Solo campaign using Jenny.

By silverthorn, in Arkham Horror: The Card Game

I noticed i nthe curse of the rougarou that you Exhausted the Switchblade when you used it to attack the Rougarou, is this a thing I missed? Do all weapons exhaust when used?do all cards with the Action header exhaust when that ability is used?

20 hours ago, tsuruki said:

I noticed i nthe curse of the rougarou that you Exhausted the Switchblade when you used it to attack the Rougarou, is this a thing I missed? Do all weapons exhaust when used?do all cards with the Action header exhaust when that ability is used?

nope that's definitely not a thing weapons, or indeed any card, does when its action ability is used, unless it specifically says so, like Burglary. Weird!

On ‎12‎.‎06‎.‎2017 at 9:44 PM, silverthorn said:

The Dunwich Legacy Scenario 5: Curse of the Rougarou (Standard difficulty solo Roland Banks)

For this scenario I used this deck:

https://arkhamdb.com/deck/view/44538

My Campaign Log was:

  • Added Abbess Allegria Di Biase to my deck.

  • Added Bauta to my deck.

  • Dr. Francis Morgan was rescued.

  • Professor Warren Rice was kidnapped.

  • Rescued Dr. Henry Armitage.

  • The Experiment was defeated.

  • The O'Bannion Gang has a bone to pick with me.

  • The sun banished Cnidathqua into the depths.

  • Took custody of the Necronomicon (adding a Eldrich Horror to the chaos pool).

  • Earned 1 experience (for 2 total) and paid 1 to swap a copy of Prepared For The Worst with a copy of Strange Solution.

I paid 1 experience to move onto Curse of the Rougarou and randomly selected my basic weakness (I keep the basic weaknesses in a pile face down, aside from the copies of Indebted, and blind select one so that I wouldn't know what the weakness was initially), unfortunately randomly drawing Indebted so I started with 3 resources and the Charisma permanent. My opening hand (after a mulligan) was Dr. Henry Armitage, Dynamite Blast, Knife, Kukri and Magnifying Glass.

I setup the scenario by putting many cards aside, putting the New Orleans locations out of play, put the Riverside locations into play (with Roland at Brackish Waters) and shuffled the encounter deck.

Round One began with the investigation phase where I moved to Audubon Park (adding 1 clue), investigated (drawing 0 and claiming a clue), moved to Brackish Waters and paid 1 clue to advance the act, playing Lady Esprit to Brackish Waters, put the Unhallowed and Wilderness locations into play, put the Rougarou into play at Audubon Park, shuffled the Curse of the Rougarou encounter cards into the deck and placed Curse of the Rougarou into my threat area.

After skipping the Enemy phase I ended the round by taking a horror, adding a resource and drawing “If It Bleeds..”.

Round Two began with agenda 1a gaining a resource before I drew Beast Of The Bayou, adding another doom to agenda 1a.

In the investigation phase I gained a resource, paid 5 to play Dynamite Blast, doing 3 damage to the Rougarou. The Rougarou moved to Brackish Waters, Forgotten Marsh and one of the Wildernesses, adding a clue to each location and investigated (drawing +1 and claiming a clue).

At the end of the round I gained a resource and drew Evidence!.

Round Three began with agenda 1a gaining another doom before I drew Ripples On The Surface (drawing Elder Sign for 0 and taking no ill-effects).

In the investigation phase I gained a resource, paid 2 to play a Kukri and moved to Forgotten Marsh.

At the end of the round I gained a horror and a resource and drew Inquiring Mind.

Round Four began with agenda 1a gaining another doom before I drew Marsh Gug and played it on Brackish Waters.

In the investigation phase I moved to the Wilderness with the Rougarou (flipping it to Trappers Cabin), attacked the Rougarou with the Kukri (committing Inquiring Mind for +3 and drawing -1 so paying my last action to do 2 damage and kill it).

Killing the Rougarou triggered Resolution 2 which added the following to the Campaign Log:

  • The Rougarou is destroyed and the curse is lifted.

  • Added Lady Esprit to my deck.

  • Gained no experience.

I am trying this scenario, too. Cannot understand how You wiped out the Rougarou with just one attack.

The Rougarou has health 5 and a successful attack dos one damage and using a Kukri adds another damage.
Or did I miss something? Where did the additional +3 damage come from?

Edited by adrian142
Found answer to question
On 02/09/2017 at 3:41 PM, adrian142 said:

I am trying this scenario, too. Cannot understand how You wiped out the Rougarou with just one attack.

The Rougarou has health 5 and a successful attack dos one damage and using a Kukri adds another damage.
Or did I miss something? Where did the additional +3 damage come from?

You've got me on that. I think that whole campaign run-through was just one series of mistakes after another. I'll be giving this campaign another go after Carcosa comes out (since I want to either try Lola or Akachi before attempting the Carcosa campaign.

The Dunwich Legacy Scenario 1a: Extra Curricular Activities (Standard difficulty, Jenny Barnes Solo Attempt II)

My deck is here: https://arkhamdb.com/deck/view/66947

As usual I started with 5 resources and an opening hand containing Quick Thinking, Searching For Izzie, Sleight of Hand and Switchblade x2. After a mulligan I drew .45 Automatic, Quick Thinking, Sleight of Hand, Switchblade and Unexpected Courage.

Setup for the quest comprised of putting several cards aside and putting Administration Building, Humanities Building, Miskatonic Quad (with Jenny), Orne Library, Science Building and Student Union into play.

Round One began with skipping the Mythos Phase and moving straight to the Investigation Phase, where I paid 4 to play .45 Automatic (with 4 ammo), moved to the Student Union (attaching 2 clues and putting the Dormitories into play) and investigating (3 intellect vs 1 shroud and drawing 0 so claiming a clue).

I ended the round by drawing Beat Cop and gaining 2 resources.

Round Two began with agenda 1a gaining a doom counter before I drew Beyond The Veil and placed it in my threat area.

In the investigation stage 1 investigated (intellect 3 vs 1 shroud, drawing Elder Sign for +3 and gaining the final clue), moved to Miskatonic Quad and moving to the Science Building (adding 1 clue and putting the Alchemy Lab into play).

After skipping the enemy phase I ended the round by drawing Overpower and gaining 2 resources.

Round Three began with agenda 1a gaining a second Doom counter before I drew a Wizard of Yog-Sothoth and put it into play engaged with me.

In the investigation phase I paid 1 ammo from the .45 Automatic and discarded Beat Cop to fight the Wizard of Yog-Sothoth (combat 5 against diffinculty 4, drawing 0 so inflicting 2 damage), paying 1 ammo from the .45 Automatic to fight the Wizard of Yog-Sothoth (combat 4 against difficulty 4, drawing +1 and killing the Wizard of Yog-Sothoth and moving it to the victory display) and investigating (intellect 3 vs shroud 1, drawing -2 so claiming the final clue). This advanced the act to act 1b, which shuffled 'Jazz' Mulligan into the encounter deck.

At the end of the round I drew Contaband and added 2 resources.

Round Four added a third doom counter to agenda 1a before I drew Ancient Evils, and added a fourth Doom counter to agenda 1a.

In the investigation stage I moved to the Administration Building via the Miskatonic Quad (adding 1 clue and putting the Faculty Office into play) before discarding Unexpected Courage and investigating (intellect 5 vs shroud 4, drawing Skull for -1 and claiming the clue).

At the end of the round I drew .41 Derringer and gained 2 resources before Administration Building forced me to discard Sleight of Hand.

Round Five added a fifth doom counter to agenda 1a before I drew Eager For Death (willpower 3 vs difficulty 2, drawing -1 and taking no ill effect).

In the investigation stage I spent 1 clue to discard Terror From Beyond, Visions of Futures Past, Beyond The Veil, 'Jazz' Mulligan and Pushed Into The Beyond. 'Jazz' Mulligan was put into play at the Science Building., parleyed with 'Jazz' (intellect 3 vs difficulty 3, drawing 0 and taking control of him). This advanced the act to act 2b, which spawned The Experiment at the Alchemy Lab and placed the Alchemical Concoction into play under the Alchemy Lab before I moved to the Faculty Offices (adding 2 clues and searching the encounter deck for a Thrall and playing it at the Faculty Office engaged with me).

The Thrall attacked me in the enemy phase, doing 1 damage and 1 horror.

At the end of the round I drew Quick Thinking and added 2 resources.

Round Six began with adding a sixth doom counter to agenda 1a before I drew Offer of Power (opting to take 2 horror ).

In the investigation stage I discarded a ammo from .45 Automatic to fight the Thrall (combat 4 vs difficulty 2, drawing -1 and killing the Thrall), investigated (intellect 3 vs shroud 2, drawing -1 and claiming a clue) and investigated (intellect 3 vs difficulty 2, drawing +1 and claiming another clue). I then spent the clues to complete the quest and move to resolution 1.

At the end of the game I:

Rescued Dr. Warren Rice (Adding him to my deck).

Failed to rescue the students (unfortunately adding a Tablet to the chaos bag).

I also gained 2 VP, which I immediately paid to upgrade on of my Switchblades to the level 2 version.

The Dunwich Legacy Scenario 1: Extra-Curricular Activity (Jenny Barnes Solo on Standard Difficulty, attempt III)

I decided to start the campaign again with Jenny using all the cards from Hour of the Huntress.

My deck was:

Assets

.41 Derringer x2 (Core Set)

Arcane Studies x2 (Core Set)

Fine Clothes x1 (Where Doom Awaits)

Green Man Medallion x1 (Hour Of The Huntress)

Hard Knocks x2 (Core Set)

Jenny's Twin .45s x1 (The Dunwich Legacy)

Leather Coat x1 (Core Set)

Leo De Luca x2 (Core Set)

Lone Wolf x2 (Blood on the Altar)

Pickpocketing x2 (Core Set)

Switchblade x2 (Core Set)

Events

Elusive x2 (Core Set)

Emergency Cache x2 (Core Set)

Lucky! x2 (Core Set)

Sneak Attack x2 (Core Set)

Skills

Perception x2 (Core Set)

Quick Thinking x2 (Undimensioned and Unseen)

Unexpected Courage x2 (Core Set)

Treacheries

Psychosis x1 (Core Set)

Searching for Izzie x1 (The Dunwich Legacy)

Enemy

Sacrificial Beast 1x (Hour Of The Huntress)

As usual I started with 5 resources and a opening hand containing Elusive, Psychosis, Quick Thinking x2 and Unexpected Courage. After taking a mulligan, I was left with Elusive, Jenny's Twin .45's, Perception, Switchblade and Unexpected Courage.

I setup the scenario by putting multiple cards aside and putting the locations into play before starting at Miskatonic Quad.

Round One began with the investigation phase where I paid 1 to play Switchblade, moved to Administration Building (adding 1 clue and putting the Faculty Offices into play) and investigated (drawing Elder Sign (for +4) and claiming the clue) and moving back to the Miskatonic Quad.

With no enemies in play I ended the round by drawing Lucky and adding 2 resources.

Round Two began with adding a first doom counter to agenda 1a and drawing Locked Door (which I added to Administration Building).

In the investigation stage I travelled to Student Union (adding 2 clues and putting the Dormitories into play), investigated (drawing a skull for -1 and still claiming a clue) and investigated (drawing -1 and claiming another clue). This advanced the act and shuffled 'Jazz' Mulligan into the encounter deck.

After skipping the enemy phase I ended the round by drawing Green Man Medallion and adding 2 more resources.

Round Three began with adding a second doom counter to agenda 1a and drawing Beyond The Veil (which was added to my threat area).

In the investigation phase I paid 8 to play Jenny's Twin .45's (with 8 ammo), moved to the Humanities Building (adding 2 clues) and investigating (drawing a tentacle and failing).

At the end of the round I drew Lone Wolf and added 2 resources.

Round Four began with adding a doom counter to agenda 1a and drew Eager For Death (drawing another Tentacle and taking 2 horror ).

In the investigation phase I paid 1 to play Lone Wolf, investigated (drawing 0, succeeding and claiming a clue) and discarding the clue to discard the top 10 cards of the encounter deck, lucking pulling 'Jazz' Mulligan and adding him to the Humanities Building.

At the end of the round I drew Emergency Cache and gained 2 resources before discarding Searching For Izzie (which was added to Faculty Offices) and Lucky!.

Round Five began with adding a fourth doom counter to agenda 1a and drawing Ancient Evils (which added a fifth doom counter to agenda 1a).

In the investigation stage I parley'd with 'Jazz' Mulligan (drawing 0 and taking control of 'Jazz', advancing the act and putting the Alchemy Labs into play with The Experiment on it), moved to Miskatonic Quad and moved to the Administration Building.

