Card draw simulator
Derived from | ||||
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Leo’s RttCU Run #3 (The Secret Name) | 2 | 0 | 0 | 1.0 |
Inspiration for | ||||
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Leo’s RttCU Run #5 (For the Greater Good) | 1 | 0 | 0 | 1.0 |
Magnificate · 1203
Leo has his second Charisma so I’m expecting him to finish this scenario with style. Nah, actually, I don’t. Even if the Return variant added some easier Heretics the structure of this scenario doesn’t lend itself to easy solo runs. The plan is to banish one Heretic and perhaps get the VP locations, but nothing more. I’m a bit disappointed about not being able to try out the “Erynn wants to meet” variant, but as I’ve said earlier I’d rather the Return fleshed out the Lodge more rather than trying to make the Witches an equivalent faction.
Pre-Mulligan Hand: Daring, Sled Dog. Venturer, Perception, Lone Wolf
Opening Hand: 2× Sled Dog, Lone Wolf, Mauser C96, Intel Report
Agenda & Act: THE HANGED MAN • XII & In Pursuit of the Dead
Leo begins the scenario with 2 Physical Trauma.
#1
- PLAY Sled Dog
- MOVE to Abandoned Chapel
- Keen Eye
- INVESTIGATE ()
- INVESTIGATE (-4)
- Upkeep: draw Venturer, 2 resources total.
#2
- Mythos: 1/8 doom, Vengeful Witch (at The Gallows)
- PLAY Sled Dog
- INVESTIGATE ()
- INVESTIGATE (-3)
- PLAY Emergency Cache
- Enemy: Vengeful Witch hunts to Haunted Fields
- Upkeep: draw Sled Dog, 4 resource total.
#3
- Mythos: 2/8 doom, Vengeful Witch (at The Gallows)
- PLAY Sled Dog
- PLAY Ever Vigilant (Mauser C96 & Lone Wolf)
- MOVE to Haunted Fields
- FIGHT with three Sled Dogs (-4, defeat Vengeful Witch, 1 damage & 1 horror)
- Enemy: Vengeful Witch hunts and attacks (1 damage & 1 horror to Sled Dog)
- Upkeep: draw Lone Wolf, 1 resources total.
The average modifier was minus three-and-a-half. That’s just awful. If it weren’t for the dogs I’d be pummeled by the witches before I could even find the first clue. As it stands, Leo still has to take two direct damage and horror.
Board State Reminder: 5 health, 5 sanity, 1 resource, 0 clues, 24 cards in the standard encounter deck, 20 cards in the spectral encounter deck
In Play: 2× Sled Dog, Sled Dog (1 damage & 1 horror), Mauser C96, Lone Wolf
In Hand: Intel Report, Venturer, Lone Wolf
#4
- Mythos: 3/8 doom, Maligned
- Lone Wolf
- FIGHT with three Sled Dogs ()
- FIGHT with Mauser C96 (4 ammo left, , ready Mauser C96, 2 damage to Vengeful Witch)
- FIGHT with Mauser C96 (3 ammo left, , 1 resource, defeat Vengeful Witch, 1 damage & 1 horror)
- Upkeep: draw Mitch Brown, 4 resources total.
#5
- Mythos: 4/8 doom, Grave-Light (shuffle), Priestess of the Coven
- Lone Wolf
- FIGHT with three Sled Dogs (, Priestess of the Coven retaliates, 1 damage to Sled Dog, 1 damage to Sled Dog)
- FIGHT with Mauser C96 (2 ammo left, 0, ready Mauser C96, 2 damage to Priestess of the Coven)
- FIGHT with Mauser C96 (1 ammo left, -1, defeat Priestess of the Coven)
- Upkeep: draw The Black Book, 6 resources total.
#6
- Mythos: 5/8 doom, Witchweed (shuffle), Unhallowed