...and I utterly loved it! We scraped through with a victory on the last turn (granted, we were playing on Standard at the location Invocation event, but the other two players were less experienced and had only brought level 0 decks - I had a 29 exp Akachi deck, alongside a Roland Banks and a Rex Murphy), and I thought that it was absolutely amazing. The mechanics and the flavour they brought were superb - a lot of it felt like "The Forgotten Age", but done right, if that makes sense. For instance, the Explore mechanic is there, but it's part of a larger scenario that includes a number of pre-existing locations, rather than being the entire scenario, so it felt a lot more interesting and a lot less samey and overbearing; likewise, Strength of the Abyss felt a lot like Vengeance, with a lot of choices between the easy way now or keeping the number low, but it also felt a lot more involving and nuanced, and mechanics that let you reduce and increase it as the game went on added a lot more agency than Vengeance/Yig's Fury, which mostly is either a binary "we don't want any" or "we don't care all that much" decision at the start.
The find-the-cultists theme and mechanics of Midnight Masks was there, and Midnight Masks is still one of the best scenarios released, but it again tied into a larger whole. Story cards from Carcosa were there and were a welcome addition. I absolutely loved what they did with the final boss, where you can fight her normally or fight her by using Intellect/Willpower on locations - I hope we see that concept again because it was an extremely elegant way to keep investigation and support characters relevant in boss fights, rather than just hanging back and maybe throwing cards in to the Guardian's check. Also a fan of the roleplaying decision at the end of the scenario, be interesting to see where that leads. Punishing abilities on locations to help advance the plot reminded me of Rougarou, as did the choice at the end, but they felt a little less rough around the edges than Rougarou. With so many mechanics adapted from previous scenarios and campaigns I'm genuinely surprised at how smoothly it all fit together - it could so easily have been a jumbled mess. Finally, I really liked little details, like how sabotaging the railway also prevents you Resigning.
Anyone else got any thoughts on the scenario, anecdotes from Invocation, and so on? I'd also like to know if the Night's Usurper has similarly well-thought-out mechanics - but I don't have my copy of Guardians of the Abyss yet so please keep any spoilers general (I don't mind knowing general information, but I can't speak for anyone else reading this...)