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Bandwagoning "Ashcan" Pete and Zoey
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# ? Jan 14, 2020 22:05 |
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# ? May 6, 2024 02:02 |
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I want to see what you write for Ashcan Pete and the Chef.
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# ? Jan 14, 2020 22:07 |
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Ashcan Pete and Zoey. Let's hunt down the evil. EVIL!
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# ? Jan 15, 2020 00:58 |
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Inadequately posted:Ashcan Pete's power is owning a dog. The best power Ashcan is probably my favorite investigator, specially solo. grandalt posted:Ashcan Pete and Zoey. Let's hunt down the evil. EVIL! This
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# ? Jan 15, 2020 10:17 |
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Fat Samurai posted:The best power He is indeed really good, especially when you fully embrace the dark power of being flat broke and getting most of your equipment out of dumpsters.
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# ? Jan 15, 2020 11:00 |
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Ashcan Pete and Jim
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# ? Jan 15, 2020 13:57 |
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Ashcan Pete and The Chef because clearly you need a guardian that can actually afford stuff... and a dog that can bite people's faces off.
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# ? Jan 17, 2020 00:43 |
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The final tally stands at 10 votes for Ashcan Pete, 7 votes for Zoey, 4 votes for Jim, one vote for Duke (but with a begrudging caveat for his human pal), and one vote for "any investigator that can actually chuck a cat at a cultist" (which I am, for reasons, also counting as a Pete vote). So it looks like we'll be heading into The Dunwich Legacy armed with the powers of 'dog' and 'stab wounds'. Let's hope it'll be enough! Update should be sometime this weekend or so.
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# ? Jan 17, 2020 03:31 |
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Well I'm sure a religious fanatic with an alarmingly complete set of Ginsus on her person at all times and the crustiest of hobos with a maneating dog will blend right in at Miskatonic U. Or the Clover Club. It'll be fine. ETA: oh my god Zoey is gonna strangle so many birds. Can't wait. Kobal2 fucked around with this message at 07:08 on Jan 17, 2020 |
# ? Jan 17, 2020 06:55 |
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Fun fact - Zoey (who was originally introduced in a mid-run expansion for 2nd edition Arkham Horror) was based on the art director at Fantasy Flight at the time - both in name (just the first name, I think) and art. (We used to play Arkham with her.)
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# ? Jan 17, 2020 07:01 |
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malkav11 posted:Fun fact - Zoey (who was originally introduced in a mid-run expansion for 2nd edition Arkham Horror) was based on the art director at Fantasy Flight at the time - both in name (just the first name, I think) and art. So did she demand artists respect their deadlines OR I'LL loving CUT YOU or what ?
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# ? Jan 17, 2020 07:10 |
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Kobal2 posted:So did she demand artists respect their deadlines OR I'LL loving CUT YOU or what ? I didn't work with her (though there was a time when it seemed like half the people I knew were getting hired by FFG), so that will remain a mystery.
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# ? Jan 17, 2020 14:51 |
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And off we go on our next adventure! There's actually two possible scenarios we can start off the campaign with, though both have to be completed before we can move on to the next one. In the spirit of the upcoming update, I flipped a coin and this is what we ended up with. Incidentally, it's time to introduce a new thread rule: NO SPOILERS. Starting from this campaign onwards, the thread will get to vote on important campaign decisions, some of which may not have obvious outcomes until very far down the line, and I don't want to take away that moment of dawning realization, so please be careful about what you're giving away with regard to upcoming scenarios. With all that said, let's begin! "La Bella Luna". So we're supposed to meet her here, huh. Woof! I know, Duke. I don't like it either. We're being paid far too much just to pick up some drunken sod of a schoolteacher. There's something that old man's not telling us, and once we find his man, I'm going to - Heya. Uh. Oh good, was worried you got lost. So yeah, to get in you knock on the door three times and ask for 'Ma's daily special'. I used to work here, you know, until one day- ...you brought a sword? Oh, this old thing? Purely ceremonial, but it impresses the high-society types. Anyway, you brought... ...uh, you brought a dog. Duke's well-trained. And smart. I'm not going anywhere without him. Speaking of which, I think he's picked up a scent. You go on ahead, I'll catch up later. Righto. Don't catch your death of cold out here. This scenario introduces the 