At the end of the round I drew Pickpocketing and added 3 resources before discarding Hard Knocks.

Round Six began with adding a sixth doom to agenda 1a and drawing Eager For Death (drawing -1 and just succeeding).

In the investigation phase I moved to the Faculty Office (adding 2 clues and a Thrall and shuffling the encounter deck), paid 1 ammo from the .45's to fight the Thrall (drawing -2, succeeding and killing the Thrall) and investigated the Faculty Offices (drawing 0 and claiming a clue).

At the end of the round I drew Sneak Attack and added 3 resources.

Round Seven began with adding a final doom counter to agenda 1a, advancing the agenda to agenda 2a before I drew Offer of Power (I decided to risk drawing Elusive and .41 Derringer and adding 2 doom to agenda 2a).

I investigated by using 2 actions to investigate Searching For Izzie (drawing Unexpected Courage for +2 and drawing -1, thus succeeding and discarding Searching For Izzie), investigating the Faculty Offices (discarding Green Man Medallion for +2 and drawing -1 so claiming the second clue). I opted to pay the two clues and move to resolution 1, which added:

  • I rescued Protessor Warren Rice (adding him to my deck).

  • I failed to rescue the students (adding a Tablet to my chaos bag).

  • I gained 1 XP.

The Dunwich Legacy Scenario: The House Always Wins (Two-player campaign: scenario 1)

For this game I used the following decks:

https://arkhamdb.com/deck/view/111499

https://arkhamdb.com/deck/view/111504

Mark Harrigan started with 5 resources and a opening hand containing .45 Automatic, Dynamite Blast, Prepared For The Worst, Sneak Attack and Waylay.

Minh Thi Phan started with 5 resources and a opening hand containing Analytical Mind, Dr. Milan Christopher, Leather Coat, Old Book of Lore and Resourceful.

I setup the scenario by putting multiple cards aside, putting La Bella Luna (with 2 clues), Clover Club Cardroom, Clover Club Bar and Clover Club Lounge into play, putting the Clover Club Pit Boss into play at the Clover Club Lounge before shuffling rthe encounter deck. Both of my investigators started at La Bella Luna.

Round One began with the investigation phase where Mark paid 4 to play . 45 Automatic (adding 4 ammo), moved to Clover Club Lounge and moved to Clover Club Cardromm . Minh played Leather Coat, paid 4 to play Dr. Milan Christopher and investigated (base: 5, diff: 2, draw: -1 so succeeded, claimed a clue and gained a resource).

In the enemy phase the Clover Club Pit Boss moved to La Bella Luna.

At the end of the round Mark drew Overpower and Minh drew Unexpected Courage before both investigators gained a resource.

Round Two began with agenda 1a gaining a doom token before Mark drew Twist Of Fate (drawing -3 so taking 1 damage) and Minh drew Arousing Suspicions (adding 1 doom token to Clover Club Pit Boss).

In the investigation phase Mark paid 2 resources to activate the ability on Clover Club Cardroom (drawing Elder Sign and gaining 2 resources and 2 clues) and paid 2 resources to reapeat the proceedure (drawing -4 and claiming 2 clues) before Minh moved to Clover Club Lounge, then moved to Clover Club Cardroom before paying 2 to trigger the Cardrooms effect (drawing -4 and claiming 2 clues).

In the enemy phase the Clover Club Pit Boss moved to the Clover Club Lounge.

At the end of the round Mark drew Heroic Rescue and Minh drew Peter Silvestre and both investigaors gained 1 resource.

Round Three began with agenda 1a gaining another doom token before Mark drew Mobster (adding him to the Clover Club Cardroom) and Minh drew Cursed Luck (adding it to her threat area).

In the investigation phase Mark gained 1 resource, paid 2 to trigger the Cardroom (drawing -4 and claiming 2 clues, then paying 5 clues from Mark and 3 from Minh to advance the act, putting Darkened Hall into play and discarding cards until I added a O'Bannion's Thug to the Darkened Hall) and moved to the Darkened Hall (putting the three Back Hall Doorways into play) before Minh travelled to the Darkened Hall, then onto one of the Back Hall Doorways (flipping it to VIP Area and adding 2 clues) and investigating (drawing 0 and claiming a clue).

In the enemy phase the Clover Club Pit Boss moved to the Clover Club Cardroom.

At the end of the round Mark drew Beat Cop and gained 1 resource.

Round Four began with agenda 1a gaining a final doom token and advancing (removing all doom tokens, shuffling the encounter discard pile into the encounter deck and advancing to agenda 2a) before Mark drew Cursed Luck (adding it to his threat area) and Minh drew Something In The Drinks (which did nothing) and O'Bannion's Thug (which engaged Minh).

In the investigation phase Mark engaged the O'Bannion's Thug, paid 1 ammo from .45 Automatic to fight him (drawing +1 and doing 2 damage, killing rhe Thug and discarding Cursed Luck) before moving to the VIP Area. Minh attacked the O'Bannion's Thug engaged with her (discarding Unexpected Courage for +3 and drawing +0 and doing 1 damage), attacked the O'Bannion's Thug again (Mark discarded Overpower for +3 before I drew Elder Sign for +1 and killed the Thug before returning Overpower to Mark's hand) and investigated (drawing +1 and claiming a clue).

In the enemy phase the Clover Club Pit Boss moved to the Darkened Hall.

Round Five began with agenda 1a gaining a doom token before Mark drew Arousing Suspicions (which removed Mark's resources) and Minh drew another Arousing Suspicions (which removed her resources).

With everyone a lot poorer Mark gained 1 resource, paid 1 to play Prepared For The Worst (adding .45 Automatic to hand and shuffling his deck) and drew Unexpected Courage. Minh gained 3 resources.

In the enemy phase the Clover Club Pit Boss moved to the VIP Area and engaged Mark Harrigan before attacking Mark, doing 2 damage.

Round Six began with agenda 2a gaining another doom token before Mark drew Twist Of Fatte (drawing a Cultist and taken 2 horror ) and Minh drew a second Cursed Luck (adding it to her threat area).

Mark paid 1 ammo from the .45 to fight the Pit Boss (drawing +1 and doing 2 damage), paid another ammo to fight the Pit Boss (drawing 0 and killing the Pit Boss and adding it to the victory display) before drawing Shell Shock (which inflicted another horror). Minh paid 3 to play Analytical Mind, drew Enquiring Mind and gained 1 resource.

Round Seven began with agenda 2a gaining a final doom token, advaning it (adding a Conglomeration of Spheres to the Clover Club Lounge and shuffling more cards into the encounter deck and removed La Bella Luna from play) before Mark drew Twist Of Fate (drawing -1 and taking 1 more damage) and Minh drew Dissonant Voices (adding it to her threat area).

In the investigation phase Mark moved to the Darkened Hall, then to another Back Hall Doorway (flipping it to the Art Gallery and adding 2 clues) before investigating (drawing 0 and claiming a clue). Minh drew Lucky, I've Got A Plan and Unexpected Courage.

In the enemy phase the Conglomeration of Spheres moved to the Clover Club Cardroom.

At the end of the round Mark drew Prepared For The Worst and gained 1 resource.

Round Eight began with agenda 3a gaining a doom token before Mark drew Arousing Suspicions (removing Mark's resources) and Minh drew Something In The Drink, which surged to Frozen In Fear (which joined the high number of cards in Minh's threat area).

In the investigation phase Mark moved to the Darkened Hall, then the VIP Area where I paid 2 clues each from Mark and Minh to advance the act , adding Dr. Francis Morgan to the VIP area before parleying with Dr. Francis Morgan (discarding Unpexpected Courage for +2 before drawing Elder Sign for +4 and placing a clue on Dr. Francis Morgan). Minh Parley'd with Dr. Francis Morgan (discarding Unexpected Courage for +2 and drawing 0 so succeeding, discarding both Cursed Lucks and adding a clue to Dr. Francis Morgan), parley'd again (drawing -1 and succeeding, adding a clue to Dr. Francis Morgan and putting him into play under her control).

In the enemy phase the Conglomeration of Spheres ate the Mobster in the Clover Club Cardroom before moving to the Darkened Hall.

Round Nine began with agenda 3a gaining a doom counter before Mark drew Twist Of Fate (drawing +1 and taking no ill-effects) and Minh drew Arousing Suspicion (removing 2 resources).

Mark moved to the Darkened Hall, then to the last Back Hall Doorway (taking a attack from the Conglomeration of Spheres for 1 health and 1 sanity and flipping Sophie) and Flipping it to the Back Alley (with 2 clues) before resigning. Minh moved to the Darkened Hall, then to the last Back Hall Doorway (taking a attack from the Conglomeration of Spheres for 1 health and 1 sanity before resigning.

Since both of my investigators had resigned while Minh had Dr. Francis Morgan attached I moved to resolution 2 which noted that:

  • The O'Bannion Gang has a bone to pick with the investigators.

  • The investigators rescued Dr. Francis Morgan (Minh took control of him).

  • The investigators each gained 2 XP.

The Dunwich Legacy: Extra-Curricular Activity (Two-player campaign: scenario 2)

For this game I used the following decks:

https://arkhamdb.com/deck/view/111593

https://arkhamdb.com/deck/view/111591

The campaign log (so far) contains:

  • The O'Bannion Gang has a bone to pick with the investigators.

  • The investigators rescued Dr. Francis Morgan (Minh took control of him).

  • The investigators have each gained 2 XP.

Mark Harrigan started with 5 resources and a post-mulligan opening hand containing Brother Xavier, First Aid, Physical Training, Prepared For The Worst and Sneak Attack.

Minh Thi Phan started with 5 resources and a post-mulligan opening hand containing Art Student, Emergency Cache, In The Know, No Stone Unturned and Old Book of Lore.

I setup the scenario by putting multiple cards aside, put Miskatonic Quad (with both investigators), Student Union, Science Building, Orne Library, Humanities Building and Administration Building into play and shuffling the encounter deck.

Round One began with the investigation phase where Mark Paid 1 to play Prepared For The Worst (drawing The Home Front, Brother Xavier, Trench Knife, Heroic Rescue, Sneak Attack, Dynamite Blast, First Aid, True Grit and Paranoia, putting Trench Knife into play and shuffling the rest back into his deck), paid 1 to play Trench Knife and drew Emergency Aid. Minh paid 2 to play No Stone Unturned (drawing “I've Got A Plan!”, Magnifying Glass, Dr. Milan Christopher, Unexpected Courage, Art Student and Inquiring Mind, adding Dr. Milan Christopher to her hand and shuffling the rest back into her deck), gained 1 resource and paid 4 to play Dr. Milan Christopher.

At the end of the round Mark drew Unexpected Courage and Minh drew Rabbit's Foot before each investigator gained a resource.

Round Two began with agenda 1a gaining a doom token before Mark drew Ancient Evils (adding another doom token to agenda 1a) and Minh drew another Ancient Evils (adding a third doom token to agenda 1a).

With a whole lot less time to deal with the situation Mark moved to the Science Building (adding 2 clues and putting the Alchemy Labs into play), investigated (drawing -2, failing and taking 1 damage but drawing Brother Xavier) and investigated (drawing +1, passing a claiming a clue). Minh travelled to the Administration Building (adding 2 clues and putting the Faculty Offices into play), investigated (drawing 0, passing and claiming a clue) and investigated (drawing Elder Sign for +1, passing and claiming a clue).

At the end of the round Mark drew .45 Automatic, Minh drew Rabbit's Foot, each investigator gained a resource and Minh discarded Inquiring Mind (thanks to the Administration Building).

Round Three began with agenda 1a gaining a fourth doom token before Mark drew Pushed Into The Beyond (shuffling the Trench Knife into his deck, shuffling it and discarding “If It Bleeds...”, True Grit and Sneak Attack) and Minh drew Whipoorwill (adding it to the Administration Building).

Mark investigated (drawing 0, passing and claiming a clue) moved to the Miskatonic Quad and onto the Student Union (adding 2 clues).

Minh moved to the Miskatonic Quad and onto the Student Union then investigated (drawing -1, passing and gaining a clue as well as a resource).

In the enemy phase the Whipoorwill moved to the Miskatonic Quad.

At the end of the round Mark drew Paranoia (discarding all of his resources) and Minh drew Knife before both investigators gained a resource.

Round Four began with agenda 1a gaining a fifth doom token before Mark drew a Yithian Observer (putting it into play engaged with Mark) and Minh drew a Thrall (putting it into play engaged with Minh).

