can permanently screw us over. If we go with him, poor old Harold bites it instead. That's about everything settled - on to Act 3b. Most of the alternate paths in Dunwich are in response to stuff you accomplished (or failed to) in earlier scenarios, but for once we get an actual choice. Do we Destroy the Necronomicon and deny everyone its power forever, or do we Keep the Necronomicon and trust in our ability to safeguard it? Update Seems like the majority vote is Keep the book, so: quote:
By the way, burning the Necronomicon causes it to...crumble to ashes. There may or may not be any further ramifications to that act down the line, but the immediate effect (denying everyone the power of the Necronomicon) is fairly easily achieved. So what exactly did we get out of it? The DREAD NECRONOMICON (Olaus Wormius Translation) is, uh, a much more impressive plot token than it is an actual card. It takes up a hand slot, costs 2 resources to play, gives +1 Intellect and can be activated for 2 resources - barely more profitable than just using said action to gain 1 resource. Still, at least it's better than Daisy's cursed version (there are no non-cursed editions of the Necronomicon). We'll probably give it to Zoey - she has enough actions to spare for an activation or two if there's nothing to hit around. And with that, we earn no extra experience (as usual), and made life a little harder for ourselves down the line. Let's just hope that doesn't screw us over on...the Essex County Express. Inadequately fucked around with this message at 10:35 on Feb 11, 2020 |
# ? Feb 9, 2020 19:39 |
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Lady Doyle? We've got a new catscratcher for you. (Destroy)
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# ? Feb 9, 2020 20:00 |
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Keep it You never know what's released when you destroy something like that.
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# ? Feb 9, 2020 20:10 |
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Surely nothing whatsoever could go wrong with lugging the most evil, sanity-busting book in existence around. Keep it.
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# ? Feb 9, 2020 20:26 |
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Looks like you made a small mistake near the start of this game. You drew Twist of Fate, then a skull, but dealt 1 damage instead of 2 horror. Also voting Keeping the Necronomicon.
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# ? Feb 9, 2020 20:32 |
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On one hand, it's a loving cliche to jump to 'destroy the book' in an cthulhu-based work, and kind of boring to go that way. On the other hand, that book's bad news, and this is lovecraft - the book itself isn't the threat, it's the contents within. but voting Keep to go against the cliche.
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# ? Feb 9, 2020 20:57 |
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This isn't the only copy of the blasted book in the world. It's not like destroying it is a permanent solution. Keep it Though it would be weird to play this campaign with Daisy, who starts with a copy of the Necronomicon in her deck.
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# ? Feb 9, 2020 21:15 |
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I hate to say this, but isn't Pete taking too many actions for most of the scenario here? Unless I've misunderstood the rules, eg it looks like he took 4 actions on turn 1 (played three things and investigated with Duke); there's a couple turns like that, and then after Leo enters play there's a couple where he's taking 5. Is there some free action/action gaining I've missed? Voting keep it for the Necronomicon. It's probably useless for our characters, but at least it's one more thing to chuck into all these drat portals.
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# ? Feb 9, 2020 23:37 |
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Nick Buntline posted:I hate to say this, but isn't Pete taking too many actions for most of the scenario here? Unless I've misunderstood the rules, eg it looks like he took 4 actions on turn 1 (played three things and investigated with Duke); there's a couple turns like that, and then after Leo enters play there's a couple where he's taking 5. Is there some free action/action gaining I've missed? There's several things you can do in the game that don't cost an action. In the case of Pete's first turn, he played Plucky, which has the "Fast" keyword. Fast cards don't cost an action to play. Some abilities also don't require an action, such as Mr. Rook's ability to search your deck for a card.
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# ? Feb 10, 2020 00:19 |
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Phelddagrif posted:In the case of Pete's first turn, he played Plucky, which has the "Fast" keyword. Fast cards don't cost an action to play. Ah, that was what I was missing; totally forgot that keyword was a thing. Thanks!
