Solo campaign using Jenny.

By silverthorn, in Arkham Horror: The Card Game

The Dunwich Legacy Scenario I: The House Always Wins (Standard Difficulty with Roland Banks and Wendy Adams)

After the last campaign went badly I decided to build decks for two random investigators (avoiding duplicating Classes but otherwise making everything random). I wound up with a pair of core set investigators.

Roland's deck comprised:

Assets (17) : .45 Automatic x2, Beat Cop x2, First Aid x2, Hyperawareness x2, Machete x2, Magnifying Glass x2, Physical Training x2, Roland's .38 Special x1 and True Grit x2.

Events (10) : “If It Bleeds...” x2, Dodge x2, Dynamite Blast x2, Evidence x2 and Prepared For The Worst x2.

Skills (4): Unexpected Courage x2 and Vicious Blow x2.

Weakness (2): Cover Up x1 and Psychosis x1.

Wendy's deck comprised:

Assets (17) : .41 Derringer x2, Baseball Bat x2, Dig Deep x2, Hard Knocks x2, Lantern x2, Leather Coat x2, Leo De Luca x2, Peter Sylvestre x2 and Wendy's Amulet x1.

Events (8) : Contraband x2, Elusive x2, Lucky x2 and Narrow Escape x2.

Skills (6) : Quick Thinking x2, Resourceful x2 and Unexpected Courage x2.

Weaknesses (2) : Abandoned and Alone x1 and Overzealous x1.

Roland started the scenario with 5 resources and a opening hand containing “If It Bleeds..”, Dynamite Blast, Hyperawareness, Machete and True Grit.

Wendy started the scenario with 5 resources and a opening hand containing .41 Derringer, Hard Knocks, Leather Coat, Lucky and Unexpected Courage.

In order to set up the scenario I put many cards aside, put Clover Club Bar, Clover Club Cardroom, Clover Club Lounge (with Clover Club Pit Boss there) and La Bella Luna (with 2 clues and Roland and Wendy there) and shuffled the encounter deck.

Round One began with the investigation phase, where Roland investigated (drawing 0 for 3 vs 2 and claiming a clue), moved to the Clover Club Lounge and moved to the Clover Club Cardroom before Wendy investigated (drawing +1 for 4 vs 2 and claiming the clue), moved to the Clover Club Lounge and moved to the Clover Club Bar.

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

At the end of the round Roland and Wendy each gained a resource before Roland drew Cover Up (adding it to his threat area with 3 clues) and Wendy drew Peter Sylvestre.

Round Two began with agenda 1a gaining a doom counter before Roland drew Mobster, adding it to the Clover Club Cardroom, and Wendy drew Arousing Suspicions (adding 1 doom to Clover Club Pit Boss).

In the investigation phase Roland investigated (drawing 0 for 3 vs 3 and discarding a clue from Cover Up), investigated (drawing +1 for 4 vs 3 and discarding a clue from Cover Up) and investigated (drawing Tentacle and failing) before Wendy moved to the Clover Club Cardroom, paid 2 to trigger the ability on the Cardroom (drawing -4 and claiming 2 clues) and moved back to the Clover Club Bar.

At the end of the round each investigator gained a resource before Roland drew First Aid and Wendy drew Narrow Escape.

Round Three began with agenda 1a gaining a second doom counter before Roland drew Something In The Water, which surged to Twist Of Fate (drawing -3 and taking 1 damage) before Wendy drew Cursed Luck (adding it to her threat area).

In the investigation phase Roland investigated (drawing +1 for 4 vs 3 and discarding the final clue from Cover Up), paid 2 from Roland to use the abilty on Clover Club Cardroom (drawing Elder Sign and gaining 2 clues and 2 resources) and paid 2 from Roland to use the ability on Clover Club Cardroom (drawing 0 and gaining 2 clues).

I paid 5 clues from Roland and 3 from Wendy to advance the act, putting Darkened Hall into play and discarding cards to put O'Bannion's Thug into play at the Darkened Hall.

Wendy played Leather Coat, paid 3 to play Peter Sylvestre and moved to Clover Club Cardroom.

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

At the end of the round each investigator gained a resource before Roland drew Roland's .38 Special and Wendy drew Resourceful.

Round Four began with agenda 1a gaining a final doom counter, discarding all doom counters in play and advancing the act (shuffling the encounter discard pile into the encounter deck and advancing to act 2a) before Roland drew Cursed Luck (adding it to his threat area) and Wendy drew Twist Of Fate (drawing -1 and adding 1 damage to Leather Coat).

In the investigation phase Roland moved to the Darkened Hall (putting the Back Hall Doorways into play), moved to the first Back Hall Doorway, flipping it to Art Gallery (adding 2 clues) and paid 3 to play Roland's .38 Special (adding 4 ammo) before Wendy moved to the Darkened Hall, moved to the next Back Hall Doorway, flipping it to Back Alley (adding 2 clues) and investigated (drawing -1 for 2 vs 1, claiming a clue and discarding Cursed Luck).

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

At the end of the round my investigators gained a resource each before Roland drew Beat Cop and Wendy drew Narrow Escape.

Round Five began with agenda 2a gaining a doom counter before Roland drew Twist Of Fate (drawing -1 and taking 1 damage) and Wendy drew Arousing Suspicions (losing 2 resources).

In the investigation phase Roland investigated (drawing Elder Sign for 5 vs 2 and claiming a clue), investigated (drawing 0 for 3 vs 2 and claiming a clue) and gained a resource before Wendy investigated (drawing -3 for 0 vs 1 and failing), investigated (drawing Skull for 1 vs 1 and claiming a clue) and drawing Baseball Bat.

In the enemy phase the Clover Club Pit Boss moved to the Art Gallery, engaged Roland and did him 2 damage.

At the end of the round each investigator gained a resource before Roland drew Unexpected Courage and Wendy drew Lantern and discarded .41 Derringer.

Round Six began with agenda 2a gaining a second doom counter before Roland drew Something In The Drinks, which surged to another Twist Of Fate (drawing +1 for no ill-effects) and Wendy drew Something In The Drinks, which surged to Swarm of Rats, which was put into play engaged with Wendy.

In the investigation phase Roland paid 1 ammo from Roland's .38 Special to fight the Clover Club Pit Boss (drawing 0 for 4 vs 3 and doing 2 damage and discarding Cursed Luck), paid 1 ammo from Roland's .38 Special to fight the Clover Club Pit Boss (drawing -1 for 4 vs 3, doing 2 damage and killing the Clover Club Pit Boss, adding him to the victory display) and moved to the Dark Hallway (engaging the O'Bannion's Thug).

In the enemy phase the O'Bannion's Thug attacked Roland, doing 1 damage and 1 horror and the Swarm of Rats attacked Wendy, discarding the Leather Jacket and doing 1 horror to Peter Sylvestre.

At the end of the round Wendy drew a resource before Roland drew Machete (discarding Hyperawareness) and Wendy drew Lucky, discarding Lantern before Peter Sylvestre lost a horror.

Round Seven began with agenda 2a gaining a third doom counter before Roland drew Arousing Suspicions (adding 1 doom to the O'Bannion's Thug engaged with him) and Wendy drew Cursed Luck, putting it into her threat area.

In the investigation phase Roland paid 1 ammo from Roland's .38 Special to fight the O'Bannion's Thug (drawing -1 for 4 vs 4 and killing the O'Bannion's Thug), moved to the last Back Hall Doorway, the VIP Area (adding 2 clues) and paid 4 to play Beat Cop before Wendy fought the Swarm of Rats (drawing +1 for 2 vs 1, killing the Swarm and discarding Cursed Luck) moved to the Darkened Hallway and moved to the VIP Area. I paid 2 clues each from Roland and Wendy to advance the act, putting Dr. Francis Morgan into play at the VIP Area and advancing to act 3a.

Round Eight began with agenda 2a gaining a final doom counter and advancing the act, putting a Servant of the Lurker into the Clover Club Lounge and shuffling more cards and the encounter discard pile into the encounter deck before removing La Bella Luna from the game.and advancing to agenda 3a before Roland drew Something In The Drinks, which surged to Rotting Remains (drawing 0 for 3 vs 3 and suffering no ill-effects) and Wendy drew another Rotten Remains (drawing -1 for 3 vs 4, suffering no ill-effects).

In the investigation phase Roland parley'd with Dr. Francis Morgan (drawing Elder Sign for +2 for 5 vs 3, adding 1 clue to Dr. Francis Morgan) and used 2 actions to move to the Back Alley before Wendy parleyed with Dr. Francis Morgan (drawing -1 for 3 vs 3 and adding 1 clue to Dr. Francis Morgan, taking control of him) and moved to the Back Alley via thre Darkened Hallway.

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

I ended the round by giving my investigators 1 resource each before Roland drew Psychosis (adding it to his threat area) and Wendy drew Contraband before discarding it.

Round Nine began with agenda 3a gaining a first doom counter before Roland drew Twist Of Fate (drawing -4 and taking 1 damage) and Wendy drew Frozen In Fear (adding it to her threat area).

In the investigation phase Roland, then Wendy resigned, advancing the act and moving to Resolution 2, which stated:

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

  • The investigators rescued Dr. Francis Morgan.

  • Each investigator gained 3 XP.

  • I opted to have each investigator pay their XP to play Charisma.

Can you please mark this topic as a SPOILER!

The Dunwich Legacy Scenario II: Extra-Curricular Activity (Standard Difficulty with Roland Banks and Wendy Adams)

Roland's deck comprised:

Permanents: Charisma.

Assets (17) : .45 Automatic x2, Beat Cop x2, Dr. Francis Morgan x1, First Aid x2, Hyperawareness x2, Machete x2, Magnifying Glass x2, Physical Training x2, Roland's .38 Special x1 and True Grit x2.

Events (10) : “If It Bleeds...” x2, Dodge x2, Dynamite Blast x2, Evidence x2 and Prepared For The Worst x2.

Skills (4): Unexpected Courage x2 and Vicious Blow x2.

Weakness (2): Cover Up x1 and Psychosis x1.

Wendy's deck comprised:

Permanents: Charisma.

Assets (17) : .41 Derringer x2, Baseball Bat x2, Dig Deep x2, Hard Knocks x2, Lantern x2, Leather Coat x2, Leo De Luca x2, Peter Sylvestre x2 and Wendy's Amulet x1.

Events (8) : Contraband x2, Elusive x2, Lucky x2 and Narrow Escape x2.

Skills (6) : Quick Thinking x2, Resourceful x2, and Unexpected Courage x2.

Weaknesses (2) : Abandoned and Alone x1 and Overzealous x1.

The campaign log stated:

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

  • The investigators rescued Dr. Francis Morgan.

Roland started the scenario with 5 resources and an opening hand containing .45 Automatic, Machete, Physical Training, Unexpected Courage and Vicious Blow.

Wendy started the scenario with 5 resources and an opening hand containing Baseball Bat, Elusive, Leather Coar, Quick Thinking and Wendy's Amulet.

Setting up the scenario comprised putting cards aside, putting Administration Building, Humanities Building, Miskatonic Quad (with Roland and Wendy there), Orne Library, Science Building and Student Union into play and shuffling the encounter deck.

Round One began with the investigation phase, where Roland paid 4 to play.45 Automatic (with 4 ammo), moved to the Science Labs (adding 2 clues and putting the Alchemy Labs into play) and investigated (drawing +1 for 4 vs 2 and claiming a clue) before Wendy paid 2 to play Wendy's Amulet, moved to the Science Building and investigated (drawing -1 for 2 vs 2 and claiming the clue).

I ended the round by giving each investigator 1 resource. Roland drew Beat Cop and Wendy drew Peter Sylvestre.

Round Two began with agenda 1a gaining a doom counter before Roland drew Offer of Power, opting to risk adding 2 doom counters to agenda 1a before Wendy drew Eager For Death (drawing Elder Sign and auto-succeeding).

In the investigation phase, Roland moved to the Student Union via the Miskatonic Quad (adding 2 clues) and investigated (drawing -1 for 2 vs 1 and claiming the clue). Wendy moved to the Student Union via the Miskatonic Quad and investigated (drawing Tentacle and failing).

At the end of the round I gave each investigator a resource before Roland drew Dynamite Blast and Wendy drew Leather Coat.

Round Three began with agenda 1a gaining a fourth doom counter before Roland drew Terror From Below (choosing Event so Wendy discarded Elusive) and Wendy drew Arcane Barrier (adding it to the Student Union).

In the investigation phase Roland investigated (drawing Skull for 2 vs 1 and claiming the clue), gained a resource and paid 4 to play Beat Cop. Wendy attempted to break the Arcane Barrier (drawing 0 for 4 vs 4 and discarding the Barrier before moving to the Miskatonic Quad), moving to the Administrative Building (adding 2 clues and putting Faculty Offices into play) and investigating (drawing -2 and failing).

At the end of the round, both investigators gained a resource before Roland drew “If It Bleeds..” and Wendy drew Baseball Bat and was forced to discard another Elusive from her deck.

Round Four began with agenda 1a gaining a fifth doom counter before Roland drew Wizard of Yog-Sothoth, putting it into play engaged with him and Wendy drew Ancient Evils, adding a sixth doom counter to agenda 1a.

In the investigation phase Roland paid 1 from .45 Automatic to fight the Wizard of Yog-Sothoth (drawing Elder Sign for 5 vs 4 and doing 2 damage), paid 1 from .45 Automatic to fight the Wizard of Yog-Sothoth (drawing 0 for 5 vs 4 and killing the Wizard of Yog-Sothoth, putting him in the victory display) and moved to Miskatonic Quad. Wendy moved to the Humanities Building (adding 4 clues) via the Miskatonic Quad and investigated (drawing +1 for 4 vs 3 and claiming a clue).

At the end of the round each investigator gained a resource, Roland drew Roland's .38 Special and Wendy drew Lantern.

Round Five began with agenda 1a gaining a final doom counter, advancing the agenda to agenda 2b, putting the Dormitories into play and spawning the Experiment into the Science Building.

In the investigation phase Roland moved to the Humanities Building, investigated (drawing +1 for 4 vs 3 and claiming a clue. I paid 4 from Roland and 2 from Wendy to advance the act, shuffling the encounter discard pile and “Jazz” Mulligan into the encounter deck) and investigated (drawing 0 for 3 vs 3 and claiming a clue). Wendy investigated (drawing -4 for -1 vs 3 and failing), investigated (drawing +1 and claiming the final clue) and discarded the clue to discard the top 5 cards of the encounter discard pile.

At the end of the round, each investigator gained a resource before Roland drew Vicious Blow and Wendy drew Contraband.

Round Six began with agenda 3a gaining a doom counter before Roland drew Light of Aforgomon, adding it to agenda 3a, and Wendy drew Beyond The Veil and added it to her threat area before it surged to Locked Door, which was added to Administration Building.

In the investigation phase, Roland paid 1 clue to discard the top 5 cards of the encounter deck, investigated (drawing Elder Sign for 4 vs 3 and claiming the clue) and paying 1 clue to discard the top 5 cards of the encounter deck and put “Jazz” Mulligan into play at the Humanities Building. Wendy parleyed with “Jazz” Mulligan (drawing 0 for 3 vs 3 and taking control of “Jazz”) and moved to the Student Union.

At the end of the round, I added a resource to each investigator before Roland drew Magnifying Glass and discarded it and Wendy drew Leo De Luca and discarded Contraband.

Round Seven began with agenda 3a gaining another doom counter (discarding Light of Aforgomon, discarding all doom counters and moving the Experiment to Miskatonic Quad) before Roland drew Terror From Beyond (choosing Event so Roland discarded “If It Bleeds..” and Dynamite Blast) and Wendy drew Offer of Power (opting to take the 2 horrors).

In the investigation phase, Roland paid 3 to play Roland's .38 Special (with 4 ammo), moved to the Miskatonic Quad (engaging the Experiment) and paying 1 from .45 Automatic to fight the Experiment (discarding 2 copies of Vicious Blow and drawing +1 for 8 vs 4 and doing 4 damage). Wendy paid 6 to play Leo De Luca, paid 2 to play Lantern, moved to the Miskatonic Quad and discarded the Lantern to do 1 damage to the Experiment.

In the enemy phase the Experiment did 2 damage and 2 horrors to Roland and did 1 damage and 1 horror to Wendy and 1 horror and 1 damage to Leo De Luca.