'Aloof' keyword. Aloof enemies at your location will not engage you, and you cannot deal damage to them unless you engage them. This can be both a good and bad thing - while it gives you relative freedom to act around an Aloof enemy you don't want to fight, it slows you down with Engage actions against one you really want to get out of the way. This scenario starts out with the same token setup in the chaos bag as the last campaign. In keeping with the 'gambling' theme, one of the special tokens gives you a hefty penalty but rewards you for success, another gives you a lighter penalty but punishes you for failure, and the last allows you to throw money at the problem to make it go away. As a reminder, here are the two protagonists of our campaign. Zoey gets a free resource whenever engaging/engaged by an enemy, while Ashcan Pete starts with his dog in play. He also starts with 2 less resources, thanks to his randomly chosen weakness. Indebted starts in play and, while annoying, ensures that he only has to worry about drawing his character-specific weakness. Plus, as a Survivor, he has more than a few tricks up his sleeve when it comes to resources. quote:Round 1 Well, he was definitely here at some point. S'pose that's a start. The Rabbit's Foot gives us a consolation card draw once per round, whenever a skill test is failed. Useful, but it takes up the accessory slot where you could just run a straight-up stat booster instead, so it's best run in scenarios with lighter penalties for failure. quote:
Hey, aren't you the cook who stabbed - Nope! You must be thinking of some other chef. By the way, there's some drunken hobo scrabbling around in the dirt out there. Shouldn't you take a look at that? Hmph. I'm keeping an eye on you. You can see the main gimmick of the Clover Club here. La Bella Luna is the only location we can properly Investigate - the other locations require you to complete some other task and draw clues directly from the token bank. The Pit Boss, on the other hand, will follow the investigator with the highest Intellect around thanks to his Hunter keyword. Since he's still Aloof, he won't engage them unless they gain clues, at which point he's had enough of their snooping and proceeds to engage/attack them regardless. Of course, retaliating against him still counts as damaging a Criminal enemy and will advance Agenda 1a. Fortunately, since Zoey and Pete have the same lackluster Intellect, it's up to me to decide which one he feels like Hunting. quote:
Can I help you, my friend? Ah! That's very kind of you, dear chap, but I'm fine. I simply dropped my, um, glasses somewhere around here. quote:
Ow! My leg! quote:
Well, I'm sure Mr. Bruce here will be able to offer any help you need. Do let me know if there's any trouble, Bruce. Oh no, that won't be necessary. I think I'll just head inside, don't need good eyesight to drink, ha ha. Ha. Ha. quote:
Alright, let me know if you hear anything useful. Assss you wisssh, my dear girl. But I warn you...the truth comes at a price. How much are you prepared to...sacrifice? This is why no one likes you, Rook. quote:
Hey, aren't you the cook who - Nope, we've never met. Now make with the good stuff, before Mr. Clover hears about that little stash you've got tucked away in that drawer to the left. Also, we've never met. quote:
Probably the centerpiece of Pete's build. Drawing Thin gives 2 resources or 1 card draw once per round in exchange for a difficulty boost to an initiated skill test. Note that the free stuff doesn't come with any 'on success' or 'on failure' rider - we get it before the actual test, regardless of result. quote:
Oh, there you are, Mr. Pete! Dr. Armitage asked me to deliver the- I appreciate the assistance, lass, but this is hardly the time! quote:
Well, I had better get a move on. And so do you, "Mr. Pete". quote:
Hey, weren't you the lady who stabbed- You know, people keep mistaking me for her! It's very strange. Another drink? On me, of course. quote:
A-hem. I do believe we are rapidly exhausting our host's goodwill, Duke. Woof! quote:
With Take Heart and Rabbit's Foot, failing this test will give us 3 free draws and another 2 resources. Of course, there's a chance Pete could pass, but with the boosted difficulty from Drawing Thin I'm sure - ... quote:
Can you track him, Duke? Rrrr... Not here, huh? Guess we'll have to keep looking. quote:
And how are you enjoying your drinks, Miss Samaras? I told y'all, that washn't me! Beshides, I only stabbed the one - uh... quote:
We have tolerated your presence this evening as a customer, and a well-paying customer, at that. However, the night is getting late. Fine, fine, a girl can take a hint. Lemme jusht pick up my buddy Pete and we'll be on our way. quote:
Hey, you here to watch or you here to play? This ain't a tourist zone. Oh, uh...deal me in, mate? quote:
We're running out of time. Ready to take a chance, Duke? Woof! quote:
You found his scent? Good work, Duke! Hey! Get your drat mutt away from that door! That's for important customers only! quote:Investigation Phase: Zoey's turn. Peeeete, old buddy! Lissen, we gotta get outta here. I think they're onta us, and- What? Duke just found a solid lead. I'm not going anywhere. quote:
I think you've had enough for one night, Miss Samaras. Don't you think it's getting late? I'm done when I say I'm done! We came here to get, uh... Dr. Morgan. -right, Mr. Norgan, and we're not leaving here until we find him! quote:
Limbs feel...heavy. What did you do to us? Did you really think you could challenge us, here of all places? We have power far beyond- You think your little magics frighten me? I'll show you power! quote:
RAAAARGH! Goddamn! quote:
No visitors allow- hey, aren't you- OUT OF MY WAY! quote:
Uh, you okay? Yes, my headache is clearing up wonderfully. Whatever was in those drinks seems to be wearing off. Not what I meant, but okay. Where to, Duke? Woof! quote:
Good thinking, pal. An escape route could come in pretty handy after this night's events. quote:
Ow! My leg! Whoa! Quite forgot you were still here. You okay? I'll be fine, thanks. I should probably head back to the university, though. quote:
Ooh. Don't think he's here, but it can't hurt to look around. quote:
Oh! Uh, don't mind me, just keep playing. ... Huh. They usually don't actually go along with that. quote:
...hey... Y-yes? ...you here to watch...or...you here to play? This ain't a...tourist zone... quote:
Argh! Horrid little creatures. Woof! Duke, no! Save your strength. I can handle these things on my own. quote:
A successful investigation would pick up only 1 clue. It's time for a gamble. quote:
Success! Or should that be Failure? Whatever works for you. quote:
This our man, Duke? Woof! He appears to be in some kind of trance, just like the rest. We'll have to snap him out of it. quote:
Whuh- what? What's going on? Where am I? Oh good, you're awake. I was going to try stabbing if that didn't work. Believe me, she's not kidding. quote:
AAAAAAAAH! Good lord, what is going on out there? Whatever it is, it doesn't sound good. Come on, I found a back door we can escape through. Aww. The night was just starting to get fun. quote:
Come on, let's get you back to the university. There's something that old man was hiding, and I'm going to find out exactly what it is. Woof! quote:
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We earned 4 Victory points - 1 for defeating the Pit Boss and 3 for clearing out all the Backroom Locations. The Dunwich Legacy is a little stingy with them, so every little bit helps. Next will probably be a deckbuilding/upgrading side update, followed by a return to Miskatonic University for some...Extracurricular Activities.
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# ? Jan 19, 2020 17:08 |
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Would his name happen to be Dr. Francis York Morgan? No-one seems to call him York, though.
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# ? Jan 19, 2020 17:32 |
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Huh. I'd never seen that Meat Cleaver. I like a Team's Signature Psycho weapon . Also, getting hosed sideways by an Elder Sign is a pretty pro LP move. And adding a campaign-long Bad Token from the get go ? Ooof. Still, your run went a lot cleaner than ours did - we did the Club first as well, but all the mobsters chose to spawn in the VIP area ; which while thematic meant we had to murder them while investigating. Also none of us cheated, but we *all* got good and sloshed. Guess when the spiked drinks came into effect ? So the first wave of abominations got to us too, and we escaped on our last legs. I'm interested to see your Pete deck, it seems so very different from mine. You actually have Resources ? The hell ?! ETA : Heh, also I'd never noticed that Morgan had the tag "Professor of Archaeology". Teaches a very hands-on class, doesn't he ? But you know his students never *ever* deliver their due papers late. At least, not twice. Kobal2 fucked around with this message at 18:00 on Jan 19, 2020 |
# ? Jan 19, 2020 17:44 |
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Where did the pit boss come from? Is he part of the initial setup, because I didn't see when you drew him or an effect spawning him.
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# ? Jan 19, 2020 19:38 |
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mr_stibbons posted:Where did the pit boss come from? Is he part of the initial setup, because I didn't see when you drew him or an effect spawning him. Yes, the Pit Boss is part of the initial setup and spawned in the Clover Club Lounge.
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# ? Jan 19, 2020 19:46 |
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mr_stibbons posted:Where did the pit boss come from? Is he part of the initial setup, because I didn't see when you drew him or an effect spawning him. Yeah he's the first part's sole "difficulty" - at that point "monsters" are encounter deck freebies and your only quest is to play the various minigames until you win ; the only question is "will someone have to cheat before the Doom Clock procs". Pit boss makes your life marginally more difficult by not letting you draw clues from one location ; although he's pretty easy to lure out - just have your designated smart person go someplace remote ; next turn everyone else can do the things somewhere else. And since he doesn't engage, even DSP can do stuff on their turn. ETA : thread, are you down with bird murder ? Because there's about to be a lot of bird murder ! (is that a spoiler ?) Kobal2 fucked around with this message at 20:34 on Jan 19, 2020 |
# ? Jan 19, 2020 20:30 |
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Night10194 posted:Would his name happen to be Dr. Francis York Morgan? No-one seems to call him York, though. I see someone else had the same thought I did when I saw that name. Anyways, it seems like you got through this scenario well. I guess we will see how things go in the other ones.
