Alright the title may be a bit of an exageration but the odds of investigators beating the keeper is astronomical if the keeper is even remotely bright. I play with a group of gamers who are all serious players. We play a ton of games and are all rather competitive. Well I ended up being the Keeper this week and we decided to do Scene 2 Obj. 1C. I went rather easy on them but once they figured out where the final clue was, the crypt, things got out of hand.
All I had to do was just summon huge amounts of cultists at the nearby altar and then on the following turn sac them to change them into shogs and hounds. The investigators could not do enough dmg to even put a dent in the sheer number of creatures I was creating. There were 4 investigators by the way. All I had to do was weaken a couple of them and then the second they revealed my objective card all I had to do was kill one of them to win. That was it. With 5+ monsters in the next room and a hand full of cards there was no way they could make it to the exit in time to win...
I felt awful. I knew they could tell if I threw the game and I didn't want to deny them a real victory but seeing the investigator make it to the clue room with an army waiting to kill her next door was demoralizing an honestly not fun for me either...
Honestly a Shog for 3 Cultists and a Hound for 2. And only 1 threat to make a cultist...With 4 threat coming in per turn it was just stupid...
TL;DR What stops the keeper from camping an entire posse outside the Clue 1 room (or near the lowest HP investigator) and just slagautering one player once the objective is revealed? Worked fine for me and I wasn't even planning on it until the last two turns.
Anyone else have this problem? Did I cheat somehow?
Oh on a final note. The investigator I ended up killing was wearing the Cultist Robes. They didn't help much. The other monsters weakened her just fine before she got in the room; she was only one or two hits from dead.