At the end of the round I added a resource to each investigator before Roland drew Dodge and Wendy drew Resourceful.

Round Eight began with agenda 3a gaining a doom counter before Roland drew Terror From Beyond (choosing Event so Roland discarded Dodge) and Wendy drew Visions of Futures Past (-1 for 3 vs 5 and discarding Resourceful and Lantern).

In the investigation phase Roland paid 1 from .45 Automatic, discarding it to fight the Experiment (drawing -1 for 4 vs 4 and doing 2 damage), paid 1 from Roland's .38 Special to fight the Experiment (drawing Elder Sign for 4 vs 4 and doing 2 damage) and paid 1 from Roland's .38 Special to fight the Experiment (discarding Machete and Physical Training and drawing -2 for 5 vs 4 and doing 2 more damage) before discarding the Beat Cop to do another damage to the Experiment. With the Experiment on 12 damage, Wendy fought the Experiment (Roland discarded Unexpected Courage and Wendy discarded Baseball Bat x2, Leather Coat x2, Quick Thinking and Resourceful before drawing 0 for 9 vs 4, doing 1 damage and killing the Experiment, adding it to the victory display and advancing to act 3b).

Act 3b states that I have completed the scenario and moved to resolution 3, which states that:

  • Professor Warren Rice was kidnapped.

  • The Experiment was defeated.

  • Each investigator gained 3 XP.

I advanced to Interlude I: Armitage's Fate, which stated:

  • The investigators rescued Dr. Henry Armitage.

I opted to live dangerously and paid the 3 XP each from Roland and Wendy to send the pair to Venice.

The Dunwich Legacy Side-Story: Carnevale of Horrors (Standard Difficulty with Roland Banks and Wendy Adams)

Roland's deck comprised:

Permanents: Charisma.

Assets (17) : .45 Automatic x2, Beat Cop x2, Dr. Francis Morgan x1, First Aid x2, Hyperawareness x2, Machete x2, Magnifying Glass x2, Physical Training x2, Roland's .38 Special x1 and True Grit x2.

Events (10) : “If It Bleeds...” x2, Dodge x2, Dynamite Blast x2, Evidence x2 and Prepared For The Worst x2.

Skills (4): Unexpected Courage x2 and Vicious Blow x2.

Weakness (2): Cover Up x1 and Psychosis x1.

Wendy's deck comprised:

Permanents: Charisma.

Assets (17) : .41 Derringer x2, Baseball Bat x2, Dig Deep x2, Dr. Henry Armitage, Hard Knocks x2, Lantern x2, Leather Coat x2, Leo De Luca x2, Peter Sylvestre x2 and Wendy's Amulet x1.

Events (8) : Contraband x2, Elusive x2, Lucky x2 and Narrow Escape x2.

Skills (6) : Quick Thinking x2, Resourceful x2, and Unexpected Courage x2.

Weaknesses (2) : Abandoned and Alone x1 and Overzealous x1.

The campaign log stated:

  • Professor Warren Rice was kidnapped.

  • The Experiment was defeated.

  • The investigators rescued Dr. Francis Morgan.

  • The investigators rescued Dr. Henry Armitage.

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

Roland started the scenario with 5 resources and an opening hand containing Beat Cop, First Aid, Hyperawareness, Machete and Physical Training.

Wendy started the scenario with 5 resources and an opening hand containing .41 Derringer, Leo De Luca, Lucky!, Resourceful and Unexpected Courage.

Set up for the scenario comprised removing Flooded Square from play, putting (in clockwise order), San Marco Basilica (with Roland, Wendy and Abbess Allegra Di Biase there), Bridge of Sighs, The Guardian, Canal-Side, Academia Bridge, Venetian Garden, Rialto Bridge and Streets of Venice into play, placing a random Masked Carnevale-Goer under each non-San Marco Basilica location, putting cards aside and shuffle the encounter deck.

Round One began with the investigation phase where Roland paid 3 to Machete, moved to Bridge of Sighs (adding 2 clues) and investigated (drawing -1 for 2 vs 1 and claiming a clue).Wendy gained a resource, paid 6 to play Leo De Luca, moved to Bridge of Sighs and investigated (drawing 0 for 3 vs 1 and claiming the clue).

At the end of the round, Roland gained a resource and drew “If It Bleeds..” and Wendy gained a resource and drew Contraband.

Round Two began with agenda 1a gaining a doom counter before Roland drew Writhing Appendage, putting it into play engaged with him, and Wendy drew Chaos In The Water (drawing 0 for 4 vs 4 and taking no ill-effects).

Roland used the Machete to fight the Writhing Appendage (drawing -1 for 4 vs 2, doing 2 damage and killing the Writhing Appendage), paid 1 clue each from Roland and Wendy to flip the Masked Carnevale-Goer to Salvatore Neri and used the Machete to fight Salvatore Neri (drawing -1 for 4 vs 4 and doing 2 damage). Wendy moved to The Guardian (adding 4 clues and drawing .41 Derringer), investigated (drawing -1 for 2 vs 3 and failing) and investigated (drawing +1 for 4 vs 3 and claiming a clue) before investigating (drawing -1 for 2 vs 3 and failing).

In the enemy phase, Salvatore Neri attacked Roland, doing 2 horrors.

At the end of the round Roland gained 1 resource and drew Beat Cop and Wendy gained 1 resource and Hard Knocks.

Round Three began with agenda 1a gaining a second doom counter before Roland drew Watcher's Gaze (discarding Physical Training and drawing 0 for 4 vs 4 so suffering no ill-effects) and Wendy drew Abduction (drawing 0 for 4 vs 3 so dodging the ill-effects).

In the investigation phase Roland used the Machete to fight Salvatore Neri (drawing 0 for 5 vs 4 and doing 2 damage, killing Salvatore Neri and adding him to the victory display), paid 4 to play Beat Cop and moved to The Guardian (drawing First Aid). Wendy paid 2 clues to flip the Masked Carnevale-Goer at The Guardian to a Innocent Reveller, parley'd with the Innocent Reveller (drawing Tentacle and failing), parley'd with the Innocent Reveller (drawing -1 for 2 vs 2 to take control of the Innocent Reveller) and gained a resource.

At the end of the round Roland gained 1 resource and drew .45 Automatic and Wendy gained 1 resource and drew Lantern.

Round Four began with agenda 1a gaining a third doom counter before Roland drew Mass Hysteria (taking the 2 damage) and Wendy drew Lost In Venice (moving her to Rialto Bridge, adding 1 clue).

In the investigation phase Roland gained a resource, paid 2 resources to play First Aid (adding 3 supplies) and used 1 supply to heal a horror from himself. Wendy paid 3 to play .41 Derringer, investigated (drawing +1 for 4 vs 2 and claiming the clue), paid 1 clue from Roland and 1 from Wendy to flip the Masked Carnevale-Goer at Rialto Bridge to another Innocent Reveller and parley'd with the Innocent Reveller (drawing -1 for 2 vs 2 and taking control of the Reveller).

At the end of the round Roland gained a resource and drew Dynamite Blast and Wendy gained 1 resource and drew another Leo De Luca.

Round Five began with agenda 1a gaining a fourth doom counter before Roland drew Watcher's Gaze (Roland drew -1 for 2 vs 4 and added 1 horror to Beat Cop and Wendy drew -4, then discarded Leo De Luca to replace it with 0 so made 4 vs 4 so dodged the ill-effects) and Wendy drew Mesmerize, which surged to Chaos In The Water (drawing -3 for 1 vs 4 and adding 1 damage to one of her Innocent Revellers).

In the investigation phase, Roland moved to Canal-Side (adding 1 clue), paid 1 from First Aid to remove a horror from himself and investigated (drawing -1 for 2 vs 2 and claiming a clue). Wendy moved to the Streets of Venice (adding 2 clues), investigated (drawing -1 for 2 vs 2 and claiming a clue) and paid 1 clue from Roland and Wendy to flip the Masked Carnevale-Goer at Streets of Venice to an Innocent Reveller.

At the end of the round Roland gained a resource and drew Magnifying Glass and Wendy gained a resource and drew Dr. Henry Armitage.

Round Six began with agenda 1a gaining a fifth doom counter before Roland drew Poleman (putting him into play engaged with him) and Wendy drew Lost In Venice (taking 2 horrors).

In the investigation phase, Roland used the Machete to fight the Poleman (drawing 0 for 5 vs 4 and doing 2 damage), used the Machete to fight the Poleman (drawing Elder Sign for 5 vs 4 and killing the Poleman) and moved to Accademia Bridge (adding 2 clues). Wendy parley'd with the Innocent Reveller (drawing -1 for 2 vs 2, taking control of the Innocent Reveller), moved to the San Marco Basillica and placed 2 Innocent Revellers under the act deck.

At the end of the round, Roland gained 1 resource and drew Roland's .38 Special and Wendy gained a resource and drew Baseball Bat, discarding Lantern.

Round Seven began with agenda 1a gaining a sixth doom counter before Roland drew Lost In Venice, moving him to the Basilica San Marco before Wendy drew Chaos In The Water (drawing -2 for 2 vs 4 and adding 1 damage to the remaining Innocent Reveller).

In a change to the normal running order for the investigation phase Wendy placed a third Innocent Reveller under the act deck, advancing it, placing Cnidathqua at the centre of the locations and flipping the Masked Carnevale-Goer at Venetian Gardens to Elisabetta Magro, moved to Bridge of Sighs (taking 1 horror), moved to the Guardian (drawing Quick Thinking) and moved to Canal-Side (adding a clue). Roland moved to Bridge of Sighs (taking 1 horror), moved to The Guardian (drawing Machete) and moved to Canal-Side (adding a clue). This advanced the act again, putting Gondola into play with Roland and Wendy there and removing all other locations, enemies and assets from play.

At the end of the round Roland gained a resource and drew Physical Training (discarding Hyperawareness, Dynamite Blast, and Magnifying Glass) and Wendy drew Resourceful before discarding Baseball Bat and Contraband.

Round Eight began with agenda 1a gaining a seventh doom counter before Roland discarded the top 5 cards of the encounter deck and Wendy discarded the top 5 cards of the encounter deck (again drawing no Writhing Appendages, I'm guessing the few cards left in the deck are probably going to be a lot of them).

In the investigation phase Roland triggered the action on Gondola (drawing -2 for 2 vs 2 and adding a resource to Gondola), triggered the action on Gondola (drawing Skull for 2 vs 2 and adding a resource to Gondola) and triggered the action on Gondola (drawing -2 for 2 vs 2 and adding a resource to Gondola). Wendy triggered the action on Gondola (drawing -1 for 3 vs 2 and adding a resource to Gondola), triggered the action on Gondola (drawing Skull for 2 vs 2 and adding a resource to Gondola), triggered the action on Gondola (drawing 0 for4 vs 2 and adding a resource to Gondola) and triggered the action on Gondola (drawing -2 for 2 vs 2 and adding a resource to Gondola), leaving me with 7 of 8 resources on Gondola.

At the end of the round Roland gained a resource and drew .45 Automatic and Wendy gained a resource and drew Dig Deep (discarding .41 Derringer).

Round Nine began with agenda 1a gaining a final doom counter and advancing it (putting the Baleful Reveller into play engaged with Roland) before Roland discarded the top 5 cards of the deck, putting 2 Writhing Tentacles into play engaged with Roland and shuffling the encounter deck before Wendy discarded the top 5 cards of the deck, adding no Appendages.

In the investigation phase Wendy triggered the action on Gondola (drawing -4, then discarding Resourceful to redraw -2 for 2 vs 2, gaining a final resource and advancing the act). Act 3b told me to go to Resolution 1, which stated:

  • The sun banished Cnidathqua to the depths.

  • Each investigator gained 1 XP.

  • Roland opted to add Bauta to his deck.

  • Wendy opted to add Gilded Volto to her deck.

  • Wendy opted to add Abbess Allegra Di Biasi to her deck.

The Dunwich Legacy Scenario II: The Miskatonic Museum (Standard Difficulty with Roland Banks and Wendy Adams)

Roland's deck comprised:

Permanents: Charisma.

Assets (19) : .45 Automatic x2, Bauta x1, Beat Cop x2, Dr. Francis Morgan x1, First Aid x2, Hyperawareness x2, Machete x2, Magnifying Glass x2, Physical Training x2, Roland's .38 Special x1 and True Grit x2.

Events (10) : “If It Bleeds...” x2, Dodge x2, Dynamite Blast x2, Evidence x2 and Prepared For The Worst x2.

Skills (4): Unexpected Courage x2 and Vicious Blow x2.

Weakness (2): Cover Up x1 and Psychosis x1.

Remaining XP : 1.

Wendy's deck comprised:

Permanents: Charisma.

Assets (20) : .41 Derringer x2, Abbess Allegria Di Biasi x1, Baseball Bat x2, Dig Deep x2, Dr. Henry Armitage x1, Gilded Volto x1, Hard Knocks x2, Lantern x2, Leather Coat x2, Leo De Luca x2, Peter Sylvestre x2 and Wendy's Amulet x1.

Events (8) : Contraband x2, Elusive x2, Lucky x2 and Narrow Escape x2.

Skills (6) : Quick Thinking x2, Resourceful x2, and Unexpected Courage x2.

Weaknesses (2) : Abandoned and Alone x1 and Overzealous x1.

Remaining XP : 1

The campaign log stated:

  • Professor Warren Rice was kidnapped.

  • The Experiment was defeated.

  • The investigators rescued Dr. Francis Morgan.

  • The investigators rescued Dr. Henry Armitage.

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

  • The sun banished Cnidathqua to the depths.

Roland started the scenario with 5 resources and a opening hand containing .45 Automatic, Evidence, First Aid, Physical Training and Vicious Blow.

Wendy started the scenario with 5 resources and a opening hand containing Baseball Bat, Dr. Henry Armitage, Elusive, Leo De Luca and Lucky.

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

Round One began with the investigation phase, where Roland paid 4 to play .45 Automatic (adding 4 ammo), investigated (drawing 0 for 3 vs 3 and claiming a clue) and investigated (drawing -1 for 2 vs 3 and failing) before Wendy investigated (drawing a Tentacle and failing), investigated (drawing -1 for 2 vs 3 and failing) and investigated (drawing 0 for 3 vs 3 and claiming the final clue, advancing the act and paying 1 clue each from Roland and Wendy, putting Adam Lynch into play under Roland's countrol and revealing the Museum Halls).

At the end of the round I added a resource to each investigator before Roland drew Prepared For The Worst and Wendy drew Contraband.

Round Two began with agenda 1a gaining a doom counter before Roland drew Twist Of Fate (drawing -4 and taking 1 damage) and Wendy drew Visions of Futures Past (drawing -4 and discarding Contraband to draw Elder Sign for 4 vs 5 so discarding Peter Sylvestre).

In the investigation phase Roland used 2 actions to move to Security Office (adding 2 clues), then triggered the action on Security Office to add Machete to hand and shuffle his deck. Wendy paid 6 to play Leo De Luca, used 2 actions to move to the Administration Office (adding 2 clues) and investigated (drawing Tentacle and failing).

At the end of the round I added a resource to each investigator before Roland drew Magnifying Glass and Wendy drew another Leo De Luca.

Round Three began with agenda 1a gaining another doom counter before Roland drew Stalked In The Dark, which surged to Ephemeral Exhibits (drawing 0 for 3 vs 3 so suffering no ill-effects) and Wendy drew Obscuring Fog, adding it to the Administration Office.

In the investigation phase Roland paid 1 to play Magnifying Glass, investigated (drawing Skull for 3 vs 3 and claiming a clue) and investigated (drawing -2 for 2 vs 3 and failing). Wendy investigated (drawing 0 for 3 vs 3, claiming a clue and discarding Obscuring Fog), investigated (drawing Elder Sign for 3 vs 3, claiming a clue), moving to Museum Halls and paying 2 clues to put the top card of the Exhibit deck into play.

At the end of the round I added a resource to each investigator before Roland drew Unexpected Courage and Wendy drew Leather Coat.

Round Four began with adding another doom counter to agenda 1a before Roland drew Passage Into The Void (drawing Elder Sign for 4 vs 3 and avoiding ill-effects) and Wendy drew Twist Of Fate (drawing -2 and taking 1 damage).