With the situation looking kinda bad Mark fought the Yithian Observer (drawing 0 and doing 1 damage), fought the Yithian Observer (drawing -2 and failing) and fought the Yithin Observer (drawing -1, passing and doing another damage). Minh fought the Thrall (drawing Tentacle, failing and taking 1 damage and 1 horror), fought the Thrall (discarding Rabbit's Foot for +2, drawing -4, failing and taking another damage and horror) and attempted to fight the Thrall (drawing 0, finally succeding and doing 1 damage).

In the enemy phase the Whipoorwill moved to the Student Union (nerfing the investigators), the Yithian Observer attacked Mark, doing 1 damage and 1 horror (Mark drew Overpower) and the Thrall attacked Minh (doing another damage and horror).

With the situation getting worse and worse the turn ended with Mark drawing Physical Training, Minh drawing Peter Sylvestre and both investigators gaining a resource.

Round Five began with agenda 1a gaining a sixth doom token before Mark drew another Thrall (which engaged Mark) and Minh drew Terror From Beyond (discarding Emergency Cache from Minh and Sneak Attack and Emergency Aid from Mark).

Mark fought the Yithian Observer (drawing +1, succeeding and doing another damage), fought the Yithian Observer (drawing -1 and failed) and fought the Yithian Observer (discarding Overpower for +3, drawing -4 and failing). Minh fought her Thrall (drawing -4 and failing, taking 1 damage and 1 horror), fought the Thrall (drawing -3, failing and taking more damage and horror) and fought the Thrall (discarding Unexpected Courage for +3, drawing -4 and taking more damage and horror).

In the enemy phase each Thrall inflicted one damage and one horror onto each hero, defeating Minh and leaving Mark in a somewhat perilous state.

At the end of the round Mark drew Unexpected Courage and gained a resource.

Round Six added a final doom token to agenda 1a, advancing the agenda (Mark gained another horror, the Dormitories were put into play and the Experiment was added to the Science Building) before Mark drew Eager For Death (with 2 willpower against 5 difficulty I discarded 2 copies of Unexpected Courage for +4 then drew a tentacle, failing the test and taking another 2 horror, defeating Mark).

With both investigators defeated the campaign log was:

  • Professor Warren Rice was kidnapped.

  • Failed to rescue the students (adding a tablet to the chaos bag).

  • Each investigator gained another xp.

  • Rescued Dr. Henry Armitage (adding it to Mark's deck).

  • Mark took 1 physical trauma.

  • Minh took 1 mental trauma.

The Dunwich Legacy: The Miskatonic Museum (Two-player campaign: scenario 3)

For this game I used the following decks:

https://arkhamdb.com/deck/edit/112334

https://arkhamdb.com/deck/view/112341

The campaign log (so far) contains:

  • Failed to rescue the students.

  • Mark took 1 physical trauma.

  • Minh took 1 mental trauma.

  • Professor Warren Rice was kidnapped.

  • Rescued Dr. Francis Morgan.

  • Rescued Dr. Henry Armitage.

  • The O'Bannion Gang has a bone to pick with the investigators.

Mark Harrigan started with 5 resources, 1 wound and a post-mulligan opening hand containing Emergency Aid, First Aid, Heroic Rescue, Trench Knife and True Grit.

Minh Thi Phan started with 5 resources, 1 horror and a opening hand containing Art Student, Dr. Milan Christopher, Emergency Cache, In The Know and Knife.

I setup the scenario by putting multiple cards aside, putting Museum Entrance (with 2 resources and each investigator), Museum Halls, Administrative Office and Security Office into play, created the Exhibit deck and shuffling the encounter deck.

Round One began with the investigation phase where Mark paid 1 to play Trench Knife, triggered the ability on Museum Halls (drawing 0, succeeding and advancing the act, revealing the Museum Halls and moving to act 2a) and moved to Museum Halls. Minh investigated (drawing Elder Sign for +1, succeeding and claiming a clue), investigated (drawing 0, succeeding and claiming the final clue) and moved to Museum Halls.

At rounds end Mark drew Dr. Henry Armitage, Minh drew Inquiring Mind and both investigators gained a resource.

Round Two began with agenda 1a gaining a first doom token before Mark drew Visions of Futures Past (drawing 0 and discarding .45 Automatic, Unexpected Courage and The Home Front) and Minh drew Cursed Luck (adding it to her threat area).

Mark paid 3 to play True Grit, moved to the Security Office (adding 2 clues) and investigated (drawing +1 and claiming a clue).

Minh paid 2 clues to put the top Exhibit Hall card into play, moved to the Exhibit Hall (flipping it to Hall of the Dead and adding 4 clues) and paid 4 to play Dr. Milan Christopher.

At the end of the round Mark drew Sneak Attack, Minh drew Old Book of Lore and each investigator gained a resource.

Round Three began with agenda 1a gaining a second doom token before Mark drew Cursed Luck (adding it to his threat area) and Minh drew Pushed Into The Beyond (shuffling Dr. Milan Christopher back into her deck and discarding No Stone Unturned, The King In Yellow (adding it to her threat area) and Analytical Mind).

Mark investigated (discarding Dr. Henry Armitage for +2 and drawing +1, succeeding, claiming a clue and discarding Cursed Luck), moved to Museum Halls and paid 2 clues to put the next Exhibit Halls into play.

Minh investigated (drawing -3, failing and taking another horror), investigated (drawing +1, succeeding and claiming a clue) and investigated (drawing -1, failing and taking another horrror).

At the end of the round Mark drew .45 Automatic, Minh drew Peter Sylvestre and both investigators gained a resource.

Round Four began with agenda 1a gaining a third doom token before Mark drew Crypt Chill (drawing +1, succeeding and taking no damage) and Minh drew Terror From Beyond (choosing Event so Mark discarded Sneak Attack, Emergency Aid and Heroic Rescue and Minh discarded Emergency Cache).

Mark paid 4 to play .45 Automatic (adding 4 ammo), moved to the Exhibit Hall (flipping it to Medusa Exhibit and adding 2 clues) and moving back to the Museum Hall.

Minh paid 3 to play Peter Sylvestre, investigated (drawing Elder Sign for +1 and claiming a clue) and moved back to the Museum Halls.

At the end of the round Mark drew “If It Bleeds..”, Minh drew Magnifying Glass and each investigator gained a resource.

Round Five began with agenda 1a gaining a fourth doom token before Mark drew Arcane Barrier (placing it on the Museum Halls) and Minh drew a second Arcane Barrier (adding it to the Museum Halls).

Minh attempted the first Arcane Barrier (drawing elder sign for +1 and discarding the Barrier), attempted the second Arcane Barrier (drawing 0 and discarding the Barrier) and paid 2 clues to put the next Exhibit Halls into play.

At the end of the round Mark drew “If It Bleeds..”, Minh drew Rabbit's Foot and each investigator gained a resource.

Round Six began with agenda 1a gaining a final doom token, advancing the agenda (putting Hunting Horror into play with Shadow-Spawned attached to the Museum Halls engaged with Mark and shuffling the encounter discard pile into the encounter deck) before Mark drew Terror From Beyond (selecting Skill so Minh discarded Inquiring Mind) and Minh drew Obscuring Fog (adding it to the Museum Halls).

Mark paid 1 ammo from the .45 Automatic to fight the Hunting Horror (drawing -1, succeeding and doing 2 damage), used the Trench Knife to fight the Hunting Horror (drawing -1, succeeding and doing 1 damage, killing it. Mark paid 1 to play “If It Bleeds..” and remove 1 threat from each investigator) and moved to the Exhibit Hall (flipping it to Egyptian Exhibit and adding 4 clues).

Minh moved to the Medusa Exhibit, investigated (drawing -2, succeeding and claiming a clue) and investigated (drawing elder sign for +1 and claiming the final clue).

At the end of the round Mark drew Heroic Rescue, Minh drew Inquiring Mind and each investigator gained a resource.

Round Seven began with agenda 2a gaining a doom token before Mark drew Passage Into The Void (drawing -3 so Mark added 1 damage to True Grit and drew Dynamite Blast) before Minh drew Passage Into the Void (drawing 0 and taking no damage).

Mark paid 2 to play First Aid (adding 3 supplies), gained a resource and moved to the Museum Halls.

Minh moved to the Museum Halls, paid 2 clues to put a new Exhibit Hall into play and moved there (flipping it to the Restricted Hall, adding 4 clues before advancing the act, attaching Harold Walsted to Minh and putting the Hunting Horror (with Shadow Spawned) into the Restricted Hall).

Mark moved to the Restricted Hall, engaged the Hunting Horror and paid 1 ammo from the .45 Automatic to fight the Hunting Horror (drawing -1 and doing 2 damage).

The Hunting Horror attacked Mark, doing 1 damage and 1 horror (Mark drew Paranoia and discarded all his resources).

At the end of the round Mark drew Trench Knife, Minh drew Leather Coat and each investigator gained a resource.

Round Eight began with agenda 2a gaining a second doom token before Mark drew Beyond The Veil (adding it to his threat area), which surged to Crypt Chill (drawing -1, failing and adding 2 damage to True Grit, discarding it and drawing Overpower) and Minh drew Pushed Into The Beyond (shuffling Peter Sylvestre into her deck and discarding Dr. Milan Christopher, Art Student and Peter Sylvestre (which inflicted 2 horror onto Minh).

Mark paid 1 ammo to fight the Hunting Horror with the .45 Automatic (drawing -1 and killing the Hunting Horror), investigated (drawing Elder Sign for +1 and claiming a clue) and investigated (drawing +1 and claiming a clue).

Minh investigated (drawing +1 and claiming a clue), investigated (drawing -1 and claiming the final clue). This advanced the act and ended the quest.

I was left with the choice of either or not to destroy the Necronomicon. After due consideration I decided to destroy it.

The campaign log was ammended with:

  • The investigators destroyed the Necronomicon.

  • Each investigator gained 2 XP.

The Dunwich Legacy: The House Always Wins (Roland Banks solo, Standard difficulty).

For this game I used the following deck: https://arkhamdb.com/deck/edit/119427

As usual, I started with 5 resources and (after a mulligan) a hand containing Dodge, First Aid, Machete, Magnifying Glass and Physical Training.

In order to set up the scenario I put aside a load of cards, put La Bella Luna (with 1 clue and Roland starting there), added the Clover Club Pit Boss to the Clover Club Loungs and shuffled the encounter deck.

Round One started with the investigation phase, where I paid 3 to play Machete, paid 1 to play Magnifying Glass, investigated (drawing -1 from base 4 and successfully gaining a clue) and moved to the Clover Club Lounge.

In the enemy phase nothing happens.

At the end of the round I gained a resource and drew another Magnifying Glass.

Round Two began with agenda 1a gaining a first doom counter before I drew Cursed Luck, adding it to my threat area.

In the investigation phase I moved to the Clover Club Cardroom, paid 2 resources to trigger the ability on Clover Club Cardroom (drawing 0 and gaining 2 clues) and added 1 resource.

In the enemy phase the Clover Club Pit Boss moved to the Clover Club Cardroom.

At the end of the round I added a resource and drew Roland's .38 Special.

Round Three began with agenda 1a gaining a second doom counter before I drew Twist Of Fate (drawing -2 and taking 1 damage).

In the investigation phase I moved to the Clover Club Bar, paid 2 resources to gain 2 clues (remembering I took a drink I immediately paid 4 clues to advance the act and put the Darkened Hall into play and discarded cards until I put O'Bannion's Thug into play at the Darkened Hall) and moved back to the Clover Club Cardroom.

In the enemy phase nothing happened.

At the end of the round I gained a resource and drew “If It Bleeds..”.

Round Four began with adding a third doom counter to agenda 1a before I drew Swarm of Rats and placed it into play engaged with me.

In the investigation phase I triggered the Machete to fight the Swarm of Rats (drawing -2 but still succeeding in killing the Swarm and discarding Cursed Luck), moved to the Darkened Hall (putting the three Back Hall Doorways into play).

In the enemy phase I moved the Clover Club Pit Boss to the Darkened Hall.

At the end of the round I gained a resource and drew Perception.

Round Five began with agenda 1a gaining a final doom counter (advancing the agenda and shuffling the encounter discrd pile into the encounter deck) before I drew Twist Of Fate (drawing +1 and avoiding any ill-effects).

In the investigation phase I engaged the Clover Club Pit Boss (taking 2 wounds from the O'Bannion's Thug), fought the Pit Boss with the Machete (drawing 0 and doing 2 damage to the Pit Boss) before fighting the Pit Boss with the Machete (drawing -1 and killing the Pit Boss, adding him to the victory display).

At the end of the round I gained a resource and drew Prepared For The Worst.

Round Six began with agenda 2a gaining a first doom counter before I drew Cursed Luck, adding it to my threat area.