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# ? Jan 20, 2020 02:06 |
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Kobal2 posted:
Just playing to the audience's request to see a hobo solve crimes, I'm sure. Now if we had all asked for a tramp or a bum...
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# ? Jan 26, 2020 02:46 |
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"Guy Who Has a Dog" is the best character class.
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# ? Jan 26, 2020 06:00 |
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megane posted:"Guy Who Has a Dog" is the best character class. Going by action ratio, it's really "Dog Who Has a Guy"
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# ? Jan 27, 2020 00:05 |
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Deckbuilding Update #2 Zoey Samaras With a 4/2/4/2 statline and 9 health/6 sanity, Zoey is reasonably tanky and can stand up to the rigors of the encounter deck quite handily, but can't investigate or evade worth a drat. Her main limitation is her deckbuilding - 5 level 0 cards of other classes doesn't give her a lot of room to build on her non-Guardian side, and her polarized statline makes her fairly one-dimensional. Still, 'really good at monster hunting' is hardly the worst problem to have. Signature Zoey's Cross: An incredibly powerful signature item. One damage per round may not seem like much, but guaranteed, testless damage counts for a lot, and being able to immediately swat down annoying 1-HP enemies never gets old. Locks up her accessory slot, though, so no stat boosters in that slot for her. Weaknesses Smite the Wicked: Zoey's signature weakness, and boy is it a troublesome one. Pull it early and it's not too bad - crossing the map is generally what you want to do anyway. Pull it late, and it's near-guaranteed mental trauma - a slog through hostile territory and back while racing the doom clock is rarely worth it. Note that Smite the Wicked is discarded regardless of which investigator defeats/discards the enemy - apparently Zoey's god is a very results-oriented deity. Psychosis: The random weakness we drew this game. Not too bad of a weakness - Zoey has more health than she does horror, and can tank the effects of leaving this in play for a round or two if necessary. Weapons Enchanted Blade: A +1 Combat beatstick with 3 charges, each of which can be spent once per attack for an additional +1 Combat/damage. As both a Guardian and Mystic weapon, it can be taken by either class. Decent, though once it's out of charges it's a fairly average weapon. Takes up both a hand slot and an Arcane slot, but Zoey has nothing else competing for that Arcane slot so that's not an issue. Incidentally, it hasn't come up yet, but an asset that runs out of charges/ammo/etc. is not discarded - it just keeps sitting there on your tableau, being useless until refilled. They can be overriden by playing another asset over that slot, though, and if returned to your hand and replayed, will enter play fully recharged. Meat Cleaver: A Survivor weapon that allows us to adjust our Sanity up or down as necessary (provided there's enough enemies around to make constant use of it). A Machete would probably be better in most cases, but I couldn't resist the chance to stay on-theme for Zoey. Unfortunately, it comes at a high price, taking up two valuable off-class slots for an asset with better options in her base faction. Survival Knife: Gives Zoey something to do with her other hand. As a 'main' weapon it's not great, but a free counterattack gives it excellent utility as a sub weapon. As we'll see later Zoey has a lot of tools for directing hostility towards herself, so this should see a decent amount of use. Note that the 'deals damage' clause applies even if you redirect that damage onto one of your allies (but not if an enemy's attack only deals Horror). Allies Beat Cop: As before, gives us +1 Combat and can tank some damage/horror in an emergency. Mr. Rook: At first glance, Mr. Rook might seem fairly straightforward - potentially massive searching capabilities, but push your luck too far and you draw a weakness. However, on many investigators this 'downside' is in fact a straight-up advantage - a lot of investigators prefer getting their weakness out earlier than later so they can get rid of it before the scenario really starts ramping up, and Zoey is no exception. Mr. Rook thus makes for an excellent early-game ally - pull out three cards you need, hopefully clear out your weakness while at it, then clear him out for a more useful ally. Other Assets Something Worth Fighting For: Slotless horror soak is very handy, particularly if we're going to be playing around with the Meat Cleaver. We're going to be sticking fairly close to Pete, so he can make good use of it too. Events Let Me Handle This/Heroic Rescue: Similar in function - snatch an encounter card from Pete and either get a bonus to resolving it, or a free