In the investigation phase Roland investigated (drawing -2 for 2 vs 2 and claiming the clue), moved to the Museum Halls and paid 2 clues to play the second card of the Exhibit deck. Wendy moved to the first Exhibit Hall - the Hall of the Dead (adding 4 clues), investigated (drawing 0 for 3 vs 3 and claiming the clue) and investigated (drawing +1 for 4 vs 3 and claiming a clue).

At the end of the round, each investigator gained a resource before Roland drew First Aid and Wendy drew Baseball Bat.

Round Five began with agenda 1a gaining a fourth doom counter before Roland drew Terror From Beyond (choosing Skill so Roland discarded Unexpected Courage and Vicious Attack) and Wendy drew Cursed Luck, adding it to her threat area.

In the investigation phase Wendy moved to the Museum Hall, paid 2 clues to put the third Exhibit Hall into play, moved to the third Exhibit Hall – Egyptian Exhibit (adding 4 clues) and investigated (drawing +1 for 3 vs 3 and claiming the clue). Roland moved to the Egyptian Exhibit, investigated (drawing Elder Sign for 6 vs 3 and claiming a clue).

At the end of the round, each investigator gained a resource before Roland drew Dynamite Blast and Wendy drew Hard Knocks.

Round Six began with a sixth doom counter being added agenda 1a, advancing the agenda (spawning the Hunting Horror, with Shadow-Spawned attached, at the Museum Halls and shuffled the encounter discard pile into the encounter deck) before Roland drew Pushed Into The Void (shuffling Magnifying Glass into his deck and discarding both Beat Cops and Hyperawareness) and Wendy drew Ephermeral Exhibits (drawing Elder Sign for 2 vs 3 so Wendy lost 1 action this turn).

In the investigation phase Roland moved to the Museum Halls, engaging the Hunting Horror, paid 1 from .45 Automatic to fight the Hunting Horror (drawing -2 for 3 vs 2 and doing 2 damage) and paid 1 from .45 Automatic to fight the Hunting Horror (drawing Elder Sign for 5 vs 2, doing 2 damage and killing the Hunting Horror). Wendy moved to the Museum Halls, paid 1 each from Roland and Wendy to play the next Exhibit card and moved to the next Exhibit card – Restricted Hall (adding 4 clues and advancing the act, placing the Hunting Horror (with Shadow-Spawned with 1 resource attached) into play engaged with Wendy and advancing to act 3a).

In the enemy phase, the Hunting Horror inflicted 1 damage and 1 horror to Wendy.

At the end of the round, both investigators gained a resource before Roland drew Bauta and Wendy drew .41 Derringer and discarded Baseball Bat.

Round Seven began with agenda 2a gaining a doom counter before Roland drew Stalked In The Dark (the Hunting Horror engaged Roland and did 1 damage and 1 horror) and Wendy drew Visions of Futures Past (drawing 0 for 3 vs 5 and discarding Hard Knocks and Resourceful).

In the investigation phase Roland paid 1 from .45 Automatic to fight the Hunting Horror (drawing -1 for 4 vs 4 and doing 2 damage), paid 1 from .45 Automatic (discarding it) to fight the Hunting Horror (discarding Prepared For The Worst and drawing -2 for 4 vs 4 and doing 2 damage, killing the Hunting Horror again) and moved to the Restricted Hall.

At the end of the round, each investigator gained a resource before Roland drew Roland's .38 Special and Wendy drew Unexpected Courage, discarding Leo De Luca.

Round Eight began with agenda 2a gaining a second doom counter before Roland drew Crypt Chill (dicarding Physical Training and First Aid and drawing 0 for 5 vs 4 so suffering no ill-effects) and Wendy drew Twist Of Fate (drawing -1 and taking 1 damage).

In the investigation phase Roland investigated (drawing Tentacle and failing), investigated (drawing +1 for 4 vs 3 and claiming a clue) and investigated (drawing 0 for 3 vs 3 and claiming another clue). Wendy investigated (discarding Dr. Henry Armitage and Unexpected Courage and drawing Skull for 5 vs 3, claiming a clue and discarding Cursed Luck), investigated (drawing +1 for 4 vs 3 and claiming the final clue). This advanced the act and left me with the option of keeping or destroying the Necronomicon. After due consideration I decided that Roland would insist on not destroying the book. This forced me to consult Resolution 2, which stated:

  • The investigators took custody of the Necronomicon.

  • Each investigator gained 1 XP.

With each investigator currently on 2 XP I decided that, thematically it's a good time to spend 1 XP each and take a trip to New Orleans.

The Dunwich Legacy Scenario I-A: The House Always Wins (Solo Jenny Barnes at Solo Difficulty)


Since I've never managed to beat Dunwich with Jenny on her own (or at all), I decided to go back to basics.


My deck was:

Assets : .41 Derringer x2, .45 Automatic x1, Arcane Studies x2, Fine Clothes x1, Flashlight x2, Green Man Medallion x1, Hard Knocks x2, Jenny's Twin .45's x1, Leo De Luca x2, Liquid Courage x2, Lone Wolf x2 and Switchblade x2.

Events : Elusive x2, Lucky x2, Sneak Attack x2 and Think On Your Feet x2.

Skills : Quick Thinking x2 and Unexpected Courage x2.

Weaknesses : Overzealous x1, Sacrificial Beast x1 and Searching For Izzie x1.


I started the game with 5 resources and a opening hand containing .45 Automatic, Elusive, Lone Wolf, Switchblade and Unexpected Courage.


I set up the scenario by setting up the chaos bag, set up the starting locations (starting and adding 1 clue to La Bella Luna and adding Clover Club Pit Boss to Clover Club Lounge), setting cards aside and shuffling the encounter deck.


Round One began with the investigation phase, where I paid 1 to play Lone Wolf, paid 1 to play .45 Automatic (adding 4 ammo) and investigated (drawing 0 for 3 vs 2 and claiming the clue).


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


I ended the round by gaining 2 resources and drawing Searching For Izzie (playing it to the Clover Club Cardroom).


Round Two began with agenda 1a gaining a doom token before I drew Twist Of Fate (I drew -1 and took 1 damage).


In the investigation phase, I gained 1 resource, moved to the Clover Club Lounge, moved to the Clover Club Cardroom and paid 2 to trigger the action on the Cardroom (I drew -2 and claimed 2 clues).


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


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


Round Three began with agenda 1a gaining a second doom counter before I drew Something In The Drinks, which surged to Arousing Suspicions, which removed 2 of my resources.


In the investigation phase I gained 1 resource, used 2 actions to investigate (drawing Elder Sign for 3 vs 3 and discarding Searching For Izzie) and paid 2 resources to trigger the action on the Cardroom (drawing -4 and gaining 2 clues). I paid 4 clues to advance the act, putting Darkened Hallway into play and discarding cards until I added a O'Bannion's Thug to the Darkened Hallway.


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


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


Round Four began with agenda 1a gaining a third doom counter before I drew Mobster, adding it to the Clover Club Cardroom.


In the investigation phase I gained a resource, moved to Darkened Hall (putting all three Back Hall Doorways into play) and moved to a random Back Hall Doorway, flipping it to VIP area and adding 1 clue) before investigating (discarding Quick Attack and drawing -1 for 3 vs 3, claiming the clue and paying 2 to advance the act, adding Dr. Francis Morgan to the VIP Area and advancing to act 2a).

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


Round Five began with agenda 1a gaining a final doom counter, advancing the agenda and shuffling the encounter discard pile into the encounter deck and advancing to agenda 2a before I drew Cursed Luck, adding it to my threat area.


In the investigation phase, I opted to parley with Dr. Francis Morgan (drawing Elder Sign for 5 vs 3, discarding Cursed Luck and taking control of Dr. Francis Morgan), paid 1 to play Switchblade and drew Liquid Courage.


In the enemy phase the Clover Club Pit Boss moved to the VIP Area, engaged me and attacked, doing 2 damage.


Round Six began with agenda 2a gaining a doom counter before I drew Something In The Drinks, which surged to Arousing Suspicions (adding 1 doom counter to the Clover Club Pit Boss).


In the investigation phase I gained a resource, paid 1 from the .45 Automatic to fight the Pit Boss (drawing Skull for 3 vs 3 and doing 2 damage), paid 1 from the .45 Automatic to fight the Pit Boss (drawing 0 for 5 vs 3 and killing the Pit Boss, adding him to the victory display) and paid 1 to play Liquid Courage (adding 4 supplies).


Round Seven began with agenda 2a gaining a second doom counter before I drew Arousing Suspicion (removing 2 resources).


In the investigation phase I gained a resource, moved to the Darkened Hall (engaged the O'Bannion's Thug), paid 1 from .45 Automatic to fight the Thug (drawing +1 for 6 vs 4 and killing the Thug) and moved to another random Back Hall Doorway, flipping it to Back Alley and adding 1 clue).


At the end of the round, I gained 2 resources and drew Think On Your Feet.


Round Eight began with agenda 2a gaining a final doom counter, spawning a Servant of the Lurker at the Clover Club Lounge, shuffling more cards into the encounter deck, removing La Bella Luna from the game and advancing to agenda 3a before I drew Dissonant Voices, adding it to my threat area.


In the investigation phase I opted to resign. Since I had Dr. Francis Morgan under my control I moved to resolution 2, which stated:

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

  • I rescued Dr. Francis Morgan.

  • I gained 2 XP.


I opted to use 1 XP to take the permanent Adaptable, use 1 XP to replace a Leo De Luca with a Leo De Luca (1) and use Adaptable to replace both copies of Think On Your Feet with copies of Narrow Escape.


The Dunwich Legacy Scenario I-B: Extra-Curricular Activities (Solo Jenny Barnes at Solo Difficulty)


After 1 scenario my campaign log contained:

  • I rescued Dr. Francis Morgan.

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

  • I gained 2 XP.

  • I paid 2 XP.


My deck was:

Permanents : Adaptable (1) x1.

Assets : .41 Derringer x2, .45 Automatic x1, Arcane Studies x2, Dr. Francis Morgan x1, Fine Clothes x1, Flashlight x2, Green Man Medallion x1, Hard Knocks x2, Jenny's Twin .45s x1, Leo De Luca (1) x1, Leo De Luca x1, Liquid Courage x2, Lone Wolf x2 and Switchblade x2.

Events : Elusive x2, Lucky x2, Narrow Escape x2 and Sneak Attack x2.

Skills : Quick Thinking x2 and Unexpected Courage x2.

Weaknesses : Overzealous x1, Sacrificial Beast x1 and Searching For Izzie x1.


I started the game with 5 resources, the permanent Adaptable and an opening hand containing Hard Knocks, Jenny's Twin .45s, Leo De Luca (1), Narrow Escape and Sneak Attack.


I set up the scenario by putting cards aside, putting the starting locations into play (with Jenny at the Miskatonic Quad) and shuffling the encounter deck.


Round One began with the investigation phase, where I paid 5 to play Leo De Luca (1), moved to the Student Union (adding 2 clues and putting the Dormitories into play), investigated (drawing 0 for 3 vs 1 and claiming a clue), investigated (drawing -2 for 1 vs 1 and claiming the final clue) and gaining a resource.


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


Round Two began with agenda 1a gaining a doom counter before I drew Beyond The Veil, which was added to my threat area and surged to Ancient Evils, which added a second doom counter to agenda 1a.


In the investigation phase I moved to the Miskatonic Quad, then to the Humanities Building (adding 2 clues), investigated (drawing Tentacle and failing) and investigated (drawing 0 for 3 vs 3 and claiming the clue. I paid 3 clues to shuffle the encounter discard pile and “Jazz” Mulligan into the encounter deck and advance to act 2a).


At the end of the round, I gained 2 resources and drew another Flashlight.


Round Three began with agenda 1a gaining a third doom counter before I drew Visions of Futures Past (I drew -4 for 0 vs 5 and discarded Unexpected Courage, Lone Wolf, Switchblade, Arcane Studies and Quick Thinking).


In the investigation phase I investigated (drawing +1 for 4 vs 3, claiming a clue), paid 1 clue to discard the top 10 cards of the encounter deck and moved to the Science Building (adding 1 clue and putting Alchemy Lab into play) via the Miskatonic Quad.


I ended the round by gaining 2 resources and drawing another Hard Knocks.


Round Four began with agenda 1a gaining a fourth doom counter before I drew Visions of Futures Past (drawing 0 for 3 vs 5 and discarding Narrow Escape and my last Lone Wolf).


In the investigation phase I investigated (drawing -1 for 2 vs 2, claiming the clue), paid 1 clue to discard the top 10 cards of the encounter deck (putting “Jazz” Mulligan into play at the Science Building), parleyd with “Jazz” Mulligan (drawing Elder Sign for 10 vs 3 and taking control of “Jazz”, which spawned the Experiment at the Alchemy Labs and put the Alchemical Concoction into play under the Alchemy Labs and advanced to act 3a) before I paid 7 to play Jenny's Twin .45s (with 7 ammo).


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


Round Five began with agenda 1a gaining a fifth doom counter before I drew Locked Door and placed it on Orne Library.


In the investigation phase I used 3 actions to move to the Dormitories (adding 3 clues) and investigated (drawing Elder Sign for 5 vs 1 and claiming a clue).


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


Round Six began with the agenda 1a gaining a sixth doom counter before I drew another Visions of Futures Past (discarding Liquid Courage and drawing 0 for 4 vs 5 and discarding Lucky).


In the investigation phase I investigated (discarding Sneak Attack and drawing 0 for 4 vs 1 and claiming the clue), investigated (drawing -2 for 1 vs 1 and claiming the last clue on Dormitories. I paid 3 clues to trigger Resolution 2).


Resolution 2 stated:

  • Professor Warren Rice was kidnapped.

  • The students were rescued.

  • I gained 1 XP.


I moved to Interlude I: Armitage's Fate, which stated:

  • I rescued Dr. Henry Armitage.


I decided to pay the 1 XP to upgrade the remaining lvl. 0 Leo De Luca to lvl. 1. I used Adaptable to replace the 2 copies of Arcane Studies with 2 copies of Delve Too Deep (I need to make more XP).

The Dunwich Legacy Scenario 2: The Miskatonic Museum (Solo Jenny Barnes at Solo Difficulty)

After 2 scenarios my campaign log contained:

I rescued Dr. Francis Morgan.

I rescued Dr. Henry Armitage.

Professor Warren Rice was kidnapped.

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

The students were rescued.

My deck was:

Permanents : Adaptable (1) x1.

Assets : .41 Derringer x2, .45 Automatic x1, Dr. Francis Morgan x1, Dr. Henry Armitage x1, Fine Clothes x1, Flashlight x2, Green Man Medallion x1, Hard Knocks x2, Jenny's Twin .45s x1, Leo De Luca (1) x2, Liquid Courage x2, Lone Wolf x2 and Switchblade x2.

Events : Delve Too Deeply x2, Elusive x2, Lucky x2, Narrow Escape x2 and Sneak Attack x2.

Skills : Quick Thinking x2 and Unexpected Courage x2.

Weaknesses : Overzealous x1, Sacrificial Beast x1 and Searching For Izzie x1.

I started the game with 5 resources, the permanent Adaptable and an opening hand containing Flashlight x2, Jenny's Twin .45s, Switchblade and Unexpected Courage.

I set up the scenario by putting Museum Entrance (with Jenny and 2 clues), Museum Halls, Security Office and Administration Office into play, created the Exhibit deck and setting several cards aside and shuffling the encounter deck.

Round One began with the investigation phase, where I paid 2 to play Flashlight (with 3 ammo), paid 1 to play Switchblade and investigated (drawing 0 for 3 vs 3 and claiming a clue).

At the end of the round I gained 2 resources and drew Overzealous, drawing Passage Into The Veil (drawing 0 for 3 vs 3 and avoiding ill-effects), which surged to Terror From Beyond (I chose Events and discarded nothing), which surged to Ephemeral Exhibits (I drew +1 for 4 vs 3 so avoided ill-effects).

Round Two began with agenda 1a gaining a doom counter before I drew Twist Of Fate (drawing -4 and taking 1 damage).

In the investigation phase I investigated (drawing +1 for 4 vs 3 and taking the final clue). I paid 2 clues to advance the act, putting Adam Lynch into play and revealed the Museum Halls then moved to the Museum Halls and on to the Security Office (adding a clue).