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# ? Feb 10, 2020 00:30 |
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Phelddagrif posted:There's several things you can do in the game that don't cost an action. In the case of Pete's first turn, he played Plucky, which has the "Fast" keyword. Fast cards don't cost an action to play. Also, don’t forget: - Duke’s investigate activation allows him to move and investigate in a single action. Sometimes I split up the two in the logs for clarity, but it’s still the same action. - The entire Drawing Thin combo costs no actions, it’s a series of triggers that proc off each other (the shoe test procs upon moving, the Drawing Thins are activated at the start of that skill test, and Rabbit’s Foot triggers off that skill test failing). Gloomy Rube posted:Looks like you made a small mistake near the start of this game. You drew Twist of Fate, then a skull, but dealt 1 damage instead of 2 horror. This one is a genuine mistake, though. My bad! Still, it doesn't really affect the final outcome of the scenario. Could be worse - I forgot entirely about the Hunting Horror powering up every time it respawned in the attempt prior to this one, and had to replay the whole scenario once I remembered. Inadequately fucked around with this message at 03:56 on Feb 10, 2020 |
# ? Feb 10, 2020 00:45 |
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Inadequately posted:Also, don’t forget: yeah, I knew both, but I think I was misreading the Drawing Thin as triggering off the investigate half of Duke's action and not the free skill check on the move half, so was counting the separated investigate as different action. All in all, that is some very impressive action economy - would be very curious to see if other decks can match/beat it.
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# ? Feb 10, 2020 01:50 |
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Inadequately posted:Cats chucked counter: 1 I also laughed at "all cats are magic". Thanks for doing this LP, it's very interesting.
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# ? Feb 10, 2020 04:11 |
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If my memory of the story this is based on, the group only got answers through this book, so keep. Also if my memory is right a dog also was critical in winning in that story.
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# ? Feb 10, 2020 05:01 |
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I think it's presumptuous to assume one can even really destroy the Necronomicon.
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# ? Feb 10, 2020 05:30 |
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Destroy Honestly most parties would keep the book. Especially the first group we used. But this party has someone on a mission from god to murder monsters. I don't think she is up for the old papal practice of summoning demons just to banish them, so destroy the book.
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# ? Feb 10, 2020 07:02 |
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malkav11 posted:I think it's presumptuous to assume one can even really destroy the Necronomicon. In Lovecraft's works, the Necronomicon is just a book. A book full of magic spells and things man was not meant to know, but the book itself is not magical. It burns like any other construct of paper, ink and glue.
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# ? Feb 10, 2020 23:29 |
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This is what a lot of people don't get - the drat books aren't some magic tome from D&D, they're just regular books, just their contents are disturbing *if you know how to read the language* - which is why it makes a note this is a latin translation. They don't automatically turn people into raving lunatics just by looking at them.
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# ? Feb 11, 2020 03:02 |
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I also can never get behind destroying books because it feels deeply blasphemous to me to set a rare book on fire, even if it's got bunches of evil spells in it or whatever.
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# ? Feb 11, 2020 03:06 |
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mr_stibbons posted:Though it would be weird to play this campaign with Daisy, who starts with a copy of the Necronomicon in her deck. All copies of the Necronomicon are partial and flawed in their own way. Nobody has the whole thing, I don't think ; and in any event any translation of any text from one language to another will distort the original some. If anything, Daisy would revel in the opportunity to compare her translation to a different one !
