Roland Banks_1_Dunwich_Campaign_Full_Overview

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Picia000123 · 4

GENERAL OVERVIEW:

The Dunwich Legacy was, after the Core scenario, my second campaign that I played, alongside my brother in a duo. Me using Roland Banks and my brother with Daisy Walker, playing on Easy.

First things first: Roland's squishiness cannot be overstated, the amount of times in the first and second scenarios where I came close to going insane was horrendous. Later on, after gaining more and more powerful cards I was able to mitigate the damage better, but the race against my low sanity never really went away. By the end of the campaign I was basically doing everything I wanted with Roland though, being a clue gathering, monster slaying powerhouse, so I didn't even had to care.

Unfortunately, the same could not be said about Daisy, since she had the problem with the physical damage AND the late game problems. Thankfully, there were never that many encounter cards which deal physical damage, and any enemy that spawned, Roland took care of, so it wasn't so bad for her. The same could not be said for the later stages. Unless you have a good leveling plan for Daisy, she starts to fumble with harder and harder encounter cards, until you are suffocating. So it's good to know what you are going for with her for sure.

The Dunwich Legacy itself was a very fun and engaging campaign, with some ups and downs, of course since we played on easy and we were using proxy cards, we had a little more breathing room, yet the campaign STILL was handing our assess to us throughout. My favorite scenario is either The Essex County Express or The House Always Wins, while The Undimensioned and Unseen I have some qualms with.

From here on, I am gonna talk about my experiences with each scenario and how my deck managed to deal with the campaign.

DO NOT READ FURTHER DOWN IF YOU WANT NO SPOILERS WHATSOEVER. I've left some journal notes at the end there, which contains some of the resolutions and consequences from each scenario, so that you can see which ending we managed to get each time. Just so you may know, scroll down at your own discretion. :)

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FULL SCENARIO OVERVIEW:

SCENARIO 1B: HOUSE ALWAYS WINS:

I opted not to get neither the Flashlight nor the Smoking Pipe, since I figured I had Art Students, so I was more or less covered on sanity and clue gathering. The result was me begging to finish the scenario as quickly as possible, before Roland goes insane, while Daisy was on the verge of death from physical wounds. The biggest problem was the fact that I didn't need to do much fighting, so my main ways of gathering clues and handling the scenario were not that useful. The scenario itself was very thematic and different from your regular lovecraft horror story, since you are visiting a casino/bar/lounge, with gangsters and locations having their own unique mechanics, so playing it as our first scenario was definitely a fresh experience. Definitely recommend this one.

SCENARIO 1A: EXTRACCULICULAR ACTIVITY:

This one was also a problem. I swapped Working a Hunch and Inquiring Mind for Elder Sign Amulet and Pathfinder, since I wanted the horror soak and better mobility. Turns out, not getting Stick to the Plan immediately was my next blunder: even though I was basically Tommy Muldooning and tanking everything the encounter deck was throwing at us, I could not draw and play a weapon throughout the ENTIRE SCENARIO, due to shitty draw. Very neat scenario, pretty standard, with some nice decision making, and choice and consequence for the entire campaign. Definitely worth a look.

SCENARIO 2: THE MISKATONIC MUSEUM:

Okay, got my Stick to the Plan, got Dr. Henry Armitage, swapped Magnifying Glass for "I've had worse…", my deck starts to get in shape. This scenario was one of the tamer ones. While playing, we thought that we are pressed for time, but the way this scenario works, as long as you figure out the gimmick of the encounter deck and play the scenario correctly, it's not threatening whatsoever. You just gather clues, make your decisions and finish. It was pretty neat, though I wish there were a little less focus on the main gimmick and a little more threats outside of it.

SCENARIO 3: THE ESSEX COUNTY EXPRESS:

For this one, I've gotten Charisma, Ever Vigilant and Astounding Revelation, swapping out Emergency Cache and Prepared for the Worst. I've commited another mistake here, when instead of mulligan for a weapon I went for the Ever vigilant combo and was left with no certain way of dealing damage. As a monster killer, ALWAYS GET YOUR WEAPON OUT FIRST. Good to know. This scenario was really fun. The way you have to work around the location and the encounter deck is awesome, it's very well thought out and makes you work for every step towards victory.