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

Round Three began with agenda 1a gaining a second doom counter before I drew Twist Of Fate (drawing Elder Sign and avoiding any ill-effects).

In the investigation phase I investigated (drawing -1 for 2 vs 2 and claiming the clue), moved to Museum Halls and paid the clue to put the first Exhibit Hall into play.

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 Passage Into The Veil (drawing +1 for 4 vs 3 and avoiding ill-effects).

My investigation comprised moving to the first Exhibit Hall, flipping it to the Egyptian Exhibit (adding 2 clues), investigated (drawing 0 for 3 vs 3 and claiming the clue) and paying 1 from Flashlight to investigate (drawing -1 for 2 vs 1 and claiming the clue).

I ended the round by gaining 2 resources and drawing Sneak Attack.

Round Five began with agenda 1a gaining a fourth doom token before I drew Beyond The Veil, which was added to my threat area and surged to another Beyond the Veil, which was discarded and surged to Ephemeral Exhibits (I drew -1 for 2 vs 3 and lost a action this round).

My investigations comprised moving back to Museum Halls and spending 1 clue to put the next Exhibit Hall into play.

At the end of the round, I gained 2 resources and drew Delve Too Deep.

Round Six began with agenda 1a gaining a final doom token, spawning the Hunting Horror (with Shadow-Spawned attached) engaged with me and shuffled the encounter discard pile into the encounter deck.

In the investigation phase I used the Switchblade to fight the Hunting Horror (discarding Unexpected Courage and drawing 0 for 5 vs 2 and doing 2 damage), used the Switchblade to fight the Hunting Horror (drawing Elder Sign for 15 vs 2 and killing the Hunting Horror) and paid 1 to play Delve Too Deep (drawing Cursed Luck and putting it into my threat area), adding it to the victory display.

I ended the round by adding 2 resources and drawing Sneak Attack.

Round Seven began with agenda 2a gaining a doom counter before I drew Obscuring Fog and added it to Museum Halls.

My investigations led me to travel to the second Exhibit Hall, flipping it to the Medusa Exhibit (adding 1 clue), investigated (drawing Skull for 2 vs 2 and claiming the clue) before I moved back to the Museum Halls.

I ended the round by adding 2 resources and drawing .41 Derringer.

Round Eight began with agenda 2a gaining a second doom counter before I drew Terror From Beyond (I chose Skill and discarded Quick Thinking).

In the investigation phase I paid 2 clues to put the third and fourth Exhibit Hall cards into play, then traveled to the fourth Exhibit Hall, flipping it to Hall Of The Dead and adding 2 clues).

At the end of the round, I gained 2 resources and drew .45 Automatic.

Round Nine began with agenda 2a gaining a third doom counter before I drew Crypt Chill (I discarded Jenny's Twin .45s and drew 0 for 4 vs 4, so avoided ill effects).

In the investigation phase, I paid 1 from Flashlight to investigate (drawing Elder Sign for 17 vs 3, claiming a clue and discarding Cursed Luck) and paid 1 from Flashlight to investigate (discarding Flashlight and drawing -1 for 4 vs 1, claiming the clue) and moved to Museum Halls.

At the end of the round, I gained 2 more resources and drew another Delve Too Deep.

Round Ten began with agenda 2a gaining a fourth doom counter before I drew Stalked In The Dark, which surged to Twist of Fate (I drew -1, taking 1 damage).

In the investigation phase I paid 1 clue to put the fifth Exhibit Hall card into play, moved to it, flipping it to Restricted Hall (adding 2 clues and advancing the act as well as spawning the Hunting Horror engaged with me with 1 resource on Shadow-Spawned) before I took 1 damage and 1 horror to play .45 Automatic (with 4 ammo).

In the enemy phase, the Hunting Horror attacked me, doing 1 more horror and 1 damage.

At the end of the round, I gained 2 resources and drew Green Man Medallion.

Round Eleven began with agenda 2a gaining a fifth doom counter before I drew Pushed Into The Beyond (shuffling the Switchblade into my deck and discarding Leo De Luca (1), Unexpected Courage and Hard Knocks.

In the investigation phase I paid 1 from .45 Automatic to fight the Hunting Horror (drawing -2 for 3 vs 3 and doing 2 damage) and paid 1 from .45 Automatic to fight the Hunting Horror (drawing Cultist for 4 vs 3 and killing the Hunting Horror, adding another resource to Shadow-Spawned) and investigated (discarding Green Man Medallion and drawing -2 for 3 vs 3, claiming a clue).

I ended the round by adding 2 more resources and drawing Narrow Escape.

Round Twelve began with agenda 2a gaining a sixth doom counter before I drew Obscuring Fog, adding it to the Restricted Hall.

My investigations comprised investigating (discarding 2 copies of Sneak Attack and Flashlight and drawing 0 for 6 vs 5 and claiming the final clue). This advanced the act to act 3b, which gives me the choice of destroying or keeping the Necronomicon. As is usual when playing Jenny I reckon that she would want to keep it in case it has information about Izzie so I advance to resolution 2, which states:

I took custody of the Necronomicon.

I gained 5 XP.

I paid 2 XP to replace 2 copies of Flashlight with 2 copies of Lockpicks and used Adaptable to replace 2 copies of .41 Derringer with 2 copies of Painkillers before paying 3 XP so that Jenny could follow up a possible lead on Izzie in Venice.

The Dunwich Legacy Sceanrio I-A: Extracurricular Activity (Akachi Onyele and William Yorick on Solo Difficulty)

After pondering if I prefer solo or two-handed play I've finally settled on preferring two-handed.

In this scenario the lead investigator is Akachi Onyele, with 5 resources and a opening hand containing Arcane Studies, Archaic Glyphs, Clarity of Mind, Delve Too Deep and Rite of Seeking.

She was assisted by William Yorick, with 5 resources and a opening hand containing Bury Them Deep, Emergency Cache, Machete, Peter Sylvestre and Unexpected Courage.

I set up the scenario by setting up the Chaos Bag, putting cards aside and putting the locations into place (with Akachi and William at Miskatonic Quad).

Round One began with the investigation phase, where Akachi paid 4 to play Rite of Seeing (adding 4 charges), paid 1 to play Delve Too Deep, adding it to the victory display (Akachi drew Eager For Death, drawing -2 for 3 vs 2 and avoiding ill-effects before William drew Pushed Into The Beyond, which did nothing) before moving to the Administration Building (adding 2 clues and putting Faculty Offices into play) and discarding Fearless. William paid 3 to play Machete, moved to the Student Union (adding 2 clues and putting Dormitories into play) and investigated, drawing Skull for 1 vs 1 and claiming a clue.

At the end of the round Akachi and William gained a resource before Akachi drew Scrying and William drew Leather Coat.

Round Two began with agenda 1a gaining a doom counter before Akachi drew Terror From Beyond, picking Skill so William discarded Unexpected Courage and William drew Thrall, putting it into play engaged with him.

In the investigation phase Akachi paid 1 charge from Rite of Seeking to investigate, drawing -1 for 4 vs 4 and claiming a clue, investigated, drawing Elder Sign for 6 vs 4, claiming a clue and adding a charge to Rite of Seeking before moving to Miskatonic Quad. William used the Machete to fight the Thrall, drawing -3 for 2 vs 2 and killing the Thrall, investigated (drawing -1 for 1 vs 1 and claiming the clue) and moved to the Miskatonic Quad.

At the end of the round each investigator gained a resource before Akachi drew Overpower and William drew Rabbit's Foot.

Round Three began with agenda 1a gaining a doom before Akachi drew Locked Door, attaching it to Administration Building and William drew Beyond The Veil, which was added to his threat area and surged to Ancient Evils, which added a doom to agenda 1a.

In the investigation phase Akachi moved to the Science Building, adding 2 clues and putting the Alchemy Labs into play, investigated (drawing 0 for 2 vs 2 and claiming a clue) and paid 1 from Rite of Seeking to investigate (drawing Cultist for 4 vs 2 and claiming the clue. I paid 4 clues from Akachi and 2 clues from William to advance the act, shuffling the encounter discard pile and “Jazz” Mulligan into the encounter deck). William moved to the Humanities Building (adding 4 clues), investigated (drawing Elder Sign for 3 vs 3 and claiming a clue) and paid 1 clue to discard the top 10 cards of the encounter deck. “Jazz” was the 9 th card so he was placed at the Humanities Building.

At the end of the round both investigators gained a resource before Akachi drew Scrying and William drew Lucky.

Round Four began with agenda 1a gaining a doom counter before Akachi drew Arcane Barrier, playing it at the Science Builiding, and William drew Ancient Evils and added 1 doom to agenda 1a.

In the investigation phase Akachi used the action on Arcane Barrier (drawing -1 for 4 vs 4 and discarding the Arcane Barrier and moving to Miskatonic Quad, moved to Humanities Building and parleyed with “Jazz” Mulligan (discarding a Arcane Studies and drawing Elder Sign for 4 vs 3, taking control of “Jazz” Mulligan and adding a charge to Rite of Seeking as well as advancing the act, spawning The Experiment at Alchemy Labs. William paid 3 to play Peter Sylvestre, paid 1 to play Rabbit's Foot and played Rabbit's Foot.

At the end of the round each investigator gained a resource before Akachi drew Shrivelling and William drew Machete.

Round Five began with agenda 1a gaining a doom counter before Akachi drew Visions of Futures Past (drawing 0 for 5 vs 5 and avoiding ill-effects) and William drew Visions of Futures Past (drawing Skull for 2 vs 5 and discarding Dig Deep, Lucky and Dodge).

In the investigation phase Akachi used 3 actions to move to the Faculty Offices (adding 4 clues and spawning a Thrall engaged with her). William used 3 actions to move to the Faculty Offices.

In the enemy phase the Thrall did 1 damage and 1 horror to Akachi.

At the end of the round both investigators gained a resource before Akachi drew Fine Clothes and William drew Vicious Blow.

Round Six began with agenda 1a gaining a final doom counter, advancing the agenda to agenda 2a before Akachi drew Beyond The Veil, adding it to her threat area and surging to Arcane Barrier, adding it to the Faculty Offices before William drew Ancient Evils, adding another doom to agenda 2a.

In the investigation phase Akachi fought the Thrall (drawing 0 for 3 vs 2 and doing 1 damage), Akachi fought the Thrall (drawing -1 for 2 vs 2 and killing the Thrall) before paying 1 charge from Rite of Seeing to investigate (drawing -1 for 4 vs 2 and claiming the clue). William played Bury Them Deep to add the Thrall and Bury Them Deep to the victory display), investigated (drawing 0 for 2 vs 2 and claiming a clue), investigated (drawing +1 for 3 vs 2 and claiming a clue) and investigated (drawing -1 and paying 1 to play Lucky for 3 vs 2 and claiming the last clue). I paid 3 clues from William and 1 clue from Akachi to advance the act to resolution 1, which stated:

-The investigators rescued Professor Warren Rice.

-The investigators failed to rescue the students.

-Each investigator gained 3 XP.

Akachi paid 3 XP to replace both Archaic Glyphs and Holy Rosary with 2 copies of Spirit Athame and 1 copy of Book of Shadows.

William took control of Professor Warren Rice and paid 3 XP for the permanent Scrapper.

The decks for The House Always Wins are:

Akachi Onyele

Packs: From Core Set (2) to Where Doom Awaits

Assets

1x Holy Rosary (Core Set)

2x Shrivelling (Core Set)

2x Scrying (Core Set)

2x Arcane Studies (Core Set)

2x Arcane Initiate (Core Set)

2x Rite of Seeking (The Dunwich Legacy)

2x Ritual Candles (The Dunwich Legacy)

2x Clarity of Mind (The Dunwich Legacy)

2x Fine Clothes (Where Doom Awaits)

1x Spirit-Speaker:Envoy of the Alusi (The Path to Carcosa)

2x Spirit Athame [1] (The Path to Carcosa)

1x Book of Shadows [1] (The Unspeakable Oath)

Events

2x Blinding Light (Core Set)

2x Delve Too Deep (The Miskatonic Museum)

Skills

2x Fearless (Core Set)

2x Overpower (Core Set)

2x Unexpected Courage (Core Set)

Treachery

1x Angered Spirits (The Path to Carcosa)

Enemy

1x Silver Twilight Acolyte (Core Set)

William Yorick

Packs: From Core Set (2) to The Pallid Mask

Assets

2x Physical Training (Core Set)

2x First Aid (Core Set)

2x Machete (Core Set)

2x Leather Coat (Core Set)

2x Rabbit's Foot (Core Set)

2x Dig Deep (Core Set)

2x Peter Sylvestre:Big Man on Campus (The Dunwich Legacy)

1x Professor Warren Rice:Professor of Languages (The Dunwich Legacy)

1x Scrapper [3] (Blood on the Altar)

2x Lantern (The Path to Carcosa)

2x Gravedigger's Shovel (The Path to Carcosa)

Events

2x Dodge (Core Set)

2x Lucky! (Core Set)

2x Emergency Cache (Core Set)

1x Bury Them Deep (The Path to Carcosa)

2x Waylay (The Pallid Mask)

Skills

2x Vicious Blow (Core Set)

2x Unexpected Courage (Core Set)

Treachery

1x Psychosis (Core Set)

Enemy

1x Graveyard Ghouls (The Path to Carcosa)

The Dunwich Legacy Sceanrio I-B: The House Always Wins (Akachi Onyele and William Yorick on Standard Difficulty)

After 1 scenario the current campaign log states:

-The investigators rescued Professor Warren Rice.

-The investigators failed to rescue the students.

In this scenario the lead investigator is Akachi Onyele, with 5 resources and a post-mulligan opening hand containing Clarity of Mind, Delve Too Deep, Rite Of Seeking, Shrivelling and Spirit Athame.

She was assisted by William Yorick, with 5 resources, the permanent Scrapper and a post-mulligan opening hand containing Bury Them Deep, First Aid, Machete and Vicious Blow x2.

I set up the scenario by putting several cards aside, putting the starting locations into play with Akachi, William and 2 clues at La Bella Luna and the Clover Club Pit Boss at Clover Club Lounge and shuffled the encounter deck.

Round One began with the investigation phase where Akachi risked playing Delve Too Deep (adding it to the victory display before Akachi drew Twist of Fate (drawing 0 and taking 1 damage) and William drew Mobster (spawning him at La Bella Luna)), investigated (drawing Elder Sign for 3 vs 2 and claiming a clue) and paid 3 for Spirit Athame. William paid 3 to play Machete, investigated (drawing +1 for 3 vs 2 and claiming the other clue) and drew Physical Training.

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

At the end of the round Akachi and William gained a resource each before Akachi drew Holy Rosary and William drew Dig Deep.

Round Two began with agenda 1a gaining a doom before Akachi drew Swarm of Rats, which was spawned engaged with her, and William drew Cursed Luck, which was added to his threat area.

In the investigation phase Akachi fought the Swarm of Rats (drawing Tablet for 1 vs 1 and killing the Swarm of Rats), moved to the Clover Club Lounge and moved to the Clover Club Cardroom. William moved to the Clover Club Lounge, moved to the Clover Club Cardroom and paid 2 to trigger the action on Clover Club Cardroom (drawing -2 and claiming 2 clues).

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

I ended the round by giving each investigator a resource before Akachi drew Spirit-Speaker and William drew Waylay.

Round Three began with agenda 1a gaining a second doom before Akachi drew Arousing Suspicions and removed 2 resources and William drew Something In The Drinks, which surged to Twist of Fate (drawing -1 and taking 1 damage).

In the investigation phase Akachi paid 2 to trigger the Cardroom's ability (drawing -2 and claiming 2 clues) and gained 2 resources. William paid 2 to trigger the Cardroom's ability (drawing 0 and claiming 2 clues, paying 3 clues from Akachi and 5 from William to advance the act, putting the Darkened Hall into play and discarding cards until I spawned a O'Bannion's Thug in the Darkened Hall), moved to the Darkened Hall (putting the three Back Hall Doorways into play) and moved to the first Back Hall Doorway (flipping it to Art Gallery and adding 2 clues).

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

At the end of the round Akachi and William gained a resource before Akachi drew Scrying and William drew Psychosis, adding it to his threat area.