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# ? Feb 11, 2020 07:29 |
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Seems like the majority vote is Keep the book, so:quote:
By the way, burning the Necronomicon causes it to...crumble to ashes. There may or may not be any further ramifications to that act down the line, but the immediate effect (denying everyone the power of the Necronomicon) is fairly easily achieved. So what exactly did we get out of it? The DREAD NECRONOMICON (Olaus Wormius Translation) is, uh, a much more impressive plot token than it is an actual card. It takes up a hand slot, costs 2 resources to play, gives +1 Intellect and can be activated for 2 resources - barely more profitable than just using said action to gain 1 resource. Still, at least it's better than Daisy's cursed version (there are no non-cursed editions of the Necronomicon). We'll probably give it to Zoey - she has enough actions to spare for an activation or two if there's nothing to hit around. And with that, we earn no extra experience (as usual), and made life a little harder for ourselves down the line. Let's just hope that doesn't screw us over on...the Essex County Express.
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# ? Feb 11, 2020 10:33 |
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I vote for NOT putting the book in your deck. Considering what it has already done, it will invite disaster.
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# ? Feb 11, 2020 12:10 |
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SniHjen posted:I vote for NOT putting the book in your deck. Considering what it has already done, it will invite disaster. Don’t be silly, there’s no way carrying around the Exceedingly Cursed Tome will lead to any problems whatsoever. On a completely unrelated note, this is Round 2 of Attempt 1 of the next scenario:
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# ? Feb 11, 2020 17:30 |
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The gimmick for this scenario is very cool on paper but it can also gently caress you up easily with bad draws.
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# ? Feb 12, 2020 11:32 |
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Do you have any intention of dipping into Barkham Horror?
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# ? Feb 12, 2020 15:13 |
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Took me a few moments to realize the full fuckyouness (fuckyouhood ? English ain't my first language) of the first shot.
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# ? Feb 13, 2020 15:24 |
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Upgrading Pete- Removed: 1 Calling in Favors Added: 1 Will to Survive Will to Survive is a very nice crunch-time card - without the threat of tokens, Pete can guarantee success on any test he takes as long as he can match its difficulty. It's a little pricey, but Pete hasn't had too much trouble with resources so far. Zoey- Removed: 1 Enchanted Blade Added: 1 Enchanted Blade (3) Aside from the extra boost to Combat, the big difference between the upgraded Enchanted Blade and the base version is that charges are only spent if you succeed. This ensures that you can never waste a charge on a failed attack, allowing you to save them for the blade's handy on-kill effect. Now with that out of the way, let's get to the scenario. Alright, it took some asking around, but I found someone willing to sneak us onto the Essex County Express. We'll be in Dunwich in no time. Uh, just how many people did you ask? This is supposed to be a secret mission. Huh. Never took you to be the cautious type. I'm not one for taking unnecessary risks. You know there's people on our trail already! Relax, we'll lie low during the journey. I know a couple of good hiding spots that no one ever checks. Woof! Trust me, ol' Pete's a master at getting where he wants to go. There's going to be absolutely no problems whatsoever. So for the record, I blame you for this. Woof! Just shut up and help me get the door open, okay? The gimmick for this scenario is that the eponymous Essex County Express has stalled, and is slowly being sucked car by car into a massive portal in the sky. In order to escape, the investigators need to make their way to the engine car and get what remains of the train started, before the portal catches up with them. Unfortunately, it's not quite as simple as just moving forward - as you saw earlier, we can only move to the next car when the current one has been fully investigated, and each car has their own particular gimmick that we have to play along with. There are five relatively short Agendas for this scenario, with the last train car swallowed by the vortex every time the Agenda advances - until the fifth one, where the entirety of what remains of the train is sucked up. The Act requires no actual clues to advance - just get to the Engine Car. The special tokens in this scenario are mostly about wasting your time. By the way, here's what our current token bank looks like: Since we're at the halfway mark of the campaign, we have to drop another (-3) token in there (-2 for easy, -4 for Hard and -5 for Expert). We also had to drop another Elder Thing token in there thanks to the Necronomicon, though we've managed to avoid any Tablet tokens so far. Zoey managed to pull Sixth Sense after mulliganing her first hand away - we really need her to pull her weight with investigations on this scenario. Pete started with a few handy combo pieces - even in this scenario, he's going to want to devote at least a little time to setup if he wants to succeed. quote:
Ugh, it's sticky! Get it off me! quote:
Woof! I agree, additional portals seems a little redundant at this point. quote:
Oi. No poking around in here. You want to loiter, buy a drink or get out. Are you serious? The entire drat train is being eaten! That's a 'you' problem, bud. My problem is you're not buying a drat drink. quote:
Ew, stuff isn't supposed to decay that fast. quote:
A little HELP here? I could recommend the Whiskey Sour. Goes well with tentacles, that. quote:
Fine, I'll have a drat whiskey sour! Now get this thing off me! Thank you for your patronage. quote:
Gimme the strongest thing you got. Comin' right up. quote:
Phew, that is strong stuff! What do you call it? A 'Frozen in Fear'. It's my own invention. Hmm, maybe work on that name a little. quote:
I sincerely hope those tentacles are just the whiskey talking. Meow! Yeah, that's a bit much to hope for. quote:
Well, nice talking to you, but I suppose we've gotta get a move on. Want to come with us? Nah, it's almost dinner time. Customers will be here any moment now. Suit yourself. C'mon, let's bust this joint. quote:
... ...uh, is it sleeping? I believe it needs some time to fully manifest in this reality. We can probably keep it discorporated while it's in this state. You two go on ahead, we'll catch up later. quote:
...where's that screaming coming from? There's no one here. I don't know, but we probably shouldn't stay here any longer than we have to. By the way, here's the current state of our investigators. Even though we're making fairly good progress through the scenario, we're somewhat low on options - the constant discards from entering new cars means we don't have a lot in our hand, and we're still low on resources thanks to the Parlor Car earlier. quote:
Woof! Yes thank you Duke, I know it's catching up to us! Meow! You're right, that was rude of me. My apologies. quote:
Whoa! Should not have had that drink. quote:
SORRY, WHAT WAS THAT? CAN'T HEAR YOU OVER THE SCREAMING. quote:
Aw drat, there's luggage everywhere. This is going to take forever to clear. STILL CAN'T HEAR YOU, BUT I AGREE. quote:
Ow! Were you trying to stab the monster made of scalding hot steam? You never know until you try! quote:
The Acolytes return to plague us once more. They're even more annoying in this scenario than they were in NOTZ, since we can't just chase them down and clear out their doom right away. One of the main reasons why this scenario can be so annoyingly swingy. quote:
With a mere 1 shroud, even Zoey can clear this location out fairly easily - though it would be another matter without Sixth Sense. quote:
As you can tell by the committed Take Heart, the original plan was to fail this test, grab 2 clues with Look what I found! and reap the bounty of failure. Still, I guess we can work with success. quote:
Oh no, the bar got sucked into the portal! Good. quote:
Why is it chasing me now? I think you made it upset! I'm going to make it a lot more than that when I get my hands on it! quote:
I think he's sleeping. We can probably sneak by if we- Have at thee, evildoer! Huh? AAAAH! Never mind. quote:
Arrgh! Ow! Did you have to drag him with us? There wasn't any time to finish him off! quote:
Let me in! Please, let me in! Believe me, mister, you do NOT want to be in here. Helpless Passengers are annoying. They spawn at a train car to your left, Surge into another encounter, require an action to Parley with and deal all investigators 1 horror when they leave play. If you have a straggler or two already at that location it might be worth picking them up, but otherwise I wouldn't bother going back for them - there's a high chance you might lose them to a Claws of Steam anyway. Also, it might have gotten lost in all that, but we're still in the middle of Pete's 'move and investigate' action from Duke. quote:
Okay, I think I've almost got it running. Can you pull the lever over there? Hold on, I need to deal with this creature first. Armitage shall be avenged. I'm not dead! Zoey could indeed finish it up, but I really want the VP from killing this Emergent Monstrosity, and I'm reasonably sure that regardless of how bad our next draws are, there's nothing that could screw us over that badly. quote:
I told you earlier, stabbing doesn't work on those things! When this is all over, I'm going to look into extra-magical swords. quote:
Based on the angle of the body, I'm pretty sure we need to pull that lever to get this thing going. I told you about the lever earlier! Let me have this one, okay? quote:
quote:
Once again, we earn 3 XP - 2 for clearing out the Parlor Car and Engine Car, and 1 for defeating one of the Emergent Monstrosities. Some other notes before we move on: Only six of the eight provided passenger cars are used to assemble the train, so this run we missed out on seeing these two particular cars. Similarly, three engine cars are provided, but only one is used. This run, we got the variant with the lowest shroud, but with a 3-encounter card tradeoff. Finally, if any investigators are defeated, whether by falling into the portal or through just plain taking too much damage/horror, they are subjected to "a hypnotic spectacle of lights, otherworldly sensations and altered geometry" before waking up in the middle of the woods, surrounded by train cars. This experience actually earns them one extra XP for their brush with the cosmos, but any story assets (the Professors and the Necronomicon) are stolen in the process, and they must add the 'Across Space and Time' weakness to their deck. Fortunately for our team, we made it safely to Dunwich, and don't have to deal with any of that. What horrors await us there? We just might find out in the next update.
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# ? Feb 15, 2020 21:12 |
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That was a super cool scenario and creative use of game mechanics to simulate a train falling to pieces. Can’t wait to see what’s next. I think you’re nailing the characterizations of Zoey and Pete, especially the former.
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# ? Feb 17, 2020 16:32 |
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Definitely a very interesting scenario, although I see what people mean about RNG - if I'm reading it right, with 3 or 4 players you could draw enough Cultists or Ancient Evils to full party wipe turn 1? That's rough.
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# ? Feb 17, 2020 17:24 |
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There's plenty of combinations that can end your run early - here's how Attempt 1 went (though admittedly, part of that was on me): A Rook search for Sixth Sense drew Smite the Wicked, spawning an Acolyte at the Engine Car (and turning up no Sixth Sense). On the first Mythos Phase, Zoey drew Broken Rails and everyone lost an action, while Pete drew Mysterious Chanting and dumped another 2 doom on the Acolyte. With no investigation tools in hand Zoey had no way to clear a clue off a 4-shroud location in 2 actions, and Pete couldn't quite manage it before the next round. If this was a regular campaign I wouldn't have minded rolling with it, but it didn't really help to show off the scenario.
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# ? Feb 18, 2020 02:43 |
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This scenario. This is when it all started going downhill for us. We all got lost in time and space. Eventually it became a hobby. Turns out you really can't afford any dead weight when it comes to investigating in this one. And when your leading investigation light gets sucked away because she didn't have enough actions to move up a car after opening the door for everyone else and a cultist chooses this time to show up and flip the agenda, things go pear-shaped *fast*.
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# ? Feb 18, 2020 07:11 |
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Just making sure the thread ain't dead.
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# ? Mar 7, 2020 05:57 |
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Hopeful that this will continue.
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# ? Apr 9, 2020 16:11 |
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Yeah, not to hassle or bump, but this thread was/is a hoot.
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# ? Apr 10, 2020 01:05 |
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So, I read the first mission of this let's play. Thought to myself. Okay. Better stop. This looks worth buying. Then the plague hit. I've never been able to play. Who knows when I will. Come back to the thread, read all of it. Realize it's on hiatus. Pray it isn't' cancelled. Just want to give a to the OP, fabulously written let's play.
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# ? May 8, 2020 00:04 |
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# ? May 6, 2024 01:29 |
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Indeed, it inspired me to learn the game and grab the TTS mod (glad I did, since Asmodee had it taken off the workshop a week ago). Played through the core set and Dunwich using the LP's characters and had a blast!
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# ? May 8, 2020 05:08 |