In the investigation phase I engaged the O'Bannion's Thug (taking another 2 wounds) and used the Machete to fight the O'Bannion's Thug (drawing Elder Sign and killing the Thug) before moving to one of the Back Hall Doors (flipping it to the VIP Area and adding a clue).

Round Seven began with agenda 2a gaining a second doom counter before drawing Hunted Down, which surged to Twist Of Fate (I drew +1 and dodge any ill-effect).

In the investigation phase I paid 2 to play First Aid (with 3 supplies) and paid 2 supplies from First Aid to heal 2 wounds.

Round Eight began with agenda 2a gaining a final doom counter (advancing the agenda, spawning a Servant of the Lurker at the Clover Club Lounge and shuffling the encounter discard pile and a lot of other cards into the encounter deck and removing La Bella Luna from play) before drawing Dissonant Voices and adding it to my threat area.

In the investigation phase I investigated (drawing 0 and claiming a clue), moved to Darkened Hall and moved to another Darkened Hall (flipping it to Art Gallery and adding another clue).

In the enemy phase I moved the Servant of the Lurker to the Clover Club Cardroom.

At the end of the round I gained a resource and drew Emergency Cache before discarding Dissonant Voices.

Round Nine began with agenda 3a gaining a first doom counter before I drew Rotting Remains (drawing 0 and taking no ill-effects).

In the investigation phase I investigated (drawing -2 and gaining the resource), moving to Darkened Hall and moving to VIP Area and advancing the act (putting Dr. Francis Morgan into play at the VIP Area).

During the enemy phase the Servant of the Lurker moved to the Darkened Hall.

I ended the round by gaining a resource and drawing Fieldwork.

Round Ten began with agenda 3a gaining a second doom counter before I drew another Rotting Remains (drawing -1 and taking 1 horror).

In the investigation phase I parley'd with Dr. Francis Morgan (drawing 0 and adding a clue to Dr. Francis Morgan and taking control of him), paid 3 to discard Magnifying Glass and play Roland's .38 Special (with 4 ammo) and used 1 supply from First Aid to heal 1 damage, discarding the First Aid.

In the enemy phase the Servant of the Lurker moved to VIP Area, engaged me and attacked, doing 1 damage and 1 horror.

Round Eleven began with agenda 3a gaining a third doom counter before I drew Dissonant Voices, adding it to my threat area.

In the investigation phase I paid 1 ammo from Roland's .38 Special (drawing 0 and doing 2 damage), paid 1 ammo from Roland's .38 Special (drawing -1 and doing 2 damage) and paid 1 ammo from Roland's .38 Special (-1 and killing the Servant of the Lurker and sending it to the victory display).

At the end of the round I discarded Dissonant Voices.

Round Twelve began with agenda 3a gaining a fourth doom counter before I drew Cursed Luck, adding it to my threat area.

In the investigation phase I moved to the Darkened Hall, moved to the last Back Hall Doorway (flipping it to the Back Alley and adding 1 clue) before I resigned, moving to Resolution 2.

in the campaign log I noted that:

  • The O'Bannion Gang has a bone to pick with me.

  • I rescued Dr. Francis Morgan (adding him to my deck).

  • I gained 4 XP, then paid those XP to replace the .45 Automatics in my deck with 2 copies of .45 Automatic**.

The Dunwich Legacy Scenario II: Extra-Curricular Activity (Roland Banks solo, Standard difficulty).

For this game I used the following deck: https://arkhamdb.com/deck/view/119477

My campaign log showed that:

  • I had gained 4 total XP and spent all 4.

  • I rescued Dr. Francis Morgan (adding him to my deck).

  • The O'Bannion Gang has a bone to pick with me.

As usual, I started with 5 resources and (after a mulligan) a hand containing “If It Bleeds..”, Emergency Cache, Perception, Roland's .38 Special and Unexpected Courage.

In order to set up the scenario I put aside a number of cards and put the Miskatonic Quad (with Roland starting there), Orne Library, Humanities Building, Student Union, Science Building and Administration Building into play and shuffled the encounter deck.

Round One began with the investigation phase where I paid 3 to play Roland's .38 Special (with 4 ammo), moved to the Administration Building (adding 1 clue and putting the Faculty Offices into play) and investigated (drawing -2 and failing).

With no enemies in play I moved to the end of the round, where I gained a resource and drew First Aid before I discarded “If It Bleeds..”.

Round Two began with agenda 1a gaining a first doom counter before I drew Eager For Death (drawing -1 and suffering no ill-effects).

In the investigation phase I moved to the Miskatonic Quad, moved to the Student Union (adding 2 clues and putting the Dormitories into play) and investigated (drawing -1 and claiming a clue).

With no enemies in play I ended the round by gaining a resource and drawing Bandolier.

Round Three began with agenda 1a gaining a second doom counter before I drew Visions of Futures Past (drawing Skull and discarding Physical Training, Machete, Dodge, Emergency Cache, Cover Up (which was added to my threat area with 3 clues attached) and Overzealous (which forced me to draw Whipoorwill (I put it on Student Union), which surged to Light of Alforgomon, which was attached to act 1a).

In the investigation phase I investigated (drawing -1 and discarding a clue from Cover Up), investigated (drawing Skull for -1, succeeding and discarding a clue from Cover Up) and investigated (drawing -1 and discarding the final clue from Cover Up).

At the end of the round I drew Prepared For The Worst and gained a resource.

Round Four began with agenda 1a gaining a third doom counter before I drew Terror From Beyond (discarding Perception and Unexpected Courage).

In the investigation phase I moved to the Miskatonic Quad, moved to the Science Building (adding 1 clue and putting the Alchemy Labs into play) and investigated (drawing -1 and claiming the clue).

In the enemy phase the Whipoorwill moved to the Miskatonic Quad.

At the end of the round I gained a resource and drew Dr. Francis Morgan.

Round Five began with agenda 1a gaining fourth doom counter before I drew Visions of Futures Past (drawing +1 and discarding Beat Cop).

In the investigation phase I moved to Miskatonic Quad then onto Student Union before investigating (drawing Elder Sign for +1 and claiming the clue. This advanced the act, discarding Light of Alforgomon and shuffling “Jazz” Mulligan and the encounter discard pile into the encounter deck).

In the enemy phase the Wipoorwill moved to the Student Union.

At the end of the round I gained a resource and drew .45 Automatic.

Round Six began with agenda 1a gaining a fifth doom counter before I drew Beyond The Veil (adding it to my threat area), which surged to “Jazz” Mulligan, putting it into play at the Student Union.

In the investigation phase I engaged the Whipoorwill, fought the Whipoorwill (drawing 0 and killing the Whipoorwill) and parley'd (discarding Prepared For The Worst and drawing -1 so taking control of “Jazz” Mulligan. This advanced the act, spawning The Experiment at the Alchemy Labs and putting the Alchemical Concoction into play under the Alchemy Labs).

At the end of the round I gained a resource and drew Bandolier.

Round Seven began with agenda 1a gaining a sixth doom counter before I drew Ancient Evils, which added another doom counter to agenda 1a, advancing it, forcing me to take 2 horror and moving the Experiment to the Science Building.

In the investigation phase I moved to the Miskatonic Quad, moved to the Student Union and moved to the Dormitories (adding 3 clues).

At the end of the round I gained a resource and drew First Aid.

Round Eight began with agenda 3a gaining a doom counter before I drew Yithian Observer, adding it to my threat area.

In the investigation phase I paid 1 from Roland's .38 Special to fight the Observer (drawing -1 and doing 2 damage), paid 1 from Roland's .38 Special to fight the Observer (drawing Skull for -1 but succeeding in killing the Observer, adding it to the victory display and claiming a clue) and investigated (drawing 0 and claiming another resource).

At the end of the round I gained another resource and drew Prepared For The Worst.

Round Nine began with agenda 3a gaining a second doom counter, removing all doom counters and moving the Experiment to Miskatonic Quad before I drew Ancient Evils and added another doom counter.

In the investigation phase I investigated (drawing 0 and claiming the final clue,spending them and moving to Resolution 2, which noted that:

  • Professor Warren Rice was kidnapped.

  • The students were rescued.

  • I rescued Dr. Henry Armitage.

  • I earned 2 XP.

Hm, I am not allowed to see your deck.

I forgot to publish it, my bad. Anyway, carrying on..

The Dunwich Legacy Scenario III: The Miskatonic Museum (Roland Banks solo, Standard difficulty).

For this game I used the following deck: https://arkhamdb.com/decklist/view/4787/roland-banks-dunwich-campaign-solo-1.0

My campaign log showed that:

  • I rescued Dr. Francis Morgan.

  • I rescued Dr. Henry Armitage.

  • Professor Warren Rice was kidnapped.

  • The O'Bannion Gang has a bone to pick with me.

  • The students were rescued.

  • I have earned a total of 6 XP, and have paid 4.

As usual, I started with 5 resources and a hand (after a mulligan) containing .45 Automatic**, Fieldwork, Machete, Physical Training and Roland's .38 Special.

In order to set up the scenario I put aside a number of cards, put Museum Entrance (with 2 clues and Roland there), Museum Halls, Security Office and Administration Office into play, assembled the Exhibit deck and shuffled the encounter deck.

Round One began with the investigation phase where I paid 4 to play .45 Automatic (adding 4 ammo), investigated [drawing Elder Sign for +2 and claiming a clue] and investigated [drawing 0 and claiming the final clue, paying the clues and advancing the act, taking control of Adam Lynch and flipping Museum Halls).

At the end of the round I gained a resource and drew Hyperawareness.

Round Two began with adding a doom counter to agenda 1a before I drew Twist Of Fate [drawing -4 and taking 1 damage].

In the investigation phase I moved to the Museum Halls, moved to the Security Office (adding 2 clues) and investigated [drawing 0 and claiming a clue].

At the end of the round I gained a resource and drew Magnifying Glass.

Round Three began with adding a doom counter to agenda 1a before I drew Passage Into The Veil [drawing 0 and avoiding any ill-effects].

In the investigation phase I paid 1 to play Magnifying Glass, investigated [drawing -1 and claiming the final clue] and moved to the Museum Halls.

At the end of the round I gained a resource and drew Machete.

Round Four began with adding a doom counter to agenda 1a before I drew Terror From Beyond (I opted to discard all Events and discarded nothing since my hand is all Assets).

In the investigation phase I paid 2 clues to reveal the top two cards of the Exhibit deck, Athabaskan Exhibit and Egyptian Exhibit (adding 2 clues) before moving to the Egyptian Exhibit.

At the end of the round I added a resource and drew Emergency Cache.

Round Five began with adding another doom counter to agenda 1a before I drew Locked Door and put it on Egyptian Exhibit.

In the investigation phase I tried to break down the Locked Door [drawing +1 and discarding Locked Door], investigated [drawing Elder Sign for +2 and claiming a clue] and investigated [drawing 0 and claiming the final clue].

At the end of the round I gained another resource and drew another Hyperawareness.

Round Six began with agenda 1a gaining a fifth doom counter before I drew Obscuring Fog, adding it to Egyptian Exhibit.

In the investigation phase I moved to Museum Halls and paid 2 clues to reveal the top 2 cards of the Exhibit deck, Medusa Exhibit (adding 1 clue) and Restricted Area (adding 2 clues).

At the end of the round I gained a resource and drew Bandolier before discarding a Hyperawareness.

Round Seven began with agenda 1a gaining another doom counter before I drew Twist Of Fate [drawing -1 and taking a damage].

In the investigation phase I moved to the Restricted Exhibit (advancing the act and putting the Hunting Horror into play engaged with me and with Shadow-Spawned attached), paid 1 ammo from the .45 Automatic** to fight the Hunting Horror [drawing a Skull for -3 and, thanks to the bonuses from the .45 succeeding and doing 2 damage] and paid 1 ammo from the .45 Automatic** to fight the Hunting Horror [drawing -1 and doing 2 damage, killing the Hunting Horror].

At the end of the round I gained a resource and drew Prepared For The Worst.

Round Eight began with adding a final doom counter to agenda 1a (advancing the agenda and spawning the Hunting Horror and Shadow-Spawned (with 1 resource) in the Museum Halls before shuffling the encounter discard pile into the encounter deck.

Faced with the option of fighting the Hunting Horror again I decided to investigate [drawing Skull for -1 but succeeding and claiming a clue] and investigated [drawing -1 and succeeding and claiming the final clue].

This advanced the act and left me with the choice of either or not to destroy the Necronomicon. After considering what Roland would do I went against my better judgement and decided not to.

I added the following to the campaign log.

  • I took custody of the Necronomicon (adding a Elder Horror token to the chaos bag.

  • I gained 2 XP.

