UPDATE - Ready to Print and Play for playtesters. I have tested it quite a bit and refined a lot of things. The scenario is challenging but not un-beatable. If players let Wilbur escape to Whately farm, it gets really challenging so don't let that happen! Parley a Wild Dogs to use it to slow Wilbur down.
Other tips, be sure to take Dr. Armitage to Sentinel Hill with you to fight Wizard Whately as fight checks against him use willpower and not fight.
Feast of crows is designed to swoop in on Investigators, then they test agility (3). If they fail, it eats the top two cards of your deck. If you fail any check against it, including this one, it is placed in an adjacent location. Since it has hunter, this becomes a real nuisance. The only way to kill it is to pass the agility test to keep it in your threat area.
Here are the pdfs
https://drive.google.com/open?id=0B6O1RgvAqE9Dc3ZTbXJnUFJYWTQ
https://drive.google.com/open?id=0B6O1RgvAqE9DTGVac1VKN0dHbVk
https://drive.google.com/open?id=0B6O1RgvAqE9DMlV2Yi1DSmYxOWM
https://drive.google.com/open?id=0B6O1RgvAqE9DT2VBUTVUcE9BU1k
https://drive.google.com/open?id=0B6O1RgvAqE9DLS1MWkZ0VTNWR1k
https://drive.google.com/open?id=0B6O1RgvAqE9DdUlxS09YOEwzSjQ
https://drive.google.com/open?id=0B6O1RgvAqE9DVzgybDFKZFhZTkU
https://drive.google.com/open?id=0B6O1RgvAqE9DbnVhM2NnRGdEdnc
Rules
https://drive.google.com/open?id=0B6O1RgvAqE9DLXZHWkJTRDRnbk0
everything below this line is old.
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Can someone help me with the spoiler tags, I can't remember what the markup code is.
The first act involves just investigating some cattle mutilations and disappearances. Either you find out wilbur's plan to steal the necronomicon or you catch him the act. Once revealed Wilbur makes every attempt to evade the investigators and make it back home to care for his brother. If he is caught in the act, he has 5 moves to make but if he stills it, only 3. Once revealed, his special encounter cards are shuffled into the deck. I took the spells he knows in Call of Cthulhu rpg (cause blindness, lame animal (which combos nicely if you have wild dogs as an ally) and wither limb. They have surge so that if he's killed, you just pass them over.
The consequence of him making it there is that wilbur's chantings is put into play, making the dunwhich horror have more health in the end battle. Also, the investigators now have to track him down still to get the banish spell (wilbur's diary) key item. They will have to fully investigate whately farm to reveal him there (which has a shroud of 4 and whenever you successfully investigate, test fight (3). If you fail, old man whately chases you off the farm. Slowing you down more eating up actions to move again.
If wilbur is killed the dunwhich horror breaks lose and its encounter cards are shuffled into the deck. Eventually cold spring glen and sentinel hill are revealed with Wizard Whately conducting the ritual up on the hill. It's trickey to get to as you can see on cold spring glen. Investigators that have the diary translated can use it at sentinel hill to perform the ritual. The final battle is a combo between some fighting and one banishing.
The Horror itself has progress tokens to track when its visible and when its gone, you can't use the banish spell on it or attack it. Which is where the powder of iban-ghazi comes into play. Use it to keep it around longer. The calm night removes tokens representing it disappearing into the night.
I'm still ironing out the kinks as it was very challenging to right a set of Agenda and Act that play with the right timing of clues and doom.
ACT AND AGENDA OUTLINE
Act 1a - Spend 2 clues per Investigator as a group to advance.
Act 2a - You discover Wilbur is searching for the Necronomicon and you need to track him down. Spawn Dr. Armitage at Miskatonic, Dr. Morgan at Science building and spawn Rivertown.
Agenda 1a - Advance 7 Doom.
Agenda 2a - Wilbur has stolen the Necronomicon. Spawn Dr. Armitage at Miskatonic University. Dr. Morgan at the Science Building and Wilbur Whately at Rivertown. Shuffle the Wilbur whately encounters into the encounter deck.
Act 2a - Spend 2 clues per investigator as a group. These clues must be gained from Arkham locations.
Act 2b - Spawn Wilbur at Miskatonic, shuffle the wilbur encounter cards into the encounter deck.
Agenda 2a - Advance if Wilbur makes it to Whately Farm or 6 Doom is reached.
Agenda 2b - If Wilbur was not killed, place Wilbur's chantings into play next to the Agenda. If Wilbur was killed, each investigator heals 2 health and 2 sanity.
Act 3a - Kill Wilbur to advance.
Act 3b - Each Investigator heals 2 health and 2 sanity. Shuffle the Dunwhich Horror encounter cards into the encounter deck.
Agenda 3a - Advance at 7 doom
Agenda 3b - Spawn Wizard Whately with 2 doom on him at Sentinel Hill and spawn Cold Spring Glen.
Act 4a - Investigate Whately Farm. Spend 2 clues per Investigator to advance. 2 of these clues must come from Whately Farm and 2 from Dunwich.
Act 4b - Spawn Wizard Whately at Sentinel Hill. Shuffle the Dunwhich Horror encounter cards into the encounter deck if it has not been done yet.
Agenda 4a - Advance at 9 doom
Agenda 4b - The gate is opened, resolutions go here.
Act 5a - Stop Wizard Whately from summoning Yog-sothoth and destroy the dunwhich horror.
Act 5b - Resolutions go here.
Card List
Starting Encounter Deck
*Treachery
-Black Tar x2
-Foetid yellow ichor x2
-Overwhelming Stench x2
-Evil Eye x1
-Wail of the Whipporwills x2
-Feast of Crows x3
*Enemies
-Acolyte x2
-Wild Dogs x3
-Gobbling Oooze x2
Set Aside:
-Wilbur's chantings - change (stop adding health tokens if Wilbur is killed)
Set Aside: Assets and Allies
-Dr. Armitage
-Dr. Morgan
-Banishing Tome - change (test intellect (3):
Set Aside:
-Dunwhich Horror change (add aloof) and *If the dunwich horror spawns at your location, suffer 1 horror.
-Wizard Whately
-Wilbur Whately
-Detached Tentacle x3
Set Aside: Wilbur Encounters Deck (added after Wilbur is revealed) If Wilbur is not in play, these cards gain surge.
-Wither Limb x2
-Lame Animal x2
-Cause Blindness x2
-Implant Fear ?? (cannot use talents this turn) (as of yet to be made card)
Set Aside: Dunwhich Encounters (add after wilbur is killed or Wizard whately is revealed)
-The Stars are Right x2
-Freak Weather x2
-Retreate to the hills x2
-Terrorize the town x1
-It feeds x2
-The Horror Attacks x3
-Calm Night x4
-Monstrous Footprint x1
I've made some minor adjustments to some of the cards but they aren't updated yet.
special thanks to Robin Graves for the collaboration. Looking forward to getting some feedback and/or ideas, and thoughts.
Edited by lmartin91