SCENARIO 4: BLOOD ON THE ALTAR:

Upgraded one of the pistolsto the Flamethrower, even without ammo I just wanted to put it in, so that I can actually use it for half of the campaign. This scenario was kinda scary, since there was a lot on the line and you have to work fast to mitigate any problems that may occur. Still, this one was pretty fun, even though pretty standard.

SCENARIO 5: UNDIMENSIONED AND UNSEEN:

Here, I added Extra Ammunition and Stand Together for the final Emergency Cache and 1 Dodge. This is it. This is the first scenario that I just didn't like out of all of them thus far. Up to this point in Dunwich Legacy, you are able to solve any scenario at least in a couple of ways. Here, all of a sudden, only one stat counts, and if your Investigator doesn't have that stat high or cards for it, you're fucked. I didn't like this approach. Even though the scenario itself is very interesting story- wise, it suffers from forcing the players into doing one thing and then leaves them with insufficient resources to even attempt to win the act. I wouldn't mind my defeat here and resigning if the favors weren't so impossibly skewered against us, but it is what it is. It's still an interesting scenario, just the first one that I would prefer some changes to.

SCENARIO 6: WHERE DOOM AWAITS:

I only upgraded my Beat Cops, so not much to say here. This one went surprisingly fast. My deck, all of a sudden became a powerhouse and I've managed to handle everything the board and the encounter deck were throwing at me with relative ease. We managed to get to the final act fast enough, that we had waaay too much time to deal with everything and finish the act. A pretty neat scenario, felt pretty short, but maybe we just started to get the hang of it by the end of this campaign. The way you have to get around the board is very nifty, so it's an interesting scenario to play for sure.

SCENARIO 7: LOST IN TIME AND SPACE:

Added Grete Wagner and Pathfinder, got rid of Evidence! and Deduction, since Grete was gonna do it all anyway, and hey, she did her job splendidly. Putting upgraded Grete in will always pay off for your murder machine investigator, it seems. This one went pretty squeaky clean. We had A LOT of luck, getting rid of many enemy encounter cards by the virtue of other encounter cards (funny how that works). Pretty threatening scenario, with what you're dealing with and such, but it is absolutely possible to finish this one relatively unscathed. I would have some qualms against many endings you can get on this one, feeling that so many of them lead to "haha, GET WRECKED", but I understand that this is what Arkham Horror is about, so I will let it off the hook. All in all, a pretty good ending to a pretty good campaign, had a lot of fun with this one.

Below I left my Journal notes, which I took throughout this Campaign. Generally it was an awesome experience and I hope to try some other campaigns in the future. If you stuck through all of this text, thanks for reading, and hope it was at least somewhat interesting.

JOURNAL NOTES:

  • Finished Act 1B "House always wins" first
  • Rescued Dr. Francis Morgan and added him to the deck
  • O'Bannions don't like us
  • Finished Act 1A "Extracurricular Activities" second
  • killed the beast and couldn't save Dr. Rice
  • added Dr. Henry Armitage to the deck
  • Finished Act 2 "Miskatonic Museum"
  • Destroyed Necronomicon
  • Finished Act 3 "Essex County Express" Successfully
  • Finished Act 4 "Blood on the Atlar" Successfully
  • Dr. Henry Armitage, Dr. Francis Morgan, Dr. Wallen Rice and Earl Sawyer survived Dunwich
  • Silas Bishop was banished
  • Zebulon Whateley was sacrificed
  • Powder of Ibn Ghazi was added to ally's deck
  • Finished Act 5 "Undimensioned and Unseen"
  • Four Broods of Yog- Sothoth were defeated
  • One Brood of Yog- Sothoth still alive
  • Suffered 1 mental trauma
  • Powder of Ibn Gazi was removed from ally's deck
  • Finished Act 6 "Where Doom Awaits" Successfully
  • The Investigators entered the gate
  • Finished the Final Act 7 "Lost in Space and Time" Succesfully
  • The rift has been closed and the investigators escaped to Earth
  • Suffered 2 mental and Physical Trauma
  • 0/38 XP Available
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