The Dunwich Legacy Side-Story: The Curse of the Rougarou (Roland Banks solo, Standard difficulty).

For this game I used the following deck: https://arkhamdb.com/decklist/view/4787/roland-banks-dunwich-campaign-solo-1.0

My campaign log showed that:

  • I rescued Dr. Francis Morgan.

  • I rescued Dr. Henry Armitage.

  • I took custody of the Necronomicon.

  • Professor Warren Rice was kidnapped.

  • The O'Bannion Gang has a bone to pick with me.

  • The students were rescued.

  • I have earned a total of 8 XP, and have paid 4.

I opted to pay 1 of my experience to attempt the Curse of the Rougarou.

As usual, I started with 5 resources and a hand (after a mulligan) containing Bandolier, First Aid, Machete, Phyisical Training and Unexpected Courage.

In order to set up the scenario I put aside a large number of cards, randomly removed the Unhallowed locations from play, put the New Orleans locations into play (with Roland at Cursed Shores) and shuffled the encounter deck.

Round One began with the investigation phase, where I:

  • Paid 3 to play Machete.

  • Moved to Garden District (discarding a Unexpected Courage).

  • Travelled to Broadmoor (adding 1 clue).

At the end of the round I gained a resource and drew Unexpected Courage.

Round Two began with agenda 1a gaining a doom counter before I drew Spectral Mist and added it to Cursed Shores.

In the investigation phase I:

  • Investigated (drawing 0 and claiming the clue).

  • Moved to Cursed Shores (paying the clue to advance the act, putting Lady Esprit into play at Cursed Shores, putting all put-aside locations into play and put the Rougarou into play at a Riverside and shuffled the Curse of the Rougarou cards into the encounter deck before putting Curse of the Rougarou into my threat area).

  • Paid 2 to play First Aid (with 3 supplies).

At the end of the round I gained a resource and drew Roland's .38 Special.

Round Three began with agenda 1a gaining another doom counter before I drew Spectral Mist and added it to Brackish Waters.

In the investigation phase I:

  • Moved to Forgotten Marsh.

  • Moved to Twisted Underbrush (adding 1 clue).

  • Investigated (drawing Skull for -4 and failing).

At the end of the round I gained a resource, drew Bandolier and took 1 horror.

Round Four began with agenda 1a gaining a third doom counter before I drew Insatiable Bloodlust and added it to the Rougarou.

In the investigation phase I:

  • Investigated (drawing Elder Sign for +1 and claiming the clue).

  • Paid 1 supply from First Aid to heal 1 horror.

  • Moved to Audubon Park (adding a clue).

At the end of the round I gained a resource, drew Beat Cop and took 1 horror.

Round Five began with agenda 1a gaining a fourth doom counter before I drew Beast Of The Bayou (attacking me and doing 3 damage and 3 horror).

In the investigation phase I:

  • Paid 2 supplies from First Aid exhaust Firt Aid and heal 2 horror.

  • Used the Machete to fight the Rougarou (drawing Elder Horror for -4, failing and forcing the Rougarou to attack me and taking the last of my sanity and so finishing the scenario).

After the campaign finished I added the following to the campaign log:

  • The Rougarou continues to haunt the Bayou.

  • I gained 2 XP.

  • I gained a mental trauma.

The Dunwich Legacy Scenario IV: The Essex County Express (Roland Banks solo, Standard difficulty).

For this game I used the following deck: https://arkhamdb.com/decklist/view/4787/roland-banks-dunwich-campaign-solo-1.0

My campaign log showed that:

  • I rescued Dr. Francis Morgan.

  • I rescued Dr. Henry Armitage.

  • I took custody of the Necronomicon.

  • Professor Warren Rice was kidnapped.

  • The O'Bannion Gang has a bone to pick with me.

  • The Rougarou continues to haunt the Bayou.

  • The students were rescued.

  • I have earned a total of 10 XP, and have paid 8 but have gained 1 mental trauma.

After the last scenario I decided to pay 3 XP to swap a Emergency Cache out for a Elder Sign Amulet (since low sanity looked like it was going to be a problem).

I started with 5 resources, 1 sanity and a hand (after a mulligan) containing Bandolier, Fieldwork, Machete, Magnifying Glass and Perception.

In order to set up the scenario I set up the train, flipped the Parlor Car (with Roland and 1 clue), setting several cards aside, added a -3 chaos token to the chaos bag and shuffled the encounter deck.

Round One began with the investigation phase, where I:

  • Paid 3 to discover the clue on Parlor Car.

  • Moved to the next Train Car (flipping it to a Passenger Car and taking 2 damage, then adding 3 clues).

  • Investigated (drawing -1 and claiming a clue).

At the end of the round I gained a resource and drew Elder Sign Amulet.

Round Two began with agenda 1a gaining a doom token before I drew Dissonant Voices, adding it to my threat area.

In the investigation phase I:

  • Investigated (drawing -1 and claiming a clue).

  • Investigated (drawing 0 and claiming a clue).

  • Paid 2 to play Elder Sign Amulet.

At the end of the round I gained a resource and drew Overzealous, drawing Helpless Passenger (placing him on the Parlor Car) which surged to another Helpless Passenger (who was placed on the Parlor Car), which surged to Rotting Remains (I drew Elder Sign for 0 and took no horror) before it surged to Ancient Evils, which added a doom counter to agenda 1a before I discarded Dissonant VOices.

Round Three began with agenda 1a gaining a third doom counter before I drew Claws of Steam (I drew 0 and took no damage).

In the investigation phase I:

  • Moved to the next Passenger Car (adding 1 clue and discarding Bandolier and Machete).

  • Paid 1 to play Magnifying Glass.

  • Investigated (drawing -4 and failing).

At the end of the round I gained a resource and drew Perception.

Round Four began with agenda 1a gaining a final doom counter (advancing the agenda, moving Parlor Car to the victory display and discarding both Helpless Passengers (I added 2 horror to the Elder Sign Amulet) and discarded all my clues before I drew Arcane Barrier and added it to my location.

In the investigation phase I:

  • Investigated (drawing 0 and gaining the clue).

  • Attempted to move to the next Train Car (discarding Perception for +2 and drawing 0 so discarding the Arcane Barrier and moving right, flipping it to Dining Car and adding a Grappling Horror engaged with me).

  • Fought the Grappling Horror (drawing -1 and doing 1 damage).

In the enemy phase the Grappling Horror attacked me, doing 1 damage and adding 1 horror to Elder Sign Amulet.

At the end of the round I gained 1 resource and drew Unexpected Courage.

Round Five began with agenda 2a gaining a doom counter before I drew Mysterious Chanting (pulling a Acolyte from the encouner deck put it in the left-most Passenger Car).

In the investigation phase I:

  • Fought the Grappling Horror (drawing 0 and doing 1 damage).

  • Fought the Grappling Horror (drawing -1 and killing the Grappling Horror).

  • Moved to the next Train Car (flipping it to the Sleeping Car and adding 1 clue).

At the end of the round I gained a resource and drew Bandolier.

Round Six began with agenda 2a gaining a second doom counter before I drew Wizard of the Order and added it to the Passenger Car two cards left of my position.

In the investigation phase I:

  • Investigated (drawing +1 and gaining the last clue).

  • Moved to the next Train Car (flipping it to another Passenger Car and discarding Unexpected Courage before adding 1 clue).

  • Investigated (drawing -3 and (thanks to the Magnifying Glass) still succeeding in gaining the clue).

At the end of the round I gained a resource and drew .45 Automatic.

Round Seven began with agenda 2a gaining a last doom counter (advancing the agenda and removing the leftmost Passenger Car and discarding the Acolyte there as well as discarding all my clues) before I drew Broken Rails (removing one of my actions).

In the investigation phase I:

  • Paid 4 to play .45 Automatic (adding 4 ammo).

  • Moved to the Engine Car (advancing the act. I opted to take the Combat option and discarded Bandolier for +1 before drawing -1 and succeeding, dodging any damage before I flipped the Engine Car and added 2 clues).

I ended the round by gaining a resource and drawing Hyperawareness.

Round Eight began with agenda 3a gaining a doom counter before I drew Ancient Evils, adding a second doom counter to agenda 3a.

In the investigation phase I:

  • Investigated (discarding Hyperawareness for +1 and drawing 0 so gaining a clue).

  • Investigated (discarding Perception for +2 and drawing a Cultist for -1, succeeding and gaining the final clue, advancing the act and finishing the quest. I moved to resolution 1, which added the following to the campaign pool:

  • I gained 2 XP (but more importantly suffered no ill-effects).

The Dunwich Legacy Scenario IV: Blood On The Altar (Roland Banks solo, Standard difficulty).

For this game I used the following deck: https://arkhamdb.com/decklist/view/4787/roland-banks-dunwich-campaign-solo-1.0

My campaign log showed that:

  • I rescued Dr. Francis Morgan.

  • I rescued Dr. Henry Armitage.

  • I took custody of the Necronomicon.

  • Professor Warren Rice was kidnapped.

  • The O'Bannion Gang has a bone to pick with me.

  • The Rougarou continues to haunt the Bayou.

  • The students were rescued.

  • I have earned a total of 12 XP, and have paid 12.

  • I have gained 1 mental trauma.

After the last scenario I decided to pay 3 XP to swap a Emergency Cache out for a Elder Sign Amulet (since low sanity looked like it was going to be a problem).

I started with 5 resources, 1 horror and a hand (after a mulligan) containing Combat Training, Dr. Francis Morgan, Elder Sign Amulet and Magnifying Glass x2.

In order to set up the scenario I put Village Commons into play (with Roland there), removed locations from the game and placed Bishop's Brook, Burned Ruins, Congregational Church, Osborn's General Store and Schoolhouse into play, assembled the Sacrifice deck, set several cards aside, shuffled the encounter deck and added encounter cards to most of the locations.

Round One began with the investigation phase, where I:

  • Paid 2 to play Elder Sign Amulet.

  • Paid 3 to play Dr. Francis Morgan.

  • Moved to the Schoolhouse (adding 1 clue).

At the end of the round I gained a resource and drew Machete.

Round Two began with agenda 1a gaining a doom token before I Ancient Evils, adding another doom counter to agenda 1a.

In the investigation phase I:

  • Paid 1 to play Magnifying Glass.

  • Investigated (drawing +1 and claiming the clue and drawing Hunted Down, which surged to Rotting Remains (drawing 0 and avoiding any ill-effects)).

  • Moved to Oborne's General Store (adding 1 clue).

At the end of the round I gained a resource and drew .45 Automatic.

Round Three began with agenda 1a gaining a third doom counter before I drew Hunter Down, which surged to Psychopomp's Song, adding it to his threat area.

In the investigation phase I:

  • Investigated (drawing Elder Sign for +1 and claiming the clue and revealing The Hidden Chamber and putting it into play).

  • Moved to Bishop's Brook (adding 2 clues).

  • Investigated (drawing Eldrich Horror for -3, failing and adding 1 doom counter to agenda 1a).

At the end of the round I gained a resource and drew Hyperawareness.

Round Four began with agenda 1a gaining a fifth doom counter before I drew Rotting Remains (drawing Cultist for -3, failing, adding 3 horror to Elder Sign Amulet and adding 1 clue to Bishop's Brook).

In the investigation phase I:

  • Investigated (drawng +1 and claiming a clue).

  • Investigated (drawing -2 and failing).

  • Investigated (drawing -3 and failing).

At the end of the round I gained a resource and drew Prepared For The Worst.

Round Five began with agenda 1a gaining a final doom counter (advancing the agenda and moving a card from the Sacrifice deck to under the agenda deck) before I drew Mobster and put it into play engaged with me.

In the investigation phase I:

  • Fought the Mobster (drawing -2, succeeding and doing 1 damage).

  • Fought the Mobster (drawing -1, succeeding and killing the Mobster, Dr. Francis Morgan allowed me to draw “If It Bleeds..” and I claimed a clue.

  • Paid 3 to play Machete.

At the end of the round I gained a resource and drew Physical Training.

Round Six began with agenda 2a gaining a doom counter before I drew Hunting Nightgaunt, putting it into play engaged with me.

In the investigation phase I:

  • Used the Machete to fight the Hunting Nightgaunt (drawing Elder Sign for +1, succeeding and doing 2 damage).

  • Used the Machete to fight the Hunting Nightgaunt (drawing -1, succeeding and killing the Hunting Nightgaunt, drawing Beat Cop and claiming a clue. I revealed Key To The Chamber and took control of it).

  • Moved to Osborn's General Store and attached Key To The Chamber to The Hidden Chamber.

At the end of the round I gained a resource and drew Dr. Henry Armitage.