Round Four began with agenda 1a gaining a third doom counter before Akachi drew Cursed Luck, adding it to her threat area and William drew Arousing Suspicions (removing a resource).

In the investigation phase Akachi moved to the Darkened Hall, then onto the Art Gallery before investigating (drawing 0 for 2 vs 2 and claiming a clue). William investigated (drawing 0 for 2 vs 2 and claiming the clue) and spent 2 actions to discard Psychosis.

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

At the end of the round each investigator gained a resource before Akachi drew Blinding Light and William drew Lantern.

Round Five began with agenda 1a gaining a final doom and advancing (shuffling the encounter discard pile into the encounter deck and advancing to agenda 2b, which spawned a Servant of the Lurker at the Clover Club Lounge, moved the Mobster from La Bella Luna to the Clover Club Lounge and removed La Bella Luna from the game before shuffling more cards into the encounter deck) before Akachi drew Twist Of Fate (drawing +1 for no effect) and William drew Dissonant Voices, adding it to his threat area.

In the investigation phase Akachi paid 3 to play Shrivelling (adding 5 charges), moved to the Darkned Hall, engaging Clover Club Pit Boss and O'Bannion's Thug and paid 1 from Shrivelling to fight the O'Bannion's Thug (drawing Elder Sign for 5 vs 4, killing the O'Bannion's Thug and adding 1 charge to Shrivelling as well as discarding Cursed Luck). William moved to the Darkened Hall, moved to the next Back Hall Doorway (flipping it to VIP Area and adding 2 clues) and investigated (drawing Elder Sign for 3 vs 3 and claiming a clue).

In the enemy phase the Servant of the Lurker ate the Mobster at Clover Club Lounge and moved to Clover Club Cardoom and Clover Club Pit Boss attacked Akachi, doing 2 damage.

At the end of the round Akachi gained a resource and drew Fine Clothes.

Round Six began with agenda 3a gaining a doom before Akachi drew Rotting Remains (drawing -2 for 3 vs 3 and taking no horror) and William drew Rotting Remains (drawing +1 for 3 vs 3 and taking no horror).

In the investigation phase Akachi paid 1 from Shrivelling to fight the Clover Club Pit Boss (drawing -1 for 4 vs 3 and doing 2 damage), paid 1 from Shrivelling to fight the Clover Club Pit Boss (drawing Skull for 3 vs 3 and killing the Clover Club Pit Boss, adding him to the victory display) and moved to the VIP Area. William investigated (drawing Elder Sign for 4 vs 3, claiming the clue and discarding Cursed Luck, I paid 1 clue from Akachi and 3 from William to advance the act, adding Peter Clover to the Clover Club Bar and spawning a Conglomeration of Spheres at the Clover Club Bar before advancing to act 3a and shuffling the encounter deck), moved to the Darkened Hall and paid 2 to play First Aid, adding 3 uses.

In the enemy phase the Servant of the Lurker moved to Darkened Hall, engaged William and did 2 damage and 2 horror to him before the Conglomeration moved to the Clover Club Cardroom.

At the end of the round both investigators gained a resource before Akachi drew Arcane Studies and William drew Machete.

Round Seven began with agenda 3a gaining another doom counter before Akachi drew Rotting Remains (drawing -1 for 4 vs 3 and dodging any ill-effects) and William drew Hunted Down, which surged to Arousing Suspicions, which removed a resource.

In the investigation phase William used his Machete to fight the Servant of the Lurker (drawing 0 for 5 vs 4 and doing 2 damage), used his Machete to fight the Servant of the Lurker (drawing +1 for 6 vs 4 and doing 2 damage) and used his Machete to fight the Servant of the Lurker (drawing Elder Sign for 7 vs 4, killing the Servant of the Lurker and adding it to the victory display). Akachi moved to the Darkened Hall, paid 2 to play Clarity of Mind (adding 4 charges) and paid 1 from Clarity of Mind to heal a horror from William.

In the enemy phase the Conglomeration of Spheres moved to the Darkened Hall, engaged Akachi and did 1 horror and 1 damage.

At the end of the round both investigators gained a resource before Akachi drew Rite of Seeking and William drew Learher Coat before discarding Waylay and Lantern.

Round Eight began with agenda 3a gaining a third doom counter before Akachi drew Cursed Luck, adding it to her threat area and William drew Twist of Fate (drawing -3 and taking 1 damage).

In the investigation phase William took 2 actions to move to the Clover Club Bar, and parley'd with Peter Clover (discarding Dig Deep and drawing 0 for 4 vs 3 and adding a clue to Peter Clover). Akachi paid 1 from Shrivelling to fight the Conglomeration (drawing -1 for 3 vs 1, discarding Cursed Luck and doing 2 damage), paid 1 from Shrivelling to fight the Conglomeration (drawing -4 for 1 vs 1 and doing 2 damage) and paid 1 from Shrivelling (discarding it) to fight the Conglomeration (drawing -1 for 3 vs 1, discarding Cursed Luck and destroying the Conglomeration).

At the end of the round each investigator gained a resource before Akachi drew Overpower and discarded Holy Rosary and William drew Lucky and discarded Physical Training.

Round Nine began with agenda 3a gaining a fourth doom before Akachi drew Frozen In Fear, adding it to her threat area, and William drew Arousing Suspicions, discarding 2 resources.

In the investigation phase William parleyd with Peter Clover (discarding Peter Sylvestre and drawing +1 for 4 vs 3 and taking control of Peter Sylvestre), moved to the Clover Club Cardoom and onto the Darkened Hallway. Akachi used 2 actions to move to the last Back Hall Doorway, flipping it to Back Door and adding 2 clues, and resigned.

At the end of the round William gained a resource and drew Emergency Cache before discarding it.

Round Ten began with agenda 3a gaining a fifth doom before William drew Dissonant Voices, adding it to his threat area.

In the investigation phase William moved to the Back Door and resigned.

Since William had Peter Clover under his control I moved to Resolution 3, which stated:

-Naomi has the investigators backs.

-Dr. Francis Morgan was kidnapped.

-Each investigator gained 5 XP.

I moved to Interlude 1: Armitage's Fate, which stated:

-The investigators rescued Dr. Henry Armitage.

Akachi paid 3 XP for the permanent Blood Pact and paid 2 XP to replace both copies of Overpower with Moonlight Ritual.

William paid 4 XP to upgrade both his Luckys to Lvl. 2

Edited by silverthorn

The Path To Carcosa Scenario I - Curtain Call (Solo with Roland Banks on Standard Difficulty)

After starting the last run at the Dunwich Legacy I realised that I'm getting sick of trying to complete that campaign so. Combined with just getting my hands on Dirge of Resason I decided to give Roland a go on solo.

I started off with 5 resources and a opening hand (after a mulligan) containing .45 Automatic, Beat Cop, Hyperawareness, Logical Reasoning and Machete.

In order to set up the scenario I put cards aside, put Backstage, Balcony, Lobby and Theatre (with Roland there) into play and shuffled the encounter deck.

Round One began with the investigation phase, where I paid 3 to play Machete, moved to the Backstage (adding 1 clue and putting 2 random Backstage Doors into play) and investigated (drawing +1 for 4 vs 3 and claiming the clue).

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

Round Two began with agenda 1a gaining a doom before I drew Frozen In Fear, adding it to my threat area.

In the investigation phae I used 2 actions to move to a Backstage Door, flipping it to Rehearsal Romm (and adding 2 clues) before I investigated (drawing -1 for 2 vs 1 and claiming a clue).

At the end of the round I gained a resource and drew another .45 Automatic before testing (drawing 0 for 3 vs 3 and discarding Frozen In Fear).

Round Three began with agenda 1a gaining a doom counter before I drew Black Stars Rise (drawing 0 for 3 vs 4 and adding 1 doom to agenda 1a).

In the investigation phase I investigated (drawing -1 for 2 vs 1 and claiming the clue), moved to Backstage and moved to the next Backstage Door, flipping it to Dressing Room.

At the end of the round I gained a resource and drew Working A Hunch.

Round Four began with agenda 1a gaining another doom before I drew Whispers In Your Head (Doubt), adding it to my hand.

In the investigation phase I paid 4 to play Beat Cop, moved to Backstage and moved to the Theatre.

At the end of the round I gained a resource and drew Silver Twilight Acolyte (spawning him engaged with me).

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

In the investigation phase I used the Machete to fight the Silver Twilight Acolyte (drawing 0 for 4 vs 2 and doing 2 damage), used the Machete to fight the Silver Twilight Acolyte (drawing -1 for 3 vs 2 and killing the Silver Twilight Acolyte) and moved to the Lobby (adding 1 clue and putting 2 random Lobby Doorways into play).

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

Round Six began with agenda 1a gaining a final doom counter, advancing the agenda and spawning the Royal Emissary at the Theatre before I drew The King's Edict, which surged to another The King's Edict, which surged to Descent Into Madnesss, which surged to Twisted To His Will, which surged to Black Stars Rise (I drew 0 for 3 vs 4 so I added 1 horror to Beat Cop).

In the investigation phase I moved to the Theatre, used the Machete to fight the Royal Emissary (discarding Machete and drawing -1 for 5 vs 4 and doing 2 damage) and used the Machete to fight the Royal Emissary (discarding Guard Dog and drawing -1 for 5 vs 4 and killing the Royal Emissary, adding it to the victory display, resetting the agenda to 1a and adding 3 doom to it).

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

Round Seven began with agenda 1a gaining a fourth doom counter before I drew Fanatic, spawning him at Lobby and moving a clue from the Lobby to him.

In the investigation phase I moved to the Lobby (engaging the Fanatic), used the Machete to fight the Fanatic (drawing 0 for 5 vs 3, killing the Fanatic and taking control of the clue) and paid 2 to play Hyperawareness.

At the end of the round I gained a resource and drew Dr. Milan Christopher.

Round Eight began with agenda 1a gaining a fifth doom counter before I drew Rotting Remains (drawing +1 for 4 vs 3 and passing).

In the investigation phase I moved to a Lobby Doorway, flipping it to Lighting Box (adding 2 clues), investigated (paying 1 to Hyperawareness and drawing 0 for 4 vs 4 and claiming a clue) and investigated (paying 1 to Hyperawareness and drawing Elder Sign for 5 vs 4 and claiming a clue). I paid 6 clues to advance the act, putting the Man In The Pallid Mask into play at the remaining Lobby Doorway and putting a random act 2a into play.

I ended the round by adding a resource and drawing Dr. Milan Christopher.

Round Nine began with agenda 1a gaining a final doom counter, advacing the agenda and spawning the Royal Emissary at the Theatre, before I drew Rotting Remains (drawing 0 for 3 vs 3 and passing).

My investigation comprised moving to the Lobby, moving to the unrevealed Lobby Doorway, flipping it to Box Office, and investigated the Box Office (discarding Working A Hunch and drawing Skull for 4 vs 4 and discarding the Man In The Pallid Mask, which advanced the act to act 2b, The Shores Of Hali, which added 2 Eldrich Horror tokens to my chaos bag and added 1 horror token to each Private Location and advanced to act 3a.

At the end of the round I added 1 resource and drew Evidence before adding a horror token to the Lobby and Backstage.

Round Ten began with agenda 2a gaining a doom counter before I drew Whispers In Your Head (Dismay), adding it to my hand.

In the investigation phase I attempted to move to the Lobby (0 for 2 vs 2 and moving to the Lobby), moved to the Theatre (drawing +1 for 3 vs 2 and moving there) and using the Machete to fight the Royal Emmissary (drawing Elder Sign for 5 vs 4 and doing 2 damage).

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

At the end of the round I gained a resource and drew Hyperawareness before adding a horror token to the Theatre.

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

In the investigation phase I used the Machete on the Royal Emmissary (drawing 0 for 5 vs 4 and killing the Royal Emmissary (adding it to the victory display, switching to agenda 1a and adding 3 doom counters), moving to the Lobby (drawing Elder Sign for 2 vs 2 and moving to the Lobby) and resigned.

Act 3a offered me two choices, I opted (considering that I'm playing a Fed) to tell the Police what happened. This moved me to Resolution 1, which stated:

-I tried to warn the Police.

-The Stranger is on to me.

-Conviction: 1

-Chasing the Stranger: 2

-I gained 4 XP.

I used the 4 XP to replace 2 copies of Guard Dog and 2 copies of Deduction for 2 copies of Fine Clothes and 2 copies of Extra Ammunition.

The Path To Carcosa Scenario II – The Last King (Solo with Roland Banks on Standard Difficulty)

After scenario 1 the campaign log was:

-I tried to warn the Police.

-The Stranger is on to me.

-Conviction: 1

-Chasing the Stranger: 2.

I used this deck:

Assets

2x .45 Automatic (Core Set)

2x Physical Training (Core Set)

2x Beat Cop (Core Set)

2x Machete (Core Set)

2x Magnifying Glass (Core Set)

2x Dr. Milan Christopher:Professor of Entomology (Core Set)

2x Hyperawareness (Core Set)

2x Fine Clothes (Where Doom Awaits)

Events

1x Mysteries Remain (Books)

2x Evidence! (Core Set)

2x Dodge (Core Set)

2x Extra Ammunition [1] (Core Set)

2x Working a Hunch (Core Set)

2x Logical Reasoning (A Phantom of Truth)

Skills

2x Unexpected Courage (Core Set)

2x Eureka! (The Pallid Mask)

Treachery

1x The Dirge of Reason (Books)

Enemies

1x Silver Twilight Acolyte (Core Set)

1x The Man in the Pallid Mask (The Path to Carcosa)

I started off with 5 resources and a opening hand (after a mulligan) containing .45 Automatic, Beat Cop, Fine Clothes, Machete and Magnifying Glass.

In order to set up the scenario I put the Ballroom, Courtyard, Dining Room, Foyer (with Roland and 1 clue), Gallery and Living Room into play, put cards aside, attached Ashleigh Clarke to the Living Room, Constance Dumaine to the Ballroom, Ishimaru Haruko to the Dining Room, Jordan Perry to the Gallery and Sebastian Moreau to the Courtyard, put the Sickening Reality cards under the scenario reference card and shuffled the encounter deck.

Round One began with the investigation phase, where I paid 1 to play Fine Clothes, investigated (drawing 0 for 3 vs 2 and claiming the clue) and paid 1 to play Magnifying Glass.

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

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

In the investigation phase I paid 4 to play .45 Automatic (adding 4 ammo), moved to the Courtyard (discarding Dance of the Yellow King) and parleyd with Sebastian Moreau (drawing -1 for 3 vs 3 and claiming a clue from Sebastian).

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

Round Three began with adding a final doom to agenda 1a, advancing the agenda and spawning Diane Devine at the Courtyard before I drew Tough Crowd and put it into play.

With time limited I moved to the Ballroom and used 2 actions to parley with Constance Dumaine (drawing -1 for 3 vs 3 and claiming a clue and gaining 2 resources).

I ended the round by gaining a resource and drawing Eureka before discarding Tough Crowd.

Round Four began with agenda 2a gaining a doom before I drew Roach Swarm, putting it into play engaged with me.

In the investigation phase I paid 1 from .45 Automatic to fight the Roach Swarm (drawing Elder Sign for 5 vs 4 and killing the Roach Swarm), parley'd with Constance Dumaine (drawing 0 for 3 vs 3 and claiming the final clue, noting that I interviewed Constance as well as gaining 2 resources) and moved to the Dining Room.

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

Round Five began with agenda 2a gaining a second doom before I drew Maniac, who did me one damage and was immediately defeated.

In the investigation phase I paleyd with Ishimaru Haruko (drawing -3 for 0 vs 0 and claiming a clue), parleyd with Ishimaru Haruko (drawing -1 for 2 vs 0 and claiming a clue and noting I interviewed Haruko) and moved to the Courtyard.

I ended the round by gaining a resource and drawing Unexpected Courage.

Round Six began with agenda 2a gaining a final doom counter, advancing the agenda, discarding all doom counters in play and resolving a random Sickening Reality card (putting the enemy version of Constance Dumaine into play at the Ballroom) before I drew Ooze and Filth, putting it into play.

In the investigation phase I moved to the Ballroom, engaging Constance Dumaine, paid 1 from .45 Automatic to fight Constance (drawing Elder Sign for 5 vs 4 and doing 2 damage) and paid 1 from .45 Automatic to fight Constance (drawing +1 for 6 vs 4 and doing 2 damage).

