TIC Blind Run #3 (In Too Deep)

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
TIC Blind Run #2 (The Vanishing of Elina Harper) 4 0 2 1.0
Inspiration for
TIC Blind Run #4 (Devil Reef) 1 0 0 2.0

Magnificate · 1209

Innsmouth is under attack! I wonder why. Wasn’t the entire town under Deep One sway already? Perhaps the majority was merely silent or intimidated? Perhaps there are other goals that require direct Deep One presence? The scenario setup mentions fifteen different locations. That’s a lot of clues to gather. Come to think of it, the locations are not reused, so I actually don’t know whether it’s going to be basic investigations or whether the barricade mechanic is going to be implemented differently. Based on numbers alone, fifteen locations and seven keys, In Too Deep might be even more demanding that The Vanishing of Elina Harper. However, there are two positive factors worth mentioning. First, no one being out for Jenny’s blood paid off! There’ll be no enemies on the table at the beginning of the scenario. Second, Jenny’s purchased Streetwise III. It’s going to drastically improve our consistency. Note that there seems to be an error with ArkhamDB counting XPs. Faustian Bargain being slotted in for Streetwise 0 should be free of charge. Yep, Faustian Bargain is back in the deck. Let’s see whether we’ll get to use it even once during this campaign.


Pre-Mulligan Hand: Intel Report, Leo De Luca, Elina Harper, Flashlight, Working a Hunch

Opening Hand: Leo De Luca, Lone Wolf, Lockpicks, Easy Mark, "I'm outta here!"

In Too Deep

Agenda & Act: Barricaded Streets & Through the Through the Labyrinth

No one is out for blood. The black key placed on Shoreward Slums.


#1

  • PLAY Easy Mark (2 resources, draw "Watch this!")
    • In the opening of the previous scenario we had triplicate Easy Mark, but even one is good enough to put Leo De Luca and Lone Wolf on the table. Now, as I look at the map it seems that the long way around is going to be the more efficient way. Breaking through costs two clues per barrier, which is an equivalent of two move actions. However, there’s a major danger. If I draw Searching for Izzie after passing the middle of the map the backtracking required to resolve it is going to be horrific.
  • PLAY Leo De Luca
  • PLAY Lone Wolf
  • MOVE to Innsmouth Harbour ( move to The House on Water Street, facedown key)
    • Yup. I’m positive that the designers put that extra move option to incentivize scouting. Note that the barrier-breaking abilities on these locations are significantly different from each other. If most locations have these abilities it definitely makes sense to find the easiest one.
  • Upkeep: draw Deep Knowledge, 2 resources total.

#2

#3

  • Mythos: 2/6, Furtive Locals (-3, can’t parley, 1 damage to Leo De Luca)
    • I like the new context. No wonder the locals are furtive, their town is flooding!
  • Lone Wolf
  • INVESTIGATE with Lockpicks (+1, 1 clue)
  • claim black and purple keys
    • Two at once.
  • Through the Labyrinth (no barriers between Shoreward Slums and Innsmouth Jail)
  • MOVE to Innsmouth Jail
    • I'm suddenly struck with a thought. Our goal is to reach the other side of the town, isn't it? Why are we daring the flooded barricade-riddled streets? Couldn't we circle around the town and enter wherever the distance to our cars is the shortest? Honestly, the flavor text on the backside of Innsmouth Square gives me pause. I'll have Jenny hole up for the moment and wait until she's at least able to trigger the flashback.
  • INVESTIGATE ( Streetwise, -2, 1 clue)
  • DRAW Hard Knocks
  • Upkeep: draw Elina Harper, 3 resources total, discard Furtive Locals.

Board State Reminder: 8 health, 7 sanity, 3 resources, 1 clue

In Play: Leo De Luca (1 damage), Lockpicks (3 supplies), Lone Wolf

In Hand: "I'm outta here!", "Watch this!", Eureka!, Hard Knocks, Elina Harper


#4

  • Mythos: 3/6 doom, Pulled Back ( Innsmouth Jail, a memory of jailbreak, remove , 0)
    • Safe! The encounters so far are rather mild. That said, imagine if I pulled a Cultist token in this test. I'd be around five to six actions behind. In the heat of the moment I thought barriers were more impactful and the modifier on the Tablet token was worse, but in retrospect removing the last Cultist token would've better. At least in In Too Deep. There is no way to predict what the token effects are going to be in the unreleased scenarios.
  • Lone Wolf
  • MOVE to Innsmouth Square (Innsmouth Shoggoth)
    • Ohohoho!
  • Innsmouth Square (a memory of a deal with Joe Sergant, take Joe Sargent)
    • Let me get this straight, this man honors a verbal agreement made weeks ago in wholly different circumstances. Joe almost certainly knows I'm hiding from the Deep Ones and is willing to drive me around in the single largest and most noticeable vehicle in Innsmouth? I've got so much respect for this man! Not to mention, his movement ability is perfect for escaping from the Innsmouth Shoggoth or other massive enemies.
  • INVESTIGATE with Lockpicks ( Streetwise, -4, 2 supplies left, 1 clue)
  • MOVE to New Church Green (facedown key)
  • INVESTIGATE ( Streetwise, )
    • Since Jenny and her group are riding a bus I'm going to pretend that was a literal speed bump. Note that I'm halfway done with the scenario and it's still Agenda 1. This is great, because Searching for Izzie is a looming threat and finishing early makes me draw less cards overall.
  • Enemy: Innsmouth Shoggoth readies
  • Upkeep: draw Working a Hunch, 2 resources total.

#5

#6


Board State Reminder: 8 health, 7 sanity, 3 resources, 6 clues

In Play: Leo De Luca (1 damage), Joe Sargent, Lockpicks (1 supply), Lone Wolf

In Hand: "I'm outta here!", "Watch this!", Elina Harper, Jenny's Twin .45s, Intel Report, Flashlight


#7

#8

#9


Board State Reminder: 5 health, 7 sanity, 7 resources, 6 clues

In Play: Leo De Luca (1 damage), Joe Sargent (1 ticket), Lone Wolf

In Hand: "I'm outta here!", "Watch this!", Elina Harper, Jenny's Twin .45s, Flashlight, Nimble


#10

#11

#12


Board State Reminder: 4 health, 6 sanity, 4 resources, 6 clues

In Play: Leo De Luca (1 damage), Joe Sargent (1 horror), Jenny's Twin .45s

In Hand: 2x "I'm outta here!", Easy MarkEureka!

Threat: Dreams of R'lyeh


#13

#14


Flasback VII netted me an incredible extra +1 token for the entire campaign. I think the designers assumed that this scenario would be much longer than it was for Jenny. Then again, Jenny had to risk more than most other investigators to stick around on the map. It paid off. In fact, it was a near-perfect run, with just one potential XP missed. BTW, were there Shoggoths mentioned in the original novel? Let me look into it... Yup! That's unexpected. I really should read the Shadow over Innsmouth before the next scenario is published. In either case it seems the next scenario is going to take place in the past. Even if this time around Jenny doesn't get to spend XP, she still gets to keep the Teachings of the Order in her deck. That inconsistency niggles at me. See you next time around!

Campaign Log:

Pit of Despair: 5 XP, Memories Recovered: a meeting with Thomas Dowson, a battle with a horrifying devil, a decision to stick together, an encounter with a secret cult.

The Vanishing of Elina Harper: The mission was successful. 3 XP.

In Too Deep: Jenny made it safely to her vehicle. 7 XP, Memories Recovered: a deal with Joe Sargent, a followed lead, an intervention, a jailbreak.

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