Round Seven began with agenda 2a gaining a second doom counter before I drew Eager For Death (drawing -2 and adding 1 horror to Elder Sign Amulet, discarding it, and taking 1 horror).

In the investigation phase I:

  • Moved to the Hidden Chamber (advancing the act, flipping Burned Ruins and Congregational Church and adding 10 clues to Hidden Chamber before putting Silas Bishop into play at the Hidden Chamber.

  • Used the Machete to fight Silas Bishop (drawing -1 and doing 2 damage).

  • Used the Machete to fight Silas Bishop (drawing 0 and doing 2 damage).

In the enemy phase Silas Bishop attacked me, doing 4 damage (discarding Psychopomp's Song) and 2 horror.

At the end of the round I gained 1 resource and drew Prepared For The Worst, then discarded Fieldwork, Hyperawareness and Magnifying Glass since I had forgotten to discard any time I had more than 8 cards in hand.

Round Eight began with agenda 2a gaining a third doom counter before I drew Strange Signs (drawing 0 and succeeding).

In the investigation phase I:

  • Used the Machete to fight Silas Bishop (drawing -1, succeeding and killing Silas).

With Silas defeated I moved to resolution 1, which noted:

  • I put Silas Bishop out of his misery.

  • Zebulon Whateley was sacrificed to Yog-Sothoth.

  • I earned 4 XP.

  • Dr. Henry Armitage survivied the Dunwich Legacy.

  • Professor Warren Rice survived the Dunwich Legacy.

  • Dr. Francis Morgan survived the Dunwich Legacy.

  • Earl Sawyer survived the Dunwich Legacy.

The Dunwich Legacy Scenario IV: Undimensioned and Unseen (Roland Banks solo, Standard difficulty).

For this game, I used the following deck: https://arkhamdb.com/decklist/view/4787/roland-banks-dunwich-campaign-solo-1.0

My campaign log showed that:

  • Dr. Francis Morgan survived the Dunwich Legacy.

  • Dr. Henry Armitage survived the Dunwich Legacy.

  • Earl Sawyer survived the Dunwich Legacy.

  • I put Silas Bishop out of his misery.

  • I rescued Dr. Francis Morgan.

  • I rescued Dr. Henry Armitage.

  • I took custody of the Necronomicon.

  • I warned the townsfolk.

  • Professor Warren Rice survived the Dunwich Legacy.

  • Professor Warren Rice was kidnapped.

  • The O'Bannion Gang has a bone to pick with me.

  • The Rougarou continues to haunt the Bayou.

  • The students were rescued.

  • Zebulon Whateley was sacrificed to Yog-Sothoth.

  • I have earned a total of 16 XP, and have paid 12.

  • I have gained 1 mental trauma.

I started with 5 resources, 1 horror and a hand (after a mulligan) containing .45 Automatic, Combat Training, Dr. Francis Morgan, Hyperawareness and Physical Training.

In order to set up the scenario I opted to warn the locals, adding that to my campaign log, put a randomly selected Blasted Heath, Cold Spring Glen, Devil's Hop Yard, Dunwich Village (with 1 clue and Roland there), Ten-Acre Meadow and Whateley Ruins into play, put a Brood of Yog-Sothoth each into play at Blasted Heat and Cold-Spring Glen and pu the other aside, set several cards aside, put Powder of Ibn-Gazi into play (with 3 clues), shuffled Drawing The Sign into my deck

Round One began with the investigation phase, where I:

  • Paid 4 to play .45 Automatic (adding 4 ammo).

  • Investigated (base 3 vs 3, drawing -3 and failing).

  • Investigated (base 3 vs 3, drawing +1, succeeding and claiming the clue).

In the enemy phase, the Brood at Cold Spring Glen moved to Ten-Acre Meadow and the Brood at Blasted Heath stayed where it was.

At the end of the round, I gained a resource and drew Bandolier.

Round Two began with agenda 1a gaining a doom counter before I drew Attracting Attention, which moved both Broods to Dunwich Village (which really made my day) and surged to Rotting Remains (3 vs 3, drawing -3, failing and I took 3 horrors).

With things looking grim (I'm on round two and down to 1 horror with 2 Broods at my location) I used the investigation phase to:

  • Moved to Ten-Acre Meadow (adding 3 clues).

  • Investigated (3 vs 2, drawing -3 and failing).

  • Moved to Whateley Ruins (adding 2 clues).

In the enemy phase, one Brood at Dunwich Village moved to Blasted Heath while the other stayed there.

At the end of the round, I gained a resource and drew Machete.

Round Three began with agenda 1a gaining a doom counter before I drew Eager For Death (2 vs 2, drawing Tentacle for 0 total and taking 2 horror meaning that I lost the scenario).

I added the following to my campaign log:

  • 2 Broods of Yog Sothoth escaped.

  • I gained 0 XP.

  • I took another mental trauma.

The Dunwich Legacy Scenario V: Where Doom Awaits (Roland Banks solo, Standard difficulty).

For this game I used the following deck: https://arkhamdb.com/decklist/view/4787/roland-banks-dunwich-campaign-solo-1.0

My campaign log showed that:

  • 2 Broods of Yog Sothoth escaped.

  • Dr. Francis Morgan survived the Dunwich Legacy.

  • Dr. Henry Armitage survivied the Dunwich Legacy.

  • Earl Sawyer survived the Dunwich Legacy.

  • I put Silas Bishop out of his misery.

  • I rescued Dr. Francis Morgan.

  • I rescued Dr. Henry Armitage.

  • I took custody of the Necronomicon.

  • I warned the townsfolk.

  • Professor Warren Rice survived the Dunwich Legacy.

  • Professor Warren Rice was kidnapped.

  • The O'Bannion Gang has a bone to pick with me.

  • The Rougarou continues to haunt the Bayou.

  • The students were rescued.

  • Zebulon Whateley was sacrificed to Yog-Sothoth.

  • I have earned a total of 16 XP, and have paid 16.

  • I have gained 2 mental trauma.

I started with 5 resources, 2 horror and a hand (after a mulligan) containing .45 Automatic, Beat Cop, Combat Training, Machete and Unexpected Courage.

In order to set up the scenario I put Base of the Hill (with Roland there), Ascending Path and Sentinel Peak into play, removed 1 copy of Diverging Path from the game and put the others aside, removed 1 copy of Altered Path from the game and put the others aside, set cards aside, added a -5 counter to the chaos bag, added 2 doom to agenda 1a and added 1 Conglomeration of Spheres to Ascending Path before shuffling the encounter deck.

Round One began with the investigation phase, where I:

  • Paid 4 to play Beat Cop.

  • Paid 1 to play Combat Training.

  • Investigated (3 vs 3, drawing 0 and claiming the clue).

In the enemy phase the Conglomeration of Spheres moved to Base of the Hill and engaged me before attacking, doing 1 damage to me and 1 horror to the Beat Cop.

At the end of the round I gained a resource and drew Hyperawareness.

Round Two began with agenda 1a gaining a third doom counter before I drew Rites Howled (discarding Dodge, Prepared For the Worst and my other Dodge, I really have a bad feeling about this).

In the investigation phase I:

  • Fought the Conglomeration of Spheres (3 vs 1, drawing -3, failing so I took a damage and Combat Training took a horror, discarding it).

  • Fought the Conglomeration of Spheres (3 vs 1, drawing Skull for -1 and doing 1 damage).

  • Fought the Conglomeration of Spheres (3 vs 1, drawing 0 and doing 1 damage).

In the enemy phase the Conglomeration of Spheres attacked me, doing me 1 damage and killing the Beat Cop.

At the end of the round I drew Earl Sawyer and gained a resource.

Round Three began with agenda 1a gaining a fourth doom counter before I drew Thrall and put it into play engaged with me.

With things looking kind of grim I:

  • Fought the Conglomeration of Spheres (3 vs 1, drawing 0 and doing 1 damage).

  • Fought the Conglomeration of Spheres (3 vs 1, drawing -1 and doing 1 damage).

  • Fought the Conglomeration of Spheres (3 vs 1, drawing Cultist, then drawing Tentacle for 0 total so failing miserably).

In the enemy phase the Conglomeration and the Thrall attacked me, doing 2 damage and 2 horor and leaving me with 1 sanity.

At the end of the round I gained a resource and drew Professor Warren Rice.

Round Four began with agenda 1a gaining a fifth doom counter before I drew Dissonant Voices and added it to my threat area.

In the investigation phase I did a spot of mental arithmatic and worked out that even if I succeeded in 3 fight actions I could only knock the Thrall down to 1 wound and she would remove my last sanity in the enemy phase. I proceeded to Resolution 2 and noted that it ended the campaign.

Roland did better than my last solo attempt at this campaign but suffered from a combination of bad luck and a lack of back-up. As of this point I'm definitely thinking playing this two-handed might be a better idea.

9 hours ago, silverthorn said:
  • Fought the Conglomeration of Spheres (3 vs 1, drawing -3, failing so I took a damage and Combat Training took a horror, discarding it).

Roland has a combat score of 4, with +1 for the Beat Cop you played, so you should have tested 5 vs 1, passing the test easily. Also, the Conglomeration of Spheres lacks the Retaliate keyword, so you take no damage for failing a test against it. The Conglomeration would have therefore been down to one health in your last round (and you'd have had more sanity), meaning you could have punched it and the Thrall to death.

2 hours ago, rsdockery said:

Roland has a combat score of 4, with +1 for the Beat Cop you played, so you should have tested 5 vs 1, passing the test easily. Also, the Conglomeration of Spheres lacks the Retaliate keyword, so you take no damage for failing a test against it. The Conglomeration would have therefore been down to one health in your last round (and you'd have had more sanity), meaning you could have punched it and the Thrall to death.

I checked the next couple of cards in the encounter deck and there was another Conglomeration next up so the odds of my winning the game were next to none anyway.

Path To Carcossa Scenario 1: Curtain Call (Solo Jenny Barnes, Standard difficulty).

After the success (or otherwise) of my solo Dunwich Legacy campaign I decided to pit a solo Jenny deck against the Path to Carcossa

I used the following deck: https://arkhamdb.com/decklist/view/4848/jenny-the-huntress-takes-the-path-to-carcossa-1.0

I started with 5 resources and a opening hand (after a mulligan) containing Elusive, First Aid, Green Man Amulet, Switchblade and Unexpected Courage.

In order to set up the scenario I created the chaos bag, put the Backstage, Balcony, Lobby and Theatre (where I started) into playand shuffled the encounter deck.

Round One began with the investigation phase, where I paid 1 to play Green Man Amulet, paid 1 to play Switchblade and moved to Backstage (adding 1 clue), putting 2 random Backstage Doorways into play.

At the end of the round I gained 2 resources and drew Quick Thinking.

Round Two began with adding a doom counter to agenda 1a before I drew The King's Edict, which surged to another The King's Edict, which surged to Poltergeist, which was put into play engaged with me.

In the investigation phase I parley'd with the Poltergeist (3 vs 3, drawing +1 and doing 1 damage), parley'd with the Poltergeist (3 vs 3, drawing 0 and killing the Poltergeist) and investigated (3 vs 3, drawing a Skull for -1 and failing).

At the end of the round I gained 2 resources and drew Fine Clothes.

Round Three began with agenda 1a gaining a second doom counter before I drew Spires of Carcossa and added 2 doom counters to Backstage.

In the investigation phase I investigated (3 vs 3, drawing Elder Sign for +7 and succeesing , removing a doom counter from Backstage), investigated (3 vs 3, drawing -2 and failing) and investigated (3 vs 3, drawing 0, succeeding and removing the final doom counter from Backstage, discarding Spires of Carcossa) before I paid 3 resources to add 3 offerings to the Green Man Amulet.

At the end of the round I gained 2 resources and drew Hard Knocks.

Round Four began with agenda 1a gaining a third doom counter before I drew Twisted To His Will (3 vs 3, drawing -1, failing and discarding Fine Clothes and First Aid).

In the investigation phase I investigated (3 vs 3, drawing +1 and claiming the clue), moving to the Trap Room (adding 1 clue, searching for a Swarm of Rats, putting it into play engaged with me and shuffling the encounter deck) and used the Switchblade to fight the Swarm of Rats (3 vs 1, drawing -2, succeeding and killing the Swarm of Rats).

At the end of the round I gained 2 resources and drew Arcane Studies.

Round Five began with agenda 1a gaining a fourth doom counter before I drew Whispers In Your Head (Doubt) and added it to my hand.

In the investigation phase I investigated (3 vs 3, drawing -4 and failing) and paid 2 actions to discard Whispers In Your Head (Doubt) before paying 3 resources to add 3 offerings to Green Man Amulet.