point of damage against an enemy. Scene of the Crime: So Zoey can pull at least some weight in the cluefinding department if necessary. Not the best 'free clues' event, but we used up all our non-Guardian slots so this is the best we can do in-faction. Elusive: An amazing level 0 rogue event, useful on just about any investigator that can take it. Elusive lets you straight-up teleport around the map, with the added bonus of being able to pull yourself out of a hairy situation. While there's rarely a bad time to use them, these are mostly for helping Zoey deal with her signature weakness - one for getting her to the furthest location, and one for the return journey. Emergency Aid: A dedicated monster-fighter is going to be worn down over time, so healing will come in handy in longer scenarios. Emergency Cache: In case we need to get one of our more expensive cards out, before Zoey's inbuilt economy engine really has time to ramp up. Dynamite Blast: Boom! Not the most practical event in many cases, but extremely satisfying to pull off, and if enemies have been building up, Zoey should be able to afford it. Skills Overpower: The standard 'hitting things' generic skill. Vicious Blow: Ditto. Inspiring Presence: Ally healing is always handy, and it can be used on Pete's allies too. Daring: Another risk/reward card, but the risk is fairly low - a +3 attack rarely fails, and has basically no downside if played against an enemy that already has Retaliate. Upgrading Removed: 2 Beat Cop, 1 Scene of the Crime Added: 1 Beat Cop (2), 1 Ever Vigilant, 1 Ace of Swords Beat Cop (2): Similar to the basic Beat Cop, but we can actually leverage the free damage now that it doesn't require discarding the Beat Cop, and we can heal him up with Emergency Aid or Inspiring Presence. Ace of Swords: Tarot cards were added in The Circle Undone and take up the unique Tarot slot (of which we only have one). There's one for every class and they're fairly similar - 3 cost, stat boost to your main stat (survivors get +1 health/sanity on theirs instead) and a free play if you get them in your opening hand. Zoey's economy is good enough that it's still worth playing even late-game, though, and +1 Combat never hurts. Ever Vigilant: Saves a lot of Play actions and resources if you get it early, though it'll be more useful down the line when we pick up Stick to the Plan to guarantee it in our opening hand. Dr. Francis Morgan (but call him York, everyone does): We saved him in the last scenario, so Zoey gets to include him in her deck now. +1 Combat and a bit cheaper than the Beat Cop, but without the free damage. Either one works for our purposes. Ashcan Pete Pete is the designated investigator of the team, pretty much by default. This is kind of an experimental deck that focuses on colossal draw power, as well as building around an ally that we haven't seen yet. Signature Duke: A good doggo who deserves all the treats. Weaknesses Indebted: One of the easier weaknesses to work around. Would be a lot worse on Zoey, but the low-cost cards of Survivors means the one-time loss of 2 resources is barely an issue. Wracked By Nightmares: Pretty much just makes you lose a turn. As far as signature weaknesses go, you could do a lot worse. Assets Magnifying Glass: +1 to investigation. Since we don't have any other hand slot items, we can run both at once if necessary. Drawing Thin: One of the major Survivor game-changers. Drawing Thin can be activated at the start of any skill test for free resources/cards, but boosts the difficulty of the test by 2. This isn't even necessarily a downside - as you saw last scenario, you can really leverage the 'on-failure' Survivor cards to take advantage of a test you know you have no chance of passing. Both copies stack, so you can activate both for a +4 boost to test difficulty in exchange for any combination of resources/cards you require. Track Shoes: First off, free +1 Agility, so that's handy. Secondly and more importantly, provides us with a free skill test every turn with a low penalty for failure - you just don't get a free move. Thus, we can crank up the difficulty for free Drawing Thin boosts if we don't need the move, or commit extra Agility if we do. Pete can also reset it with his ability, in case we really need to blitz across the map as fast as possible. Rabbit's Foot: Additional card draw on failure, and since we can literally guarantee failure with Drawing Thin, we can proc its effects fairly often. Allies Laboratory Assistant: Card draw on entry, some health/sanity soak, and a boost to hand size. Part of a combo we're setting up. Events "Look What I found!": 2 clue events are always useful, and since we can only play it when the triggering condition is met, there's no way to 'waste' this card on an unsuccessful play. Live and Learn/Lucky: Basically fill the same role - making the best out of a failed skill test. Live and Learn is for skill tests with low penalties for failure (such as Investigating), while