Pete vs. The Silent Conspiracy (Solo, Achievements)

Card draw simulator

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Pete, Duke and Yaotl Desperate Synergy 106 82 16 3.0
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Voltgloss · 345

This latest attempt at Return to the Night of the Zealot achievements is to try an "Ashcan" Pete deck focused around Desperate skills, St. Hubert's Key, Dark Horse, and Yaotl. Time now for Return to The Midnight Masks, where I'll either achieve or fail at my goal: leveraging action compression and (hopefully) desperation-boosted skill testing to interrogate all six unique cultists. Let's go!

SESSION REPORT

SCENARIO II - RETURN TO THE MIDNIGHT MASKS

I'll absolutely take that assets-rich start. Having Stunning Blow is comforting as a one-card solution for Ruth Turner, should she show up.

R1 (0D, 0H, 5$, 0C): 0/6 doom

I know from experience that tempo is vital, which means taking some risks to investigate at only +1 instead of waiting around for further setup. Even though I had the shroud 4 version of Rivertown, fortunately this gamble paid off.

R2 (0D, 0H, 2$, 2C): 1/6 doom

I also know from experience that you really need to spawn unique cultists as quickly as possible and deal with them when the situation warrants. Here, now that I've got a few key assets in play - in particular Madame Labranche who can help me bounce back from having no cards in hand - I think it's worth pitching four cards to parley our first arrival. Especially so I can clear the Graveyard while I'm already next to it.

R3 (0D, 0H, 1$, 0C): 2/6 doom

Getting lucky so far with the encounter deck essentially whiffing twice. That's about to change, though.

R4 (0D, 0H, 2$, 2C): 3/6 doom

  • Encounter: False Lead, 3 vs. 4 (-3): fail by 4 [drop 2C on Graveyard, -1 Victory]
  • Use Duke: Investigate, 5 vs. 1 (0): pass [+1C]
  • Investigate, 3 vs. 1 ( is 0): pass [+1C, +1 Victory]
  • Use Act 1a [-2C]: Peter Warren spawns at Miskatonic University
  • Draw Yaotl [+1$]

Cost me two actions but at least the clues were simple enough to retrieve. I thought about using Double or Nothing to get them back in one turn, but I'd rather save it for a 3+ health enemy when the situation is right.

R5 (0D, 0H, 3$, 0C): 4/6 doom

I don't like parleying Peter Warren because it's a wash (or worse) tempo-wise - just as easy if not easier to defeat him in two hits (at least one of them 2+ damage) as it is to spend one action and two clues. That said, I do want to loop around through Easttown-Downtown-Northside first, for clues and possible location effects. (I was hoping in particular that Easttown would let me play Yaotl at a discount, but sadly it's the wrong version.)

R6 (0D, 0H, 2$, 1C): 5/6 doom

Pausing to get set up for the Agenda 1b arrival. I took money notwithstanding Dark Horse so I can spend it via the Fire Axe. And wow, that's a timely Vicious Blow arrival, because...

R7 (0D, 0H, 2$, 2C): 6/6 doom

R8 (0D, 0H, 0$, 1C): 1/8 doom [+1 on Peter Warren]

As the game decided to boot me back to Rivertown, I decided to capitalize on that by dealing with Jeremiah Pierce while there. Always scary to take that test that could hit you with extra doom, but, with St. Hubert's Key and Dark Horse, Pete was well-prepared for it.

R9 (0D, 0H, 2$, 1C): 2/8 doom [+1 on Peter Warren]

Tempo loss dealing with the Hunting Nightgaunt means I need to eat some damage from Peter Warren so I can set up to defeat him in three hits (as he's boosted by the Mask of Umôrdhoth). Still better I think to beat him through damage than by losing hard-earned clues.

R10 (1D, 0H, 2$, 2C): 3/8 doom [+1 on Peter Warren]

R11 (3D, 0H, 2$, 2C): 4/8 doom

Only one more clue and two more cultists to go, but one bad encounter deck pull could still end things prematurely!

R12 (4D, 0H, 3$, 2C): 5/8 doom

The Corpse-Taker means I essentially will lose a full turn, which means my next turn is my last... but! I have just enough actions to bring down the last unique cultist, barring !

R13 (4D, 0H, 3$, 0C): 6/8 doom [+1 on Corpse-Taker]

Resolution 1

  • Cultists Pete Interrogated: Herman Collins, The Masked Hunter, Jeremiah Pierce, Peter Warren, Victoria Devereux, "Wolf-Man" Drew
  • Cultists Who Got Away: None
  • 9 experience (9 Victory)
  • ACHIEVEMENT UNLOCKED: Conspiracy of Silence

Heck yes! "Ashcan" Pete does the job! Now, I undeniably had some good strokes of luck here. The stars aligned for a one-hit-kill on The Masked Hunter, for example. And the encounter deck essentially whiffed (or, at most, did damage without costing me actions) on 7 out of 12 pulls. On Wings of Darkness arguably helped by bringing me close to Jeremiah Pierce for a mid-game parley. The only encounters that unarguably slowed me down were False Lead (lost 2 actions picking clues back up), Hunting Nightgaunt (took 2 actions to defeat), the second Mask of Umôrdhoth (adding 1 extra action to defeating Peter Warren), and that last Corpse-Taker (eating up what would have been my final turn of 3 actions). I was also able to streamline movement - in particular, I never had to set foot in Southside or St. Mary's Hospital at all - and achieved 6 successful compressed move-and-investigates via Duke. Every little boost matters for this achievement!

Next up: will "Ashcan" Pete leverage this success into victory against Umôrdhoth? We'll find out soon enough!

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