At the end of the round I gained 2 resources and drew Unexpected Courage.

Round Six began with agenda 1a gaining a fifth doom counter before I drew Spirit's Torment and placed it on Trap Room.

In the investigation phase I investigated (3 vs 3, drawing 0 and claiming the clue), moved to Backstage (taking 1 horror) and moved to Dressing Room.

At the end of the round I gained 2 resources and drew Jenny's Twin .45's.

Round Seven began with agenda 1a gaining a final doom counter (advancing the agenda and adding the Royal Emissary to the Theatre) before I drew Whispers In Your Head (Anxiety) and added it to my hand.

In the investigation phase I paid 9 to play Jenny's Twin .45's (with 9 ammo), moved to Backstage and moved to the Theatre.

In the enemy phase I took 2 damage and 1 horror from the Royal Emissary.

At the end of the round I gained 2 resources and drew Perception.

Round Eight began with agenda 2a gaining a doom counter before I drew Rotting Remains (3 vs 3, draiwng 0 and passing).

In the investigation phase I paid 1 ammo from Jenny's Twin .45's (5 vs 4, drawing Skull for -1, succeeding and doing 2 damage), paid 1 ammo from Jenny's Twin .45's (5 vs 4, drawing -1, succeeding and doing 2 damage, killing the Royal Emissary, adding it to the victory display but removed all doom counters in play, reset the agenda deck to agenda 1a and added 3 doom) and moved to the Lobby (adding 1 clue and putting 2 random Lobby Doorways into play).

At the end of the round I added 2 resources and drew Leo De Luca (discarding Elusive).

Round Nine began with agenda 1a gaining a fourth doom counter before I drew Descent Into Madness, which surged to Rotten Remains (3 vs 3, drawing 0 and passing).

In the investigation phase I investigated (3 vs 3, drawing 0 and claiming a third clue, advancing the act, spawning the Man In The Pallid Mask at one of the Lobby Doorways and advancing sight-unseen to a agenda 2a), moved to the Lobby Doorway with the Man In The Pallid Mask (flipping it to Green Room, adding 1 clue) and paid 1 from Jenny's Twin .45's to fight the Man In The Pallid Mask (discarding Unexpected Courage to make the scores 7 vs 4, drawing 0 and doing 2 damage).

In the enemy phase I took 1 horror from the Man In The Pallid Mask.

At the end of the round I gained 2 resources and drew Backstab.

Round Ten began with agenda 1a gaining a fifth doom counter before I drew Dissonant Voices (adding it to my threat area).

In the investigation phase I paid 1 ammo from Jenny's Twin .45's (discarding Unexpected Courage to make the totals 7 vs 4, drawing skull for -3 but succeeding and defeeating the Man In The Pallid Mask, moving him to the Lobby and placing 1 horror on Dressing Room, Green Room and Trap Room and adding 2 Elder Nameless Thing counters to the Chaos Bag), moved to the Lobby (3 vs 2, drawing -1 and passing) and paid 1 from Jenny's Twin .45's to fight the Man In The Pallid Mask (5 vs 4, drawing -1, passing and doing 2 damage).

In the enemy phase I took 1 horror from the Man In The Pallid Mask.

At the end of the round I gained 2 resources and drew Lucky before adding 1 horror to Backstage, Balcony, Lobby Doorway, Lobby and Theatre.

Round Eleven began with agenda 1a gaining a final doom counter (advancing the agenda and putting the Royal Emissary into play at the Theatre) before I drew Fanatic (putting him into play at the Green Room).

In the investigation phase I paid 1 ammo from Jenny's Twin .45's to fight the Man In The Pallid Mask (discarding Quick Thinking to make the totals 6 vs 4, drawing +1 and doing 2 damage, defeating the Man In The Pallid Mask) and resigned.

After being given a choice of how to proceed I (after considering Jenny's character) I decided I had to warn the Police.

This moved to resolution 1, which added the following to the campaign log:

  • I tried to warn the Police.

  • The Stranger is onto me.

  • Gained 2 XP ..

  • Chasing the Stranger: 2.

  • Conviction: 1.

Thanks to having 6 offerings on Green Man Medallion I paid nothing to gain Adaptable.

Path To Carcossa Scenario II: The Last King (Solo Jenny Barnes, Standard difficulty).

I used the following deck: https://arkhamdb.com/deck/view/124345

After completing Curtain Call my campaign log contained:

  • I tried to warn the Police.

  • The Stranger is onto me.

  • Total XP: 2.

  • Spent XP: 0.

  • Remaining XP: 2.

  • Chasing the Stranger: 2.

  • Conviction: 1.

As usual, Jenny began with 5 resources, the Adaptable asset and a opening hand (after a mulligan) containing Arcane Studies, Elusive, Green Man Medallion, Leo De Luca and Switchblade.

In order to set up the scenario I put Ballroom, Courtyard, Dining Room, Foyer (with Jenny and 1 clue there), Gallery and Living Room, played Ashleigh Clarke (with 2 clues) at Living Room, Constance Domaine (with 2 clues) at Gallery, Ishimaru Haruko (with 2 clues) at Ballroom, Jordan Perry (with 2 clues) at Dining Room and Sebastian Moreau (with 2 clues) at Courtyard, put cards aside, put the 5 sickening reality cards under the scenario reference card and shuffled the encounter deck.

Round One began with the investigation phase, where I gained 1 resource, paid 6 to play Leo De Luca, gained 1 resource and paid 1 to play Switchblade.

At the end of the round I gained 2 resources and drew Lucky!.

Round Two began with agenda 1a gaining a doom counter before I drew Tough Crowd and put it into play.

In the investigation phase I investigated (3 vs 2, drawing -1, succeeding and claiming a clue), moved to Courtyard (discarding Dance of the Yellow Ring) and used 2 actions to parley with Sebastian Moreau (3 vs 3, drawing 0, succeeding and claiming a clue).

At the end of the round I gained 2 resources, drew Leo De Luca and discarded Tough Crowd.

Round Three began with agenda 1a gaining a second doom counter before I drew Ooze and Filth, putting it into play.

In the investigation phase I parley'd with Sebastian Moreau (3 vs 3, drawing +1 and claiming the clue, noting that I interviewed Sebastian), moved to Living Room and used 2 actions to parley with Ashleigh Clarke (gaining a clue and drawing Lucky).

At the end of the round I gained 2 resources and drew Perception before discarding Ooze and Filth.

Round Four began with agenda 1a gaining it's final doom counter (advancing it and spawning Diane Devine at the Living Room) before I drew Ancient Evils and placed a doom counter on agenda 1a.

In the investigation phase I moved to the Gallery, parley'd with Constance Domaine (3 vs 3, drawing 0 and claiming a clue), parley'd with Constance Domaine (3 vs 3, drawing -3 and failing) and parley'd with Constance Domaine (3 vs 3, drawing Elder Sign for +6, succeeding and claiming the final clue on Constance Domaine, noting that I interviewed Constance) before drawing Elder Nameless Thing for -1 and taking no ill-effects from being at the Gallery.

At the end of the round I gained 2 resources and drew Quick Thinking.

Round Five began with agenda 2a gaining another doom counter before I drew Marked By The Sign (3 vs 2, drawing 0 and avoiding any ill-effects).

In the investigation phase I moved to the Courtyard, moved to Ballroom, parley'd with Ishimaru Haruko (3 vs 2, drawing -1 and claiming a clue) and parley'd with Ishimaru Haruko (3 vs 2, drawing 0 and claiming the final clue, claiming 4 resources and noting that I interviewed Haruko).

At the end of the round I gained 2 resources and drew Unexpected Courage (I discarded Arcane Studies).

Round Six began with agenda 2a gaining a third doom counter (removing all doom in play and randomly selecting a Sickening Reality card which gave me 1 horror and replaced Ishimaru Haruko with a enemy version which engaged me.

In the investigation phase I used the Switcblade to attack Ishimaru Haruko (discarding Unexpected Courage, Quick Thinking and Green Man Medallion for 8 vs 6, drawing 0 and doing 2 damage), used the Switcblade to attack Ishimaru Haruko (3 vs 6, drawing Elder Sign for +10 and killing Ishimaru Haruko, sending her to the victory display), moved to the Foyer and resigned.

I went to resolution 2, which noted:

  • VIP's Interviewed: Constance, Haruko, Sebastian.

  • VIP's Slain: Haruko.

  • XP Gained: 4.

Path To Carcossa Scenario III: Echoes of the Past (Solo Jenny Barnes, Standard difficulty).

I used the following deck: https://arkhamdb.com/deck/view/124345

After completing Curtain Call my campaign log contained:

  • I tried to warn the Police.

  • The Stranger is onto me.

  • Total XP: 6.

  • Spent XP: 6.

  • Remaining XP: 0.

  • Chasing the Stranger: 2.

  • Conviction: 1.

  • VIP's Interviewed: Constance, Haruko, Sebastian.

  • VIP's Slain: Haruko.

As usual, Jenny began with 5 resources, the Adaptable asset and a opening hand (after a mulligan) containing “Watch This!”, Contraband, Hard Knocks, Lone Wolf and Unexpected Courage.

In order to set up the scenario I put the locations into play (with Jenny at Entrance Hall), set cards aside and shuffled the encounter deck before adding a clue to Entrance Hall.

Round One began with the investigation phase, where I paid 1 to play Lone Wolf, investigated (3 vs 2, drawing 0, succeeding and claiming the available clue) and moved left to the Historial Society – Record Office, adding 1 clue.

At the end of the round I gained 3 resources and drew Arcane Studies.

At the start of Round Two I drew Fanatic, which was put into play engaged with me and had the clue on Record Office added to it.

In the investigation phase I fought the Fanatic (3 vs 4, drawing Elder Sign for +7 and doing 1 damage), fought the Fanatic (discarding Hard Knocks for 4 vs 4, drawing Skull for 0, doing 1 damage and killing the Fanatic and claiming the clue. I paid the 2 clues to advance the act, adding a clue to Record Office) and investigated (2 vs 3, drawing -2 and failing).

At the end of round I gained 3 resources and drew Perception.

At the start of Round Three I drew Locked Door, placing it on Record Office.

In the investigation phase I triggered the effect on Locked Door (discarding Arcane Studies for 4 vs 4, drawing 0 and discarding Locked Door), investigated (3 vs 2, drawing -1, succeeding and claiming a clue) and moved to the Entry Hall.

At the end of the round I gained 3 resources and drew Lucky!.

Round Four started with me drawing Whispers In My Head (Anxiety) and adding it to my hand.

During the investigation phase I moved to the first floor Quiet Halls, then to the Historical Library (adding 2 clues) before investigating (discarding Perception for 5 vs 3, drawing -4 and failing).

At the end of the round I gained another 3 resources and drew Backstab.

Round Five began with me drawing Acolyte (placing him at the Second Floor Quiet Halls with 1 doom).

In the investigation phase I moved to the second floor Quiet Halls, engaged the Acolyte and fought him (3 vs 3, drawing 0, succeeding and killing the Acolyte) and moved back to the Historical Library.

At the end of the round I gained another 3 resources and drew Searching For Izzie, playing it at the leftmost third floor Historical Society).

With things having just got complicated Round Six began with my drawing Led Astray and adding 1 doom to agenda 1a.

With things having just got more complicated I moved to the second floor Quiet Halls, to the third floor Quiet Halls and to the leftmost third floor Historical Society – Peabody's Office (adding 2 clues).

At the end of the round I gained 3 resources and drew Jenny's Twin .45's.

Round Seven began with my drawing another Led Astray, adding another doom to agenda 1a, advancing it and shuffling the encounter discard pile into the encounter deck.

In the investigation phase I paid 13 to play Jenny's Twin .45's (with 13 ammo) and used 2 action to triggger Searching For Izzie (discarding Contraband and Unexpected Courage for 6 vs 4, drawing Cultist for -2, succeeding and discarding Searching For Izzie).

At the end of the round I gained 3 resources and drew .41 Derringer.

Round Eight began with my drawing The King's Edict, which surged to Hunting Shadow (I opted to take the 2 damage).

In the investigation phase I moved back to the Historical Library.

At the end of the round I gained another 3 resources and drew Backstab.

Round Nine began with my drawing Led Astray and adding a doom counter to agenda 2a.

In the investigation phase I investigated (3 vs 3, drawing 0 and succeeding and claiming a clue which advanced the act, putting Mr. Peabody into play and adding a clue to each revealed Historical Society location before putting the Hidden Library into play), investigated (3 vs 3, drawing Skull for 0, succeeding and claiming a clue) and drew Perception.

At the end of the round I gained another 3 resources and drew Elusive.

Round Ten began with my drawing Whispers In Your Head (Dread) and adding it to my hand.