In the enemy phase Constance attacked me, doing 2 more damage.

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

Round Seven began with agenda 2a gaining a doom counter before I drew Fine Dining and discarded Fine Clothes to avoid taking damage.

In the investigation phase I used the final ammo on .45 Automatic to fight Constance (drawing -1 for 4 vs 4 and killing her, sending her to the victory display), moved to the Foyer and resigned (adding 6 clues to the act deck).

I proceeded to resolution 1 then proceeded to take Interlude 1's Option 1, which wound up with the following being added to my campaign log:

-VIPs Interviewed: Constance and Haruko.

-VIPs Slain: Constance.

-I intruded on a secret meeting.

-Doubt: 1

I gained 3 XP.

I paid the 3 XP to buy the permanent Charisma.

The Path To Carcosa Scenario III – Echoes of the Past (Solo with Roland Banks on Standard Difficulty)

After the first two scenarios the campaign log was:

-I intruded on a secret meeting.

-I tried to warn the Police.

-The Stranger is on to me.

-VIPs Interviewed: Constance and Haruko.

-VIPs Slain: Constance.

-Conviction: 1.

-Doubt: 1.

-Chasing the Stranger: 2.

I used this deck:

Assets

2x .45 Automatic (Core Set)

2x Physical Training (Core Set)

2x Beat Cop (Core Set)

2x Machete (Core Set)

2x Magnifying Glass (Core Set)

2x Dr. Milan Christopher:Professor of Entomology (Core Set)

2x Hyperawareness (Core Set)

1x Charisma [3] (The Essex County Express)

2x Fine Clothes (Where Doom Awaits)

Events

1x Mysteries Remain (Books)

2x Evidence! (Core Set)

2x Dodge (Core Set)

2x Extra Ammunition [1] (Core Set)

2x Working a Hunch (Core Set)

2x Logical Reasoning (A Phantom of Truth)

Skills

2x Unexpected Courage (Core Set)

2x Eureka! (The Pallid Mask)

Treachery

1x The Dirge of Reason (Books)

Enemies

1x Silver Twilight Acolyte (Core Set)

1x The Man in the Pallid Mask (The Path to Carcosa)

I started off with 5 resources, the permanent Charisma and a opening hand (after a mulligan) containing .45 Automatic, Dr. Milan Christopher x2, Eureka and Magnifying Glass.

In order to set up the scenario I removed locations, set up the starting locations (with Roland at Entry Hall), put cards aside and shuffled the encounter deck.

Round One began with the investigation phase, where I paid 4 to play Dr. Milan Christopher, moved to the Historical Society location left of the Entry Hall, flipping it to the Historical Museum and adding 1 clue before I investigated (drawing -1 for 2 vs 2 and claiming a clue and earning a resource).

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

Round Two began with my drawing Locked Door, placing it on the Entry Hall.

In the investigation phase I used two actions to move to the right hand Historical Location, flipping it to Record Office and adding 1 clue, before I investigated (drawing -1 for 3 vs 2, claiming a clue and gaining a resource). I paid 2 clues to advance the act and add 1 clue to Historical Museum and Record Office.

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

I started Round Three by drawing Acolyte, placing him in the Entry Hall with 1 doom on him.

In the investigation phase I paid 4 to play .45 Automatic with 4 ammo, moved to the Entry Hall (engaging the Acolyte) and fought the Acolyte (drawing -1 for 3 vs 3 and killing the Acolyte).

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

I started Round Four by drawing The King's Edict, which surged to False Lead, which surged to another Acolyte (which I added to Historical Museum with 1 doom it him).

In the investigation phase I moved to the Historical Museum and fought the Acolyte (drawing 0 for 3 vs 3, killing the Acolyte and claiming a clue) before moving back to the Entry Hall.

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

Round Five started with my drawing Hunting Shadow, I opted to take the 2 damage.

In the investigation phase I moved to the Record Office, investigated (drawing Skull for 4 vs 2 and claiming a clue and a resource. I paid 2 clues to advance the act, adding a clue to Historical Museum and taking control of Mr. Peabody as well as putting the Hidden Library into play) before I investigated (drawing -3 for 1 vs 2 and failing).

At the end of the round I gained a resource and drew Working A Hunch.

Round Six started with drawing Led Astray (adding 1 doom to agenda 1a).

In the investigation phase I investigated (drawing 0 for 4 vs 2 and claiming the clue and a resource), moved to the Entry Hall and up to the Second Floor Quiet Halls.

At the end of the round I gained 1 resource and drew Silver Twilight Acolyte, spawning it engaged with me.

Round Seven began with drawing False Lead (drawing Elder Sign for 4 vs 4 and passing).

In the investigation phase I used 1 ammo from .45 Automatic to fight the Silver Twilight Acolyte (drawing Tentacle and failing), fought the Silver Twilight Acolyte (drawing -2 for 2 vs 3 and failing) and paid 1 ammo from .45 Automatic to fight the Silver Twilight Acolyte (drawing -4 for 0 vs 3 and failing).

With my luck seemingly taking a turn for the worst the Enemy phase saw the Silver Twilight Acolyte attacking me, doing 1 damage as well as gaining a doom.

At the end of the round I gained a resource and drew The Man In The Pallid Mask, spawning him at the Rightmost Third Floor Historical Society location.

Round Eight began with agenda 1a advancing (removing all doom in play and shuffling the encounter discard pile into the encounter deck) before I drew a Acolyte, placing him on the Third Floor Quiet Halls with 1 doom attached.

In the investigation phase I used the .45 Automatic to fight the Silver Twilight Acolyte (drawing -1 for 4 vs 2 and doing 2 damage), used and discarded the .45 Automatic to fight the Silver Twilight Acolyte (drawing +1 for 6 vs 2 and killing the Silver Twilight Acolyte) and paid 3 to play Machete.

At the end of the round I gained a resource and drew Working A Hunch.

Round Nine began with my drawing Whispers In Your Head (Dismay), adding it to my hand.

In the investigation phase I moved to the Third Floor Quiet Halls, engaging the Acolyte, used the Machete to fight the Acolyte (drawing -2 for 3 vs 2 and killing the Acolyte) and moved to the right-hand Historical Society, flipping it to Peabody's Office and adding 2 clues.

At the end of the round I gained a resource and drew The Dirge Of Reason (I moved 1 clue to Peabody's Office, took 1 horror and shuffled The Dirge Of Reason back into my deck before discarding Physical Training).

Round Ten began with drawing Led Astray (adding a doom counter to agenda 2a).

In the investigation phase I engaged the Man In The Pallid Mask, used the Machete to fight the Man In The Pallid Mask (drawing -1 for 4 vs 4 and doing 2 damage) and used the Machete to fight the Man In The Pallid Mask (drawing -1 for 4 vs 4 and killing the Man In The Pallid Mask, gaining a clue).

I ended the round by gaining a resource and drawing Dodge (discarding Eureka).

Round Eleven started with drawing Led Astray, which added a doom to agenda 2a, advancing it and spawning the Possessed Oathspeeker and Sebastian Moreau on the Entry Hall before I drew Fanatic, spawning him engaged with me and with 1 doom attached.

In the investigation phase I used the Machete to fight the Fanatic (drawing +1 for 6 vs 3, killing the Fanatic and claiming 2 clues), exhausted Mr. Peabody and moved to the Hidden Library and investigated (drawing +1 for 5 vs 3 and cliaming a clue and a resource) before I paid 3 clues to advance the act and leaving me with the choice of either or not to take a trinket. I decided to take it, advancing to resolution 1, which added the following to the campaign log:

-I took the onyx clasp.

-Conviction: 1.

I gained no XP

The Path To Carcosa Scenario IV – The Unspeakable Oath (Solo with Roland Banks on Standard Difficulty)

This went badly on a scale I haven't seen playing this game. I ended up going insane through a mix of horror taken from enemies combined with a set of draws where I don't think I drew a token better than -2 all game. In the end I wound out going insane due to the effects of The Dirge Of Reason (due to drawing no cards with willpower buffs and managing to gain no clues I triggered The Dirge of Reason 3 times in six turns. Needless to say the campaign came to a screeching halt. Since I'm not suffering campaign burnout as far as Path To Carcosa goes I'll give this another go, probably playing two-handed.

Trying a new format for the scenario playthroughs.

The Dunwich Legacy Scenario I – Extracurricular Activity (Leo Anderson and Ursula Downs on Standard Difficulty)

I used the following decks for this game:

Leo Anderson:

Assets

2x .45 Automatic (Core Set)

2x Physical Training (Core Set)

2x Beat Cop (Core Set)

2x First Aid (Core Set)

2x Guard Dog (Core Set)

2x Hard Knocks (Core Set)

1x Fine Clothes (Where Doom Awaits)

1x Mitch Brown:Sole Survivor (The Forgotten Age)

2x Survival Knife (The Forgotten Age)

2x Venturer (The Forgotten Age)

1x Backpack (The Forgotten Age)

Events

2x Dynamite Blast (Core Set)

2x Emergency Cache (Core Set)

2x "If it bleeds..." (Undimensioned and Unseen)

2x Trusted (The Forgotten Age)

Skills

2x Unexpected Courage (Core Set)

2x Inspiring Presence (The Pallid Mask)

Treachery

1x Bought in Blood (The Forgotten Age)

Enemy

1x Silver Twilight Acolyte (Core Set)

Ursula Downs

Assets

2x Magnifying Glass (Core Set)

2x Hyperawareness (Core Set)

2x Knife (Core Set)

1x Fine Clothes (Where Doom Awaits)

2x Fieldwork (The Path to Carcosa)

1x Jake Williams:Loyal Companion (The Forgotten Age)

2x Dr. Elli Horowitz:Assistant Curator (The Forgotten Age)

2x Tooth of Eztli:Mortal Reminder (The Forgotten Age)

2x Decorated Skull:Doom Begets Doom (The Forgotten Age)

2x The Chthonian Stone:Stygian Waymark (The Forgotten Age)

1x Backpack (The Forgotten Age)

Events

2x Emergency Cache (Core Set)

2x Shortcut (The Dunwich Legacy)

2x Guidance (Black Stars Rise)

2x Unearth the Ancients (The Forgotten Age)

Skills

2x Unexpected Courage (Core Set)

2x Eureka! (The Pallid Mask)

Treacheries

1x Call of the Unknown (The Forgotten Age)

1x Doomed (The Forgotten Age)

Leo started the scenario with 5 resources and a opening hand containing “If It Bleeds..”, Fine Clothes, Guard Dog, Survival Knife and Venturer.

Ursula began the scenario with 5 resources and a opening hand containing Dr. Elli Horowitz, Eureka!, Knife, The Chthonian Stone and Tooth of Eztli.

In order to set up the scenario I put cards aside, put the locations into play (with Leo and Ursula at Miskatonic Quad) and shuffling the encounter deck.

Round One began with the investigation phase, where Leo paid 2 to play Guard Dog, moved to the Humanities Building (adding 4 clues) and investigated (drawing 0 for 3 vs 3 and claiming a clue). Ursula paid 3 to play Dr. Elli Horowitz (looking at Doomed, Fine Clothes, Unearth The Ancients, Shortcut, Unexpected Courage, Magnifying Glass, Fieldwork, The Chthonian Stone and Guidance, putting the Chthonian Stone into play under Dr. Elli Horowitz and sealing a Cultist from the chaos bag), travelled to Student Union (adding 2 clues and putting Dormitories into play) and investigating (drawing -1 for 3 vs 1 and claiming the clue) and investigating (drawing -2 for 2 vs 1 and claiming the clue).

At the end of the round Leo gained a resource and drew Beat Cop and Ursula gained a resource and drew Shortcut.

Round Two began with agenda 1a gaining a doom before Leo drew Locked Door (adding it to the Humanities Building) and Ursula drew Visions of Futures Past (drawing +1 for 4 vs 5 so she discarded Backpack from hand).

In the investigation phase Leo paid 2 to play Survival Knife, attempted to quest (drawing 0 for 4 vs 4 and discarding the Locked Door before drawing +1 for 4 vs 3 and claiming a clue) and investigated (drawing -1 for 2 vs 3 and failing). Ursula moved to the Miskatonic Quad, moved to the Administration Building (adding 2 clues and putting Faculty Offices into play), investigating (drawing -1 for 3 vs 4 and failing) and investigating (drawing +1 for 5 vs 4 and claiming a clue).

At the end of the round Leo gained a resource and drew Unexpected Courage and Ursula gained a resource and drew Magnifying Glass before discarding Unexpected Courage from her hand.

Round Three began with agenda 1a gaining a doom, Leo drawing Thrall (putting it into play at Humanities Building) and Ursula drawing Ancient Evils (adding a third doom counter to agenda 1a).

In the investigation phase Leo used the Survival Knife to attack the Thrall (drawing Elder Scroll for 7 vs 2, doing 1 damage and looking at Dynamite Blast, Mitch Brown and Inspiring Presence, adding Mitch Brown to his hand and shuffling the rest back into his deck), used the Survival Knife to attack the Thrall (drawing -3 for 2 vs 2 and killing the Thrall) and paid 3 to play Mitch Brown. Ursula investigated (drawing +1 for 5 vs 4 and claiming a clue. I removed 2 clues from Leo and 4 clues from Ursula to advance the act, shuffling “Jazz” Mulligan and the encounter discard pile into the encounter deck), moved to the Miskatonic Quad and moved to the Science Lab (adding 2 clues and putting the Alchemy Lab into play) before investigating (drawing -1 for 3 vs 2 and claiming a clue).

At the end of the round Leo gained a resource and drew Inspiring Presence and Ursula gained a resource and drew Knife.

Round Four began with agenda 1a gaining a fourth doom, Leo drawing Offer of Power (Leo opted to take 1 horror on Mitch Brown and 1 horror on himself) and Ursula drawing Terror From Beyond (opting to discard Skills so she discarded Eureka and Leo discarded Inspiring Presence and Unexpected Courage).

In the investigation phase Leo investigated (drawing a Tentacle and failing), investigated (drawing +1 for 4 vs 3 and claiming a clue) and moved to Miskatonic Quad. Ursula paid 1 clue to discard Arcane Barrier, Ancient Evils, Thrall, Beyond The Veil and Whippoorwill, moved to the Miskatonic Quad and moved to Humanities Building before investigating (drawing -1 for 3 vs 3 and claiming the clue).

At the end of the round Leo gained a resource and drew another Survival Knife and Ursula gained a resource and drew Hyperawareness.

Round Five began with agenda 1a gaining a fifth doom before Leo drew Eager For Death (drawing -2 for 2 vs 2 and avoiding harm) and Ursula drew Whippoorwills (adding it to Humanities Building).

In the investigation phase Leo paid 1 clue to discard Pushed Into The Beyond, Terror From Beyond, Visions of Futures Past and 2 copies of Yithian Observer), moved to the Orne Library (adding 2 clues) and paid 1 to play Fine Clothes. Ursula paid 1 clue to discard Whippoorwill, Beyond The Veil, Visions of Futures Past, another Visions of Futures Past and Arcane Barrier), travelled to Miskatonic Quad and travelled to Orne Library before investigating (drawing 0 for 4 vs 3 and claiming a clue) and paying 1 to play Magnifying Glass.

In the enemy phase the Whippoorwills moved to Miskatonic Quad.

At the end of the round Leo gained a resource and drew Physical Training and Ursula gained a resource and drew Emergency Cache.

Round Six began with agenda 1a gaining a sixth doom before Leo drew Eager For Death (drawing Skull for 3 vs 2 and avoiding harm) and Ursula drew Beyond The Veil (adding it to her threat area), which surged to “Jazz” Mulligan (adding him to Orne Library)

In the investigation phase Leo parleyed with “Jazz” Mulligan (drawing -2 for 3 vs 3 and taking control of “Jazz”, advancing the act and spawning the Experiment at Alchemy Labs), moved to Miskatonic Quad and moved to Faculty Offices (adding 2 clues and putting a Thrall into play engaged with him before shuffling the encounter deck). Ursula moved to Miskatonic Quad, moved to Faculty Offices, investigated (drawing 0 for 4 vs 2 and claiming a clue), played Magnifying Glass for 1 and investigated (drawing -1 for 4 vs 2 and claiming another clue).