Lucky! is for tests that we really want to pass on our first try (such as fighting/evading/etc.) As with Look What I Found, the cards are only played when their triggering condition is met, so compared to skill cards there's no chance of wasting them on an autofail. A Chance Encounter/Calling in favors: Part of an ally-focused combo this deck is built around. For now, Calling in Favors lets us pull Duke back in our hand for a full heal, and hopefully we get a free Lab Assistant play out of it. A Chance Encounter lets us recycle those Lab Assistants once we've used them up for their soak, and if we want to be fancy we can also nab Rook from Zoey's discard for one free search. Skills Guts/Overpower/Perception/Manual Dexterity: The usual deck-fillers. Pete's more of an all-rounder than Zoey, so he runs all of them. Inspiring Presence: Heals + readies Duke, for a potential 3 Duke uses in one turn. Resourceful: Recursion is always handy, though we can only use it on Survivor cards. Still, that gives us more than enough targets to work with. Take Heart: Handy if we know for a fact we're going to fail - which, thanks to Drawing Thin, is something we can guarantee. Upgrading Removed: 1 Manual Dexterity Added: 1 Charisma, 1 Miss Doyle Charisma: Ally slots are very handy, and +1 Ally slot rarely goes to waste on any investigator that can take it. MISS DOYLE, CAT GENERAL OF ULTHAR: is going to take some explaining, but first, let's take a look at her Bonded cards. Bonded cards are a fairly recent addition to the game, and usually come in the form of [main asset] + [bonded cards]. The bonded cards are set aside at the start of the game, and when the main asset enters play, are usually shuffled into your deck/added to your hand. If the main asset leaves play for any reason, the bonded cards are all removed from your deck/hand/discard until the main asset comes into play once more. By herself, Miss Doyle provides no particular bonus, but let's take a look at her feline commandos. Hope, Zeal and Augur are mutually exclusive 1-cost Fast allies with a similar effect to Duke - spend 1 action, exhaust them and you get to Fight/Investigate/Evade with a boost to base 5 in the relevant stat. Unlike Duke, you can discard the cat in question to automatically succeed at the test (regardless of difficulty), then shuffle it back in your deck to replay another cat from the discard pile. In light of this, Ashcan Pete's deck should hopefully make a bit more sense: use his colossal draw power to get Miss Doyle and the cats into your hand quickly, and use his innate ability to reset the cats + get them into the discard for later recursion, with Calling in Favors and A Chance Encounter allowing us to pull them directly from our deck/discard. I haven't yet tried running a Cats deck with Pete yet, so we'll see how that works out down the line. With that, all our XP is spent. Let's hope our upgrades are enough to handle some...Extracurricular Activity.
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# ? Jan 27, 2020 06:06 |
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Thanks to this LP, I got the spur to motivate a new campaign out of my group ! So far we've burned down a theatre, a swanky party, thrown dynamite into a library and refused to talk to the police about any of it (despite the 4 beat cops following us around on and off). We're investigators. You can tell.
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# ? Jan 27, 2020 12:15 |
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Is the cat thing because they sleep all the time and are therefore the rulers of the dreamlands?
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# ? Jan 27, 2020 16:04 |
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Nah, it's because cats are the one thing Lovecraft was not afraid of - he was actually quite fond of them even if he gave them horrible names.
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# ? Jan 27, 2020 16:40 |
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Robindaybird posted:Nah, it's because cats are the one thing Lovecraft was not afraid of - he was actually quite fond of them even if he gave them horrible names. Which is weird in and of itself - I mean, who's scarier, the average cat, or the average New Englander ?
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# ? Jan 27, 2020 18:00 |
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Imagine I posted that clip from Ghostbusters, about how you know it is the apocalypse because of x, y, and dogs and cats living together.
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# ? Jan 27, 2020 21:28 |
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As a fan of A Night in the Lonesome October, I heartily approve of this Dog/Cat team-up investigation.
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# ? Jan 28, 2020 00:11 |
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Hehe, so we will being throwing the cats at the cultists. Hurrah!