In the investigation phase I exhausted Mr. Peabody, moved to the Hidden Library (adding 3 clues) and investigated (3 vs 3, drawing Cultist for -2 and failing).

At the end of the round I gained 3 resources and drew Green Man Medallion and discarded Backstab and .41 Derringer.

Round Eleven began with drawing Descent Into Madness, which surged to Fanatic (which I put into play engaged with me and moved 1 clue from the Hidden Library to it, flipping it to doom).

In the investigation phase I paid 1 from Jenny's Twin .45's to fight the Fanatic (5 vs 3, drawing Skull for -1, succeeding and killing the Fanatic, claiming the clue on him), investigated (discarded Perception and Green Man Medallion for 7 vs 4, drawing -2, succeeding and claiming a clue, advancing the act.

At this point in the proceedings I was left with the choice of taking a trinket. After considering Jenny's character I decided to take the macguffin. This moved me to Resolution 1, which added the following to the campaign pool.

  • I took the Clasp of Black Onyx.

  • I gained 1 Conviction.

  • I gained no XP.

The Dunwich Legacy Scenario I-A: Extra-Curricular Activity (Solo Akachi Onyele, standard Difficulty)

Since I've never played with a primarily Mystic character I decided to give the Dunwich Legacy a go with Akachi.

I started the scenario with 5 resources and a opening hand after a mulligan containing Arcane Studies, Blinding Light, Clarity of Mind, Delve Too Deep and Ritual Candles.

I set up the scenario by setting up the chaos bag, setting cards out of play, putting the locations into play (with Akachi at Miskatonic Quad and shuffling the encounter deck.

Round One began with the investigation phase, where I paid 1 to play Delving Too Deep (adding it to the victory display and drawing Ancient Evils to add 1 doom counter to agenda 1a), paid 1 to play Ritual Candles and paid 2 to play Clarity of Mind (adding 4 charges).

At the end of the round I gained 1 resource and drew Ward of Protection.

Round Two began with agenda 1a gaining a second doom counter before I drew Visions of Futures Past (5 vs 5, drawing 0 and suffering no ill-effects).

In the investigation phase I moved to the Student Union (adding 2 clues and putting Dormitories into play), investigated (2 vs 1, drawing -2 and failing) and investigated (2 vs 1, drawing -3 and failing).

At the end of the round I gained 1 resource and drew Ritual Candles.

Round Three began with agenda 1a gaining a third doom counter before I drew Thrall, which was put into play engaged with me.

In the investigation phase I fought the Thrall (3 vs 2, drawing -1 and doing 1 damage), fought the Thrall (3 vs 2, drawing Cultist for -1 and killing the Thrall) and investigated (2 vs 1, drawing 0 and claiming a clue).

At the end of the round I gained 1 resource and drew Rite of Seeking.

Round Four began with agenda 1a gaining a fourth doom counter before I drew Arcane Barrier and placed it on the Student Union.

In the investigation phase I paid 4 to play Rite of Seeking (with 4 charges), investigated (2 vs 1, drawing Skull for -1 and claiming the clue), before attempting to move to Miskatonic Quad (5 vs 4, drawing +1 and discarding the Arcane Barrier before moving to the Miskatonic Quad).

At the end of the round I gained 1 resource and drew Knife.

Round Five began with agenda 1a gaining a fifth doom counter before I drew Terror From Beyond (choosing Skill and discarding nothing).

In the investigation phase I moved to Science Building (adding 1 clue and putting Alchemy Labs into play), investigated (2 vs 2, drawing Elder Sign for +1, claiming the clue and adding 1 charge to Rite of Seeking before I advanced the act, shuffling the encounter discard pile and “Jazz” Mulligan into the encounter deck) before I moved to Miskatonic Quad.

At the end of the round I gained 1 resource and drew Flashlight.

Round Six began with agenda 1a gaining a sixth doom counter before I drew Eager For Death (5 vs 2, drawing Cultist for -1 and taking no ill-effects).

In the investigation phase I moved to Humanities Building (adding 2 clues), paid a charge from Rite of Seeking to investigate (5 vs 3, drawing -1 and claiming 2 clues) and paid 1 clue to discard the top 10 cards of the encounter deck.

At the end of the round I gained 1 resource and drew Rite of Seeking.

Round Seven began with adding the last doom counter to agenda 1a, advancing the agenda to agenda 2a before I drew Beyond the Veil (adding it to my threat area), which surged to Light of Aforgomon, which was attached to act 2a.

In the investigation phase I paid 1 clue to discard the top 10 cards of the encounter deck (pulling “Jazz” Mulligan and putting him into play at the Humanities Building), parleyd with “Jazz” (discarding Flashlight for 3 vs 3 and drawing Elder Sign for +1, taking control of “Jazz” and adding 1 charge to Rite of Seeking. This advanced the act and discarded Light of Aforgomon, putting the Experiment into play at the Alchemy Lab) before I moved to Miskatonic Quad.

At the end of the round I gained a resource and drew Fearless.

Round Eight began with adding a doom counter to agenda 2a before I drew Visions of Futures Past (5 vs 5, drawing Tentacle fir 0 total and discarding Defiance, Arcane Initiate, another Defiance, Ward of Protection and Clarity of Mind).

In the investigation phase I moved to the Administration Building (adding 1 clue and putting the Faculty Offices into play), moved to the Faculty Offices (adding 2 clues and putting a Thrall into play engaged with me) and fought the Thrall (3 vs 2, drawing Skull for -1 and doing 1 damage).

In the enemy phase the Thrall attacked me, doing 1 damage and 1 horror.

At the end of the round I gained a resource and drew Shrivelling.

Round Nine began with agenda 2a gaining a second doom counter before I drew Eager For Death (5 vs 2, drawing 0 and suffering no ill-effects).

In the investigation phase I fought the Thrall (discarding the Knife for 4 vs 2, drawing -2 so killing the Thrall), paying 1 charge from Rite of Seeking to investigate (5 vs 2, drawing -2 and claiming 2 clues). I opted to pay 2 clues to go to Resolution 1.

Resolution 1 informed me that:

  • Akachi rescued Professor Warren Rice (adding him to my deck).

  • Akachi failed to rescue the students (adding a Tablet to my chaos bag).

  • I gained 2 total XP.

  • I used the 2 XP to replace a Knife and a Flashlight with 2 copies of Spirit Athame.

The Dunwich Legacy Scenario I-B: The House Always Wins (Solo Akachi Onyele, standard Difficulty)

After Extra-Curricular Activity the Campaign Log consists of:

  • Akachi failed to rescue the students.

  • Akachi rescued Professor Warren Rice.

  • I gained 2 total XP.

  • I used the 2 XP to replace a Knife and a Flashlight with 2 copies of Spirit Athame.

My deck for this scenario was:

ASSETS (18)

  • Arcane Initiate x2.

  • Arcane Studies x2.

  • Clarity of Mind x2.

  • Professor Warren Rice x1.

  • Rite of Seeing x2.

  • Ritual Candles x2.

  • Scrying x2.

  • Shrivelling x2.

  • Spirit Athame x2.

  • Spirit-Speaker x1.

EVENTS (8)

  • Blinding Light x2.

  • Delve Too Deep x2.

  • Moonlight Ritual x2.

  • Ward of Protection x2.

SKILLS (6)

  • Defiance x2.

  • Fearless x2.

  • Unexpected Courage x2.

WEAKNESSES (2)

  • Angered Spirits x1.

  • Haunted x1.

I started the scenario with 5 resources and a starting hand (after a mulligan) with Arcane Initiate, Delve Too Deep, Ritual Candles, Spirit Athame and Unexpected Courage.

Set up for the scenario comprised putting many cards aside, putting Clover Club Bar, Clover Club Cardroom, Clover Club Lounge (with Clover Club Pit Boss there) and La Bella Luna (with 1 clue and Akachi there) into play and shuffling the encounter deck.

Round One began with the investigation phase where I paid 1 to play Arcane Initiate, exhausted the Arcane Initiate to put Shrivelling into hand and shuffle my deck, paid 1 to play Delve Too Deep (adding Delve Too Deep to the victory display and drawing Mobster, playing him at La Bella Luna) and investigated (drawing 0 for 2 vs 2 and claiming the clue).

In the enemy phase the Clover Club Pit Boss moved to La Bella Luna before I ended the round by gaining 1 resource and drawing Defiance.

Round Two begn with agenda 1a gaining a doom counter before I drew Cursed Luck and placed it in my threat area.

In the investigation phase I exhausted Arcane Initiate to put another Shrivelling into my hand and shuffle my deck, paid 3 to play Shrivelling (giving it 5 charges), moved to Clover Club Lounge and moved to Clover Club Cardroom.

In the enemy phase the Clover Club Pit Boss moved to Clover Club Lounge before I ended the round by gaining a resource and drawing Blinding Light.

Round Three began with agenda 1a gaining a second doom counter befote I drew Twist Of Fate (drawing -1 and taking 1 damage).

In my investigation phase I exhausted the Arcane Initiate to draw no Spells but shuffle my deck, paid 2 resources to trigger the action on Clover Club Cardroom (drawing Elder Sign and gaining 2 resources and 2 clues) and paid 3 to play Spirit Athame.

In the enemy phase the Clover Club Pit Boss moved to Clover Club Cardroom before I ended the round by gaining a resource and drawing another Spirit Athame.

Round Four began with agenda 1a gaining a third doom counter before I drew Something In The Drinks, which did nothing but surge to another Twist Of Fate (drawing -2 and suffering no ill-effects).

In the investigation phase I gained a resource, moved to the Clover Club Bar and paid 2 to trigger the action on Clover Club Bar, gaining 2 clues and drawing Rite of Seeking and Delve Too Deep but noting that I had a drink. I paid the 4 clues to advance the act, putting Darkened Hallway into play and discarding cards from the encounter deck until I put a Mobster into the Darkened Hallway.

In the enemy phase I moved the Clover Club Pit Boss to the Clover Club Bar before I ended the round by gaining 1 resource, drawing Arcane Studies and discarding Arcane Studies.

Round Five began with agenda 1a gaining a final doom counter and advancing, shuffling the encounter discard pile into the encounter deck and advancing to agenda 2b, randomly spawning a Servant of the Lurker at the Clover Club Lounge, shuffling more cards into the encounter deck, moving the Mobster from La Bella Luna to Clover Club Lounge and discarded La Bella Luna before I drew Conglomeration of Spheres and spawned it engaged with me.

With a growing feeling that things are about to go badly I investigated, paying 1 from Shrivelling to fight the Conglomeration (drawing -1 for 3 vs 1 and doing 2 damage as well as discarding Cursed Luck), paid 1 from Shrivelling to fight the Conglomeration (drawing 0 for 5 vs 1 and doing 2 damage) and paid 1 from Shrivelling to fight the Conglomeration (drawing -2 for 3 vs 1 and doing 2 damage, killing the Conglomeration).

In the enemy phase the Mobster at the Clover Club Lounge was eaten, the Clover Club Pit Boss engaged me, the Servant of the Lurker moved to the Clover Club Bar and engaged me and I took 2 damage and 2 horror from the enemies engaged with me before I ended the round by gaining 1 resource and drawing Ritual Candles, then discarding it.

Round Six began with agenda 3a gaining another doom counter before I drew another Conglomeration of Spheres, putting it into play engaged with me.

After a moments consideration I paid 1 from Shrivelling to fight the Servant of the Lurker (drawing -4 for 1 vs 4 and failing), paid 1 from Shrivelling, discarding it, to fight the Servant of the Lurker (drawing -1 for 4 vs 4 and doing 2 damage) and exhausted the Spirit Athame to fight the Servant of the Lurker (drawing -1 for 4 vs 4 and doing 1 damage to the Servant of the Lurker).

In the enemy phase the Clover Club Pit Boss was eaten (since I'm not sure if the victory point would be earned since I didn't defeat him I remembered the grim rule and just discarded him) before I took 3 damage and 3 horror (removing 1 damage and 2 horror by discarding the Arcane Initiate) before I ended the round by gaining a resource and drew Angered Spirits (darn it, this is getting ridiculous).

Round Seven began with agenda 3a gaining a second doom counter before I drew Twist of Fate (drawing -1 and taking 1 damage, which ended the scenario).

Since I didn't finish Angered Spirits I took 2 physical trauma before I moved to resolution 1, which stated:

  • The O'Bannion Gang has a bone to pick with Akachi.

  • Dr. Francis Morgan was kidnapped.

  • I gained 2 XP.

At this point in the proceedings I decided that with 4 starting wounds the odds of finishing the campaign were somewhat slim and decided to call it a day on this campaign.