In the enemy phase the Whippoorwills moved to the Faculty Offices before the Thrall attacked Leo, doing 1 damage and 1 horror, exhausting the Survival Knife to that Leo could fight the Thrall (drawing -2 for 3 vs 2 and killing the Thrall).

At the end of the round Leo gained a resource and drew Hard Knocks and Ursula gained a resource and drew Decorated Skull.

Round Seven began with agenda 1a gaining a final doom (advancing the agenda to agenda 2a), Leo drawing Ancient Evils (adding 1 doom to agenda 2a) and Ursula drawing Offer Of Power (opting to take 2 horror).

In the investigation phase Ursula investigated (drawing 0 for 4 vs 2 and claiming a clue), investigated (drawing -1 for 3 vs 2 and claiming a clue) and investigated (drawing -2 for 2 vs 2 and claiming the final clue). I paid 4 clues from Ursula to advance to resolution 1, which stated that:

  • The investigators rescued Professor Warren Rice.

  • The investigators failed to rescue the students.

  • Each investigator gained 1 XP (from the Faculty Offices). Neither investigator spent their XP.

[\spoiler]

2
Edited by silverthorn
On 4/20/2018 at 3:02 PM, silverthorn said:

In the end I wound out going insane due to the effects of The Dirge Of Reason (due to drawing no cards with willpower buffs and managing to gain no clues I triggered The Dirge of Reason 3 times in six turns.

I'm a little confused; you shuffled and drew The Dirge of Reason three times in six turns? That is some pretty terrible luck if that's what happened, and I'm sorry. Even so, how would a willpower buff have helped you? Or was the willpower in general, having nothing to do with your weakness?

Not to bother you; I was just skimming your entry and found that bit odd.

At that point in the proceedings everything else was going wrong and I probably was thinking that it would be better if I was marginally better at questing. That was probably the worst run-through of a scenario that I can remember.

JENNY BARNES RETURNS TO NIGHT OF THE ZEALOUT (SCENARIO I: RETURN TOTHE GATHERING).

JENNY BARNES.

Assets.

  • .41 Derringer x2.

  • Arcane Studies x2.

  • Green Man Medallion x1.

  • Hard Knocks x2.

  • Jenny's Twin .45's x1.

  • Leo DeLuca x2.

  • Liquid Courage x2.

  • Lone Wolf x2.

  • Lucky Cigarette Case x1.

  • Switchblade x2.

Events.

  • Contraband x2.

  • Delve Too Deep x1.

  • Elusive x2.

  • Emergency Cache x2.

  • Lucky! X2.

  • Sneak Attack x2.

Skills.

  • Overpower x2.

  • Unexpected Courage x2.

Treachery.

  • Doomed x1.

  • Sacrificial Beast x1.

  • Searching For Izzie x1.

INVESTIGATOR SET UP

I started with the standard 5 resources and a opening hand containing Arcane Studies, Delve Too Deep, Elusive, Leo DeLuca and Lone Wolf.

SCENARIO SET UP

I put cards aside for later, put the Study (with Jenny and 1 clue there), Guest Hall, Bathroom and Bedroom into play and shuffled the encounter deck.

ROUND ONE

INVESTIGATION PHASE.

I paid 1 to play Lone Wolf, investigated (drawing 0 and claiming the clue) and moved to the Guest Hall.

ENEMY PHASE.

No enemies in play.

UPKEEP PHASE.

I gained 1 resource and drew Arcane Studies.

ROUND TWO.

MYTHOS PHASE.

I gained a resource before agenda 1a gained a doom and I drew Rotting Remains (drawing 0 and passing).

INVESTIGATION PHASE.

I gained a resource, paid 6 to play Le DeLuca, moved to the Bedroom (adding 1 clue) and investigated (drawing a Skull, passing and claiming a second clue).

ENEMY PHASE.

No enemies in play.

UPKEEP PHASE.

I gained a resource and drew Overpower.

ROUND THREE.

MYTHOS PHASE.

I gained a resource before agenda 1a gained a doom and I drew Frozen In Fear (adding it to my threat area).

INVESTIGATION PHASE.

I used 2 actions to move to the Guest Hall, moved to the Bathroom (adding 1 clue) and investigated (drawing -2 and claiming the final clue).

ENEMY PHASE.

No enemies in play.

UPKEEP PHASE.

I gained a resource and drew Hard Knocks, then attempted to get rid of Frozen In Fear (drawing 0 and getting rid of Frozen In Fear).

ROUND FOUR.

MYTHOS PHASE.

I gained a resource before agenda 1a gained a doom (advancing the agenda. I chose to randomly discard Elusive).

INVESTIGATION PHASE.

I moved to the Guest Hall, paid 3 clues to advance the act (putting Hole In The Wall into play, flipping it to Hallway, moving to it and testing, drawing +1 and passing and putting the Attic Cellar and Parlour into play), moved to the Attic (adding 1 clue and putting Far Above Your House into play), moved to Far Above Your House (flipping it to Field of Graves and adding a clue. I tested, drawing -1 and randomly discarding both copies of Arcane Studies from hand) and investigated (drawing -1, passing and claiming the clue).

ENEMY PHASE.

No enemies in play.

UPKEEP PHASE.

I gained a resource and drew another Leo De Luca.

ROUND FIVE.

MYTHOS PHASE.

I gained a resource before agenda 2a gained a doom and I drew Icy Ghoul (spawning it in the Cellar).

INVESTIGATION PHASE.

I moved to the Attic, investigated (drawing Elder Sign and claiming a clue), moved to the Hallway and drew Jenny's Twin .45's.

ENEMY PHASE.

No activity.

UPKEEP PHASE.

I gained a resource and drew Lucky!.

ROUND SIX.

MYTHOS PHASE.

I gained a resource before agenda 2a gained a doom and I drew Chill From Below (drawing 0 and passing).

INVESTIGATION PHASE.

I paid 7 to play Jenny's Twin .45's (with 7 ammo), moved to the Cellar (adding 1 clue, engaging the Icy Ghoul and putting Deep Below Your House into play), paid 1 ammo from the Twin .45's to fight the Icy Ghoul (drawing -2, passing and doing 2 damage) and paid 1 ammo from the Twin .45's to fight the Icy Ghoul (drawing Skull, passing and killing the Icy Ghoul).

ENEMY PHASE.

No enemies in play.

UPKEEP PHASE.

I gained a resource and drew Switchblade.

ROUND SEVEN.

MYTHOS PHASE.

I gained a resource before agenda 2a gained a doom and I drew Dissonant Voices (adding it to my threat area).

INVESTIGATION PHASE.

I investigated (drawing Skull and claiming the final clue I needed), moved to the Hallway and drew Liquid Courage and Overpower.

ENEMY PHASE.

No enemies in play.

UPKEEP PHASE.

I gained a resource and drew Emergency Cache, discarded Dissonant Voices and paid 3 clues to advance the act (flipping the Parlor and adding Lita Chantler and the Ghoul Priest there).

ROUND EIGHT.

MYTHOS PHASE.

I gained a resource before agenda 2a gained a doom and I drew Ancient Evils (adding another doom to agenda 2a).

INVESTIGATION PHASE.

I moved to the Parlor (engaging the Ghoul Priest), paid 1 from Jenny's Twin .45's to fight the Ghoul Priest (discarding Overpower and drawing -1 so doing 2 damage and drawing Emergency Cache), paid 1 from Jenny's Twin .45's to fight the Ghoul Priest (discarding Hard Knocks and drawing Elder Sign so doing another 2 damage) and paid 1 from Jenny's Twin .45's to fight the Ghoul Priest (discarding another Overpower and drawing Cultist so succeeding, doing 2 damage and killing the Ghoul Priest). Killing the Ghoul Priest advanced the act and left me with a choice. I opted to burn down my house so advanced to R1, which noted that My house has burned to the ground , I could add Lita Chantler to my deck, I took a mental trauma and gained a total of 6 XP. [Spoiler/]

Edited by silverthorn

JENNY BARNES RETURNS TO NIGHT OF THE ZEALOUT (SCENARIO II: RETURN TOTHE MIDNIGHT MASKS).

Permanents.

Adaptable x1.

Charirma x1.

Assets.

.41 Derringer x2.

Arcane Studies x2.

Fine Clothes x2.

Green Man Medallion x1.

Hard Knocks x2.

Jenny's Twin .45's x1.

Leo DeLuca* x2.

Liquid Courage x2.

Lita Chantler x1.

Lone Wolf x2.

Luxury Cigarette Case x1.

Switchblade x2.

Events.

Contraband x2.

Delve Too Deep x1.

Elusive x2.

Emergency Cache x2.

Lucky! X2.

Skills.

Overpower x2.

Unexpected Courage x2.

Treachery.

Sacrificial Beast x1.

Searching For Lizzie x1.

Doomed x1.

Campaign Log.

Lita Chantler was added to my deck.

My house has burned to the ground.

Gained XP: 6.

Spent XP: 6.

Remaining XP: 0.

Mental Trauma: 1.

I paid 1 to buy Adaptable, paid 2 to upgrade both Leo DeLucas to Leo DeLuca* and paid 3 to buy Charisma and used Adaptable to swap 2 copies of Sneak Attack for 2 copies of Fine Clothes.

Investigator Set Up

I started with 1 horror, 5 resources and a opening hand containing Emergency Cache, Lita Chantler, Lone Wolf, Lucky and Switchblade.

Scenario Set Up

I set up the Cultist deck, set up the locations (with Jenny and 1 clue at Rivertown) and shuffled the encounter deck.

Round One.

My investigations comprised paying 1 to play Lone Wolf, paying 1 to play Lita Chantler and investigating (drawing +1 and claiming a clue).

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

Round Two.

I added another resource and added a doom to agenda 1a before drawing Locked Door (attaching it to Rivertown).

My investigations comprised moving to Northside (adding 2 clues), paying 5 resources to gain 2 clues and paid 2 clues to draw Herman Collins, spawning him at the Graveyard.

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

Round Three.

I added a resource and added a doom to agenda 1a before drawing Hunting Shadow (I opted to take 2 damage).

My investigations comprised paying 1 to play Switchblade, moving to Rivertown and moving to Graveyard (adding 2 clues. I drew 0 and passing the test).

At the end of the round I gained 2 resources and drew Leo De Luca*.

Round Four.

I added another resource and drew Masked Horror, adding another doom to agenda 1a.

My investigations comprised discarding Emergency Cache, Hard Knocks, Liquid Courage and Lucky to Parley with Herman Collins and add him to the victory display, paid 5 to play Leo De Luca*, investigated (drawing 0 and claiming a clue) and investigated (drawing -1 and claiming the other clue).

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

Round Five.

I added another resource and added another doom to agenda 1a before I drew Disciple of the Deceiver (adding him to Southside).

My investigations comprised paying 2 clues to draw Ruth Turner (spawning her at St. Mary's Hospital), moving to Rivertown, moving to St. Mary's Hospital (adding 1 clue and engaging Ruth Turner) and evading Ruth (drawing Elder Sign and adding her to the victory display).

At that point I decided to resign. This decision added the following to my campaign log:

Cultists we Interrogated: Herman Collins and Ruth Turner.

Cultists who got away: Alma Hill, Billy Cooper, Jeremiah Pierce, The Masked Hunter.

XP gained: 3.[Spoiler/]

Edited by silverthorn

If you don't mind the question, in Return to the Midnight Masks, why did you resign so early? I didn't see any obvious reason for it, and hoped to understand better.

I've got bad experience of trying for more than two Cultists (every time I've gone for the third it's ended badly). I decided not to take the risk since I'm flying blind with these playthroughs.

JENNY BARNES RETURNS TO NIGHT OF THE ZEALOUT (SCENARIO III: RETURN TO THE DEVOURER BELOW).

Permanents.

Adaptable x1.

Charirma x1.

Assets.

.41 Derringer x2.

Arcane Studies x2.

Fine Clothes x1.

Green Man Medallion x1.

Hard Knocks x2.

Jenny's Twin .45's x1.

Leo DeLuca* x2.

Liquid Courage x2.

Lita Chantler x1.

Lone Wolf x2.

Luxury Cigarette Case x1.

Switchblade x2.

Events.

Contraband x2.

Delve Too Deep x1.

Elusive x2.

Emergency Cache x2.

Lucky! X2.

Moment of Respite x1.

Skills.

Overpower x2.

Unexpected Courage x2.

Treachery.

Sacrificial Beast x1.

Searching For Lizzie x1.

Doomed x1.

Campaign Log.

Lita Chantler was added to my deck.

My house has burned to the ground.

Cultists we Interrogated: Herman Collins and Ruth Turner.

Cultists who got away: Alma Hill, Billy Cooper, Jeremiah Pierce, The Masked Hunter.

Gained XP: 9.

Spent XP: 9.

Remaining XP: 0.

Mental Trauma: 1.

Investigator Set Up

I started with 1 horror, 5 resources and a opening hand containing Contraband, Jenny's Twin .45's, Leo De Luca, Lone Wolf and Switchblade.

Scenario Set Up

I put Main Path (with Jenny there) and 4 random Arkham Woods locations into play, put Ritual Site and Umordhoth (with Vault of Earthly Desire attached) out of play, added 2 doom to agenda 1a and added a Eldritch counter to the chaos bag before shuffling the encounter deck.

Round One.

My investigations comprised gaining a resource, paying 1 to play Lone Wolf, paying 5 to play Leo De Luca* and moving to a Arkham Woods (flipping it to Twisting Paths and adding 1 clue).

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

Round Two.

I added another resource and added a doom to agenda 1a before drawing Rotting Remains (I drew +1 and passed).

My investigations comprised investigating (drawing Cultist and failing), investigating (drawing Elder Sign and claiming the clue), drawing 0 and succesfully moving to the next Arkham Woods (flipping it to Tangled Thicket and adding a clue) and investigating (drawing Skull and claiming the clue).

At the end of the round I gained 2 resources and drew .41 Derringer.

Round Three.

I added a resource and added a doom to agenda 1a (advancing the agenda, shuffling the encounter discard pile into the encounter deck and discarding cards until I spawned a Yithian Observer at the Main Path with 1 doom on it) before drawing another Yithian Observer and putting it into play engaged with me.

My investigations comprised fighting the Yithian Observer (drawing -2 and failing), fighting the Yithian Observer (drawing a Tablet so I took 1 wound), fighting the Yithian Observer (drawing -4 and failing) and fighting the Yithian Observer (drawing -2 and failing).

In the enemy phase I took a wound and a horror and discarded Switchbalde.

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

Round Four.

I added another resource, added a doom to agenda 2a and drew Ancient Evil (adding another doom to 2a)

My investigations comprised taking 1 wound and 1 horror and discarding Unexpected Courage to pay Jenny's Twin .45's (with 9 ammo), paid 1 ammo from the Twin .45's to fight the Yithian Observer (drawing -1 and failing), paid 1 ammo from the Twin .45's to fight the Yithian Observer (drawing 0 and doing 2 damage), paid 1 ammo from the Twin .45's to fight the Yithian Observer (drawing +1 and killing it).

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

Round Five.

I added another resource and added another doom to agenda 2a before I drew Ancient Evils (adding a final doom to agenda 2a, advancing the agenda (I drew Eldritch Horror and added Amnesia to my hand, discarding all the cards in my hand but Contraband).

My investigations comprised gaining a resource, paying 4 to play Contraband (adding 5 more ammo to Jenny's Twin .45's), moving to the next Arkham Woods (flipping it to Corpse Ridden Clearing and adding 1 clue) and investigating (drawing -4 and failing).

At the end of the round I gained 2 resources and drew Sacrficial Beast (spawning him at the remaining Arkham Woods).

Round Six.

I added a doom to agenda 3a before I drew Umordhoth's Wrath (drawing Eldritch Horror and taking 5 wounds and 5 horrors, which defeated me).

Not unsurprisingly, this resulted in me losing the campaign. [Spoiler/]

THE DUNWICH LEGACY SCENARIO I-B, THE HOUSE ALWAYS WINS (STANDARD DIFFICULTY WITH JENNY BARNES).