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# ? Jan 28, 2020 03:46 |
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Found anything yet? ...no? It's a wide-open field. What's there to find here? What you see is what you get. Dunno, figured that mutt of yours might have picked something up. Woof! The best we can do is 'he was here at some point during the day'. That's not a lot to go on. Guess we'd better head inside, then. Time to load up. Did you bring your - -yes, you brought your sword. I just like having the sword around, okay? It relaxes me. And a knife too, I see. I like knives. I can tell. Aside from not being able to get Ace of Swords for the free play, this is about as good as opening hands get - three assets we want to get into play, and Ever Vigilant to save two play actions and 3 resources. And you brought - is that your cat? Wha- oh hello there, Miss Doyle. Meow! No, she's not my cat. She just comes and goes whenever she pleases. We'll be sneaking around a campus in the middle of the night with a dog and a cat. Wonderful. You're hardly equipped for sneaking, yourself. Getting Miss Doyle in hand on our first turn is handy, given that we've only got one copy of her in our deck - saves a bit of time digging her out. The full campus - as viewed from the Miskatonic Quad, anyway. Even with just these starting locations in play, it's significantly larger than the Clover Club. The starting Agenda gives us a nice long 7-Doom track, though whether it's actually as forgiving as that remains to be seen. The starting Act requires 6 clues to flip but comes with no other conditions for activation, allowing the team to flip it from any location once we have the clues. The setup card for this scenario. Sharp-eyed readers might start noticing a theme here. quote:
Huh. Didn't realize science involved quite so many...dripping green things. And is that an...Alchemy Lab? Unfortunately, the mysterious Alchemy Lab is locked right now, so we can't go there. quote:
Let me take a look at- Hark! What? we're being watched. I can't see anyone around here. Duke's not picking anything up either. Just trust me on this one, okay? You stay here, I'll go take care of it. quote:
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Is it strength you desire? The power to crush enemies beneath your heel? I can- Uh- Tempt me not, foul demon! quote:
I think you made it upset. You can't negotiate with a demon! That's how they get you. quote:
Where the hell did you get all these cats? Oh, they're not mine. Miss Doyle lends them to her chosen- Forget I asked. quote:
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A WIZARD JUST TRIED TO MUG ME. Are you okay? No! A portal in space opened up and tried to rob me! Who does that? In case you haven't realized yet, the theme of the Dunwich Legacy is 'discards'. A lot of common encounter cards will aggressively attack your deck and force discards, before hitting you with a punishment proportionate to the size of your discard. Fortunately, the only innate penalty for decking out entirely is taking one horror when you reshuffle your discard back into your deck. quote:
Woof! I agree, that is a remarkably annoying bird. The most common time-waster in Dunwich. Aloof + Hunter means it'll follow us around without actually engaging, so most investigators will have to waste at least two actions to clear it out (engaging + attacking). quote:
<Be not afraid, human. I am but a humble observer, here to-> Die, evildoer! quote:
I have defeated a great evil this day. Please tell me you didn't kill a security guard. I'm reasonably sure I didn't! quote:
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I bear you no malice. But my lord has demanded your destruction. I am but a humble servant. Funny, I was just about to say the same to you. quote:
Ugh! Woof! Thanks, Duke, I'll be fine. It's just my dreams acting up again. quote:
Oh, hello again, Mr. Pete. Looking for Professor Rice? That I am. Would you happen to have seen him, lass? Afraid not. No one's seen him all day. quote:
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The tome we seek is not here. I suspect- wait, you're not... I'm afraid your assistant will be somewhat fatally delayed. Don't worry, you'll be seeing them soon enough! quote:
Hey, watch out for that por- AAAAAaaaaaaaaa... -tal. quote:
Hey, that annoying bird finally shut up. That's nice. Hmm? Oh, so it did. Didn't notice. quote:
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My knife! What is with all these thieving wizards around here? quote:
That light...it's not casting a shadow. Something's wrong. This can be annoying, but we only have a couple more rounds before it goes away, and Zoey doesn't have any soaks in play anyway. quote:
As with the Alchemy Labs, the Dormitories are locked and cannot be entered for now. quote:
We got lucky there - getting Jazz to show up can be a real time-waster, particularly if you've already scooped up all the clues from easy locations. quote:
What? Who are you two? What's going on? Calm down, sir. We're agents of- Uh, maybe you should stop waving your knife at him. Also, why are you covered with blue blood and feathers? Long story. quote:
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FOR gently caress'S SAKE. Wow, they really do not want us getting out of this room. What the hell have you two been up to? quote:
Look, I don't know what you two have been up to, but I won't have any part of it. If you think- SKREEEEEE! What was that? Oh god. I think it's...The Experiment. The what now? Alright, I'll let you guys into wherever you need to go, but you have to help me out here! If we don't get the students to safety, this thing will slaughter them all! What? Why do you people have something like that on school grounds? Well, no one was supposed to resurrect it until Tuesday. What is WRONG with this school? And with that, we gain control of 'Jazz' Mulligan. His passive ability effectively boils down to 'you can enter locked locations' (because he has all the keys, of course). quote:
Here, help me fire up the alarm system. We can evacuate the students once they're awake. Uh...why does your fire alarm system involve a sliding tile puzzle? And what looks like half a boat? Best not to ask about how anything in this building works, or why. The last three people who did disappeared. quote:
RAAAAARGH! Seems to me like it would be a lot quicker to just put this thing down permanently. What if I just popped over and- No can do. It's still locked in the Alchemy Labs, and I'm not letting the damned thing out on my watch. Just help us push this tile over to that side, okay? You can probably manage that much. Fine. At this point, the Alchemy Labs are still 'locked', and only the bearer of 'Jazz' Mulligan can open that door. Of course, Pete would very much not prefer to do that, so Zoey's bloodlust will have to go unsated for the time being. The Alchemical Concoction spawns only if you've completed The House Always Wins first, and provides a massive one-time boost to taking down The Experiment. It's not exactly a freebie though - we can't see it from this side, but a shroud 5 Investigate check has to be passed before an investigator at the Alchemy Labs can successfully claim the Concoction. quote:
See? That wasn't so bad, was it? Eh. Are we done here? Almost. Just need to spin that big wheel over there while chanting the - wait, let me check the runes again. quote:
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Whoa, a portal just stole my shoes. Rude! Buddy, you have no idea. quote:
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Unfortunately for our upgrading plans, Dunwich is very stingy with the EXP points. We earn no extra EXP for achieving even a relatively decent ending, and only scraped out three due to two enemies that randomly showed up. If those two hadn't showed up, we could easily have ended the scenario with 0/1 EXP. quote:
And with that, that's our two starting scenarios complete. Note that there's no way to rescue both professors - whichever one you deal with first, you'll arrive too late to locate the other one. Still, we now have Armitage and Francis 'York' Morgan on our side - let's hope it'll be enough to survive the horrors of...The Miskatonic Museum.
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# ? Feb 3, 2020 20:48 |
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No cats thrown
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# ? Feb 3, 2020 21:24 |
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Some people itt are really pumped for Jellicle Cthulhu and I'm not sure how I feel about it.
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# ? Feb 3, 2020 22:03 |
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At this point I've long accepted that regardless of what else happens in the update, the main topic of conversation will be Those loving Cats. The scenario could be about hijacking a lunar rover to search for the remnants of the Elder Empire, and the first reply would still be 'but where are the cats'.
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# ? Feb 4, 2020 05:18 |
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If you're on the moon there are moon things, and that's precisely when you need the cats, canonically. So the lunar rover scenario is apt.
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# ? Feb 4, 2020 05:24 |
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What happens if you beat up the monster instead of pulling the alarm? Possibly related: does damage carry forward between chapters?
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# ? Feb 4, 2020 06:27 |
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Mzbundifund posted:What happens if you beat up the monster instead of pulling the alarm? You get two shiny experience points and the scenario ends immediately. Although, possibly, also your head caved in because you pulled two tentacles in a row from the bag the turn before that happened. True story. Damage doesn't carry, but if you die you start every subsequent scenario with 1 point of damage/horror depending on what killed you. Additive per death of course.
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# ? Feb 4, 2020 06:51 |
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I adore this game, along with the lord of the rings LCG, and have most of both card pools. I wish the genre itself was more popular so there'd be more options for co-op card games to play, but as it is the ones that are out are really good. Even though Milan is considered to be one of the best cards in the game, I hope he shows up a lot in this LP simply because of how it gets goofier and goofier for this college professor to just show up in these esoteric places
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# ? Feb 4, 2020 19:53 |
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Kobal2 posted:Damage doesn't carry, but if you die you start every subsequent scenario with 1 point of damage/horror depending on what killed you. Additive per death of course. When you say 1 point of damage, is that healable damage or is it a reduction to your maximum? I'm also a little confused about the long term mechanics. Roland and Daisy from the first scenario got permanent trauma from their win, but clearly scenarios are intended to be played with "level 1" newbies with starter decks, so is the trauma they picked up just a fancy form of flavor text saying that even winning against space squids leaves its scars, or are there "high level" scenarios that you're expected to take a character with a developed deck into?
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# ? Feb 4, 2020 20:02 |
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# ? May 6, 2024 02:02 |
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Mzbundifund posted:When you say 1 point of damage, is that healable damage or is it a reduction to your maximum? Healable - you just start the scenario with the appropriate token already on your character sheet. It boils down to the same thing though, really ; in most cases if you ever actually have to spend an action healing in order to not die, you're pretty much already in a loss spiral and lying to yourself about it. quote:I'm also a little confused about the long term mechanics. Roland and Daisy from the first scenario got permanent trauma from their win, but clearly scenarios are intended to be played with "level 1" newbies with starter decks, so is the trauma they picked up just a fancy form of flavor text saying that even winning against space squids leaves its scars, or are there "high level" scenarios that you're expected to take a character with a developed deck into? Technically nothing prevents you from starting a fresh campaign with a veteran deck - if it turns out to be too easy, there are ways to adjust that within the game's rules. Also there are a number of one shot scenarii designed to be played whenever and however you like, either fresh or as a way to powerup in the middle of a campaign or to keep playing with vet decks you like. E.g. my group slotted Curse of the Rougarou into the one we're vicariously playing right now a few games down the line as it felt thematically appropriate. It was great, we all had to pay 1 XP to earn the right to do it, and we all walked out with 1 XP and a fresh new permanent trauma because the Rougarou emphatically don't play, I heartily recommend it.
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# ? Feb 4, 2020 22:05 |