Packs: From Core Set (2) to Books

Assets

1x Green Man Medallion:Hour of the Huntress (Books)

1x Beat Cop (Core Set)

2x First Aid (Core Set)

2x Switchblade (Core Set)

2x Leo De Luca:The Louisiana Lion (Core Set)

2x Hard Knocks (Core Set)

2x Arcane Studies (Core Set)

1x Jenny's Twin .45s:A Perfect Fit (The Dunwich Legacy)

2x Liquid Courage (The Dunwich Legacy)

2x Lone Wolf (Blood on the Altar)

1x Trench Coat (Heart of the Elders)

Events

2x Elusive (Core Set)

2x Sneak Attack (Core Set)

2x Think on Your Feet (The Dunwich Legacy)

2x Contraband (The Miskatonic Museum)

2x Cheap Shot (A Phantom of Truth)

2x Coup de Grâce (The Depths of Yoth)

Skill

2x Unexpected Courage (Core Set)

Treacheries

1x Amnesia (Core Set)

1x Searching for Izzie (The Dunwich Legacy)

Enemy

1x Sacrificial Beast (Books)

I entered play with 5 resources and a opening hand containing Contraband, Coup De Grace, Hard Knocks, Leo De Luca and Switchblade.

I set up the scenario by setting cards aside, put Clover Club Bar, Clover Club Cardroom, Clover Club Lounge (with Clover Club Pit Boss there) and La Bella Luna (with Jenny and 1 clue there) into play, then shuffled the encounter deck.

Round one began with the investigation phase, which comprised gaining a resource, paying 6 resources to play Leo De Luca, investigating (drawing Elder Sign, succeeding and claiming the clue) and gaining a resource.

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

I ended the round by gaining 2 resources and drawing First Aid.

Round Two began with agenda 1a gaining a doom before I drew Something In The Drinks, which did nothing but surge to Mobster (who was spawned at La Bella Luna).

My investigations comprised moving to Clover Club Lounge, moving to the Clover Club Cardroom, paying 2 to trigger the Cardroom (drawing -4 and claiming 2 clues) and paying 1 to play Switchblade.

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

At the end of the round I gained 2 resources and drew Think On Your Feet.

Round Three began with agenda 1a gaining another doom before I drew Twist OF Fate (drawing +1 and avoiding any ill-effects).

In the investigation phase I paid 2 to trigger the Cardroom (drawing -2, claiming 2 clues and paying 4 clues to advance the act, putting the Darkened Hall into play and discarding cards until I spawned a Mobster there), moved to the Darkened Hallway (putting 3 copies of Back Hall Doorway into play), moved to a Back Hall Doorway (flipping it to the VIP Area and adding 1 clue) and investigated (drawing 0 and claiming a second clue, which advanced the act again (putting Dr. Francis Morgan into the VIP Area and advancing to act 3a “All In”.

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

Round Four began with agenda 1a gaining another doom before I drew O'Bannion's Thug and spawned it in the VIP Area.

In the investigation phase I parleyed with Dr. Francis Morgan (drawing 0 and taking control of him), moved to the Darkened Hall, moved to another Back Hall Doorway (flipping it to the Back Alley and adding 1 clue) and resigned.

After checking the appropriate resolution I learned that:

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

  • I rescued Dr. Francis Morgan.

  • I gained 1 XP.

THE DUNWICH LEGACY SCENARIO I-A, EXTRA-CURRICULAR ACTIVITY (STANDARD DIFFICULTY WITH JENNY BARNES).

Packs: From Core Set (2) to Books

Assets

1x Green Man Medallion:Hour of the Huntress (Books)

1x Beat Cop (Core Set)

2x First Aid (Core Set)

2x Switchblade (Core Set)

2x Leo De Luca:The Louisiana Lion (Core Set)

2x Hard Knocks (Core Set)

2x Arcane Studies (Core Set)

1x Jenny's Twin .45s:A Perfect Fit (The Dunwich Legacy)

2x Liquid Courage (The Dunwich Legacy)

1x Dr. Francis Morgan:Professor of Archaeology (The Dunwich Legacy)

1x Adaptable [1] (The Miskatonic Museum)

2x Lone Wolf (Blood on the Altar)

1x Trench Coat (Heart of the Elders)

Events

2x Elusive (Core Set)

2x Sneak Attack (Core Set)

2x Think on Your Feet (The Dunwich Legacy)

2x Cheap Shot (A Phantom of Truth)

2x Coup de Grâce (The Depths of Yoth)

Skills

2x Opportunist (Core Set)

2x Unexpected Courage (Core Set)

Treacheries

1x Amnesia (Core Set)

1x Searching for Izzie (The Dunwich Legacy)

Enemy

1x Sacrificial Beast (Books)

I entered play with 5 resources, the permanent Adaptable and a opening hand containing Green Man Medallion, Jenny's Twin .45's, Leo De Luca, Sneak Attack and Switchblade.

The campaign log contained:

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

  • I rescued Dr. Francis Morgan.

  • Gained XP: 1.

  • Used XP: 1.

  • Remaining XP: 0.

I set up the scenario by setting cards aside, putting Administration Building, Humanities Building, Miskatonic Quad (with Jenny there), Orne Library, Science Building and Student Union into play and shuffled the encounter deck.

Round one began with the investigation phase, which comprised gaining a resource, paying 6 resources to play Leo De Luca, moving to the Student Union (adding 2 clues and putting the Dormitories into play) and investigating (drawing Cultist , passing and taking a clue).

I ended the round by gaining 2 resources and drawing Elusive.

Round Two began with agenda 1a gaining a doom before I drew Locked Door (attaching it to the Student Union).

My investigations comprised trying to break the Locked Door (drawing -2 and failing), trying to break the Locked Door (drawing Cultist and failing), paying 1 to play Green Man Medallion and paying 1 to play Switchblade.

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

Round Three began with agenda 1a gaining a second doom before I drew Whippoorwill (spawning it engaged with me).

In the investigation phase I used the Switchblade to fight the Whipporwill (drawing Elder Sign so killing the Whippoorwill), trying to break through the Locked Door (drawing +1 and discarding the Locked Door), investigated (drawing -1 and claiming a clue) and moving to the Miskatonic Quad.

I ended the round by gaining 2 resources and drawing Leo De Luca.

Round Four began with agenda 1a gaining another doom before I drew Visions of Futures Past (drawing +1 and discarding Coup De Grace).

My investigations comprised moving to the Orne Library, investigating (drawing 0 and claiming the clue, advancing the act and shuffling the encounter discard pile and “Jazz” Mulligan into the encounter deck) and moving to the Miskatonic Quad.

At the end of the round I gained 2 resources and drew Coup De Grace.

Round Five began with agenda 1a gaining a fourth doom before I drew Ancient Evils (adding a fifth doom to agenda 1a).

in the investigation phase I paid 3 resources to Green Man Medallion, moved to the Science Building (adding a clue and putting Alchemy Labs into play), investigated (drawing Elder Sign and claiming the clue) and spent the clue to discard the top 10 cards (putting “Jazz” Mulligan into play at the Science Lab).

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

Round Six began with agenda 1a gaining another doom before I drew Eager For Death (drawing Cultist and passing).

My investigations comprised parleying with “Jazz” Mulligan (drawing Cultist and failing), parleying with “Jazz” (drawing 0 and taking control of him and advancing the act, spawning the Experiment at the Alchemy Labs and placing the Alchemical Concoction under the Alchemy Labs), discarding the Switchblade and paying 6 to play Jenny's Twin .45's (with 6 ammo) and gaining a resource.

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

Round Seven began with agenda 1a gaining a final doom, advancing to agenda 3a (moving the Experiment to the Science Building where it engaged me).

In the investigation phase I paid 3 resources to Green Man Medallion, paid 1 from Jenny's Twin .45's to fight the Experiment (drawing 0 and doing 2 damage), paid 1 from Jenny's Twin .45's to fight the Experiment (drawing Cultist and doing 2 damage), paid 1 from Jenny's Twin .45's to fight the Experiment (drawing 0 and doing 2 damage) and paid 1 from Jenny's Twin .45's to fight the Experiment (drawing 0 and doing 2 more damage).

In the enemy phase the Experiment did 2 damage and 2 horror to me.

I ended the round by gaining 2 resources and drawing Sneak Attack.

Round Eight began with agenda 3a gaining a doom before I drew Pushed Into The Beyond (shuffling Leo De Luca into my deck and discarding Hard Knocks, Think On Your Feet and Unexpected Courage).

My investigations comprised paying 1 from Jenny's Twin .45's to fight the Experiment (drawing +1 and killing the Experiment). This advanced the agenda to agenda 3b and ended the scenario.

The resolution informed me that:

  • Professor Warren Rice was kidnapped.

  • The students were rescued.

  • I gained 3 XP (plus 1 point from the Green Man Medallion).

Interlude I informed me that:

- I rescued Dr. Henry Armitage.[Spoiler/]

THE DUNWICH LEGACY SCENARIO II, THE MISKATONIC MUSEUM (STANDARD DIFFICULTY WITH JENNY BARNES).

Packs: From Core Set (2) to Books

Assets

1x Green Man Medallion:Hour of the Huntress (Books)

1x Beat Cop (Core Set)

2x First Aid (Core Set)

2x Switchblade (Core Set)

2x Hard Knocks (Core Set)

2x Leo De Luca:The Louisiana Lion [1] (Core Set)

2x Arcane Studies (Core Set)

1x Jenny's Twin .45s:A Perfect Fit (The Dunwich Legacy)

2x Liquid Courage (The Dunwich Legacy)

1x Dr. Henry Armitage:The Head Librarian (The Dunwich Legacy)

1x Dr. Francis Morgan:Professor of Archaeology (The Dunwich Legacy)

1x Adaptable [1] (The Miskatonic Museum)

2x Lone Wolf (Blood on the Altar)

2x Lockpicks [1] (The Path to Carcosa)

1x Trench Coat (Heart of the Elders)

Events

2x Elusive (Core Set)

2x Think on Your Feet (The Dunwich Legacy)

2x Cheap Shot (A Phantom of Truth)

2x Coup de Grâce (The Depths of Yoth)

Skills

2x Opportunist (Core Set)

2x Unexpected Courage (Core Set)

Treacheries

1x Amnesia (Core Set)

1x Searching for Izzie (The Dunwich Legacy)

Enemy

1x Sacrificial Beast (Books)

The campaign log contained:

  • I rescued Dr. Francis Morgan.

  • Professor Warren Rice was kidnapped.

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

  • The students were rescued.

  • Gained XP: 4.

  • Used XP: 4.

  • Remaining XP: 0.

I entered play with 5 resources, the permanent Adaptable and a opening hand containing First Aid, Hard Knocks, Lone Wolf, Opportunist and Switchblade.

I set up the scenario by setting cards aside, putting Administration Office, Museum Entrance (with 2 clues and Jenny), Museum Halls and Security Office into play and shuffling the encounter deck.

Round one began with the investigation phase, which comprised:

  • Paying 1 to play Lone Wolf.

  • Investigating (drawing 0 and claiming a clue).

  • Investigating (drawing 0 and claiming the final clue). I paid the 2 clues to advance the act, I took control of Adam Lynch, flipped the Museum Halls and advanced to act 2a.

At the end of the round I gained 2 resources and drew Think On Your Feet.

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

In the investigation phase I:

  • Moved to the Museum Halls.

  • Moved to the Administration Office (adding 2 clues).

  • Investigated (drawing 0 and claiming a clue as well as discarding Cursed Luck).

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

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

My investigations comprised:

  • Paying 1 to play Switchblade.

  • Investigating (drawing -1 and claiming the clue).

  • Moved to Museum Halls.

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

Round Four started with agenda 1a gaining a doom before I drew Terror From Beyond (I chose Event and discarded Think on your Feet and Elusive).

In the investigation phase I:

  • Paid 1 clue to put the top Exhibit Halls card into play.

  • Paid 1 clue to put the next Exhibit Halls card into play.

  • Moved to a Exhibit Halls, flipping it to Egyptian Exhibit and adding 2 clues.

I ended the round by gaining another 2 resources and drawing Leo De Luca.

As an aside, at this point I remembered that I had forgotten about Lone Wolf for the last couple of turns and decided to take it since I've got a high pile of resources anyway.

Round Five began with agenda 1a gaining another doom and another resource being added to my resource pile before I drew Visions of Futures Past (drawing 0 and discarding Unexpected Courage and Dr. Francis Morgan).

In the investigation phase I:

  • Paid 5 to play Leo De Luca*.

  • Investigated (drawing -4, failing and losing an action).

  • Investigated (drawing 0 and claiming a clue).

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

Round Six began with my gaining another resource and agenda 1a gaining a final doom (advancing the agenda, searching the encounter deck for the Hunting Horror, attaching Shadow-Spawned to it, spawning it at the Museum Halls and shuffling the encounter discard pile into the encounter deck) before I drew Ephemeral Exhibits (drawing a Tentacle and losing all my actions this turn).

In the enemy phase the Hunting Horror moved to my location, engaged me and did 1 damage and 1 horror.

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

Round Seven began with agenda 2a gaining a doom before I drew Twist Of Fate (drawing +1 and avoiding ill-effects).

In the investigation phase I:

  • Used the Switchblade to fight the Hunting Horror (drawing -1 and inflicting 1 damage).

  • Used the Switchblade to fight the Hunting Horror (drawing Elder Sign and killing the Hunting Horror).

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

  • Moved to Museum Halls.

I ended the round by gaining 2 resources and drawing First Aid.

Round Eight began with agenda 2a gaining a doom before I drew Beyond the Veil (adding it to my threat area), which surged to Cursed Luck (adding it to my threat area).

My investigations comprised:

  • Paying 2 clues to put the next two Exhibit Halls into play.

  • Moving to the last Exhibit Hall I put into play, flipping it to Athabaskan Exhibit.

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

Round Nine kicked off with agenda 2a gaining another doom before I drew Stalked In The Dark, which surged to Locked Door, which I attached to Museum Entrance.

In the investigation phase I:

  • Moved to the Museum Halls.

  • Moved to another Exhibit Hall, flipping it to Nature Exhibit (adding 1 clue). I was forced to discard First Aid and Opportunist.

  • Investigated (drawing +1 and claiming the clue and discarding Cursed Luck).

  • Moved to Museum Halls.

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

Round Ten began with agenda 2a gaining another doom before I drew Visions of Futures Past (drawing -2 and discarding Unexpected Courage, Arcane Studies, Amnesia (I discarded every card in my hand but Unexpected Courage) and Jenny's Twin .45's).

In the investigation phase I:

  • Paid 1 clue to put the top Exhibit Hall into play.

  • Moved to the just-revealed Exhibit Hall (flipping it to Hall of the Dead and adding 2 clues).

  • Investigated (drawing Elder Sign and claiming a clue).

  • Investigated (discarding Unexpected Courage and drawing 0 so claimed the clue).

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

Round Eleven began with agenda 2a gaining another doom before I drew Locked Door, adding it to Administration Office.

In the investigation phase I:

  • Moved to the Museum Halls.

  • Paid 1 clue to put the last Exhibit Hall into play.

  • Moved to the last Exhibit Hall, flipping it to Restricted Hall (adding 2 clues and advancing the act, placing the Hunting Horror (with 1 resource attached to Shadow-Spawned) into play engaged with me.

Used the Switchblade to fight the Hunting Horror (drawing +1 so doing 1 damage).

In the enemy phase I took 1 damage and 1 horror from the Hunting Horror.

At the end of the round I gained 2 resources and drew Dr. Henry Armitage.

Round Twelve began with agenda 2a gaining a doom before I drew Visions of Futures Past (drawing 0 and discarding Elusive and Lone Wolf).

In the investigation phase I:

  • Used the Switchblade to fight the Hunting Horror (drawing +1 and doing 2 damage).

  • Used the Switchblade to fight the Hunting Horror (drawing 0 and killing the Hunting Horror).

  • Investigated (discarding Dr. Henry Armitage and drawing -2, so passing and claiming a clue).

  • Investigated (discarding Liquid Courage and drawing 0 so claiming the final clue).

This advanced the act and left me with the choice of keeping or destroying the Necronomicon. Bearing in mind who Jenny is I opted to take the Necronomicon, which meant that:

  • I took custody of the Necronomicon.

  • I added a Eldritch counter to the Chaos bag.

  • I gained 4 XP.

At this point a very recent relevant purchase IRL means that I'll be taking a side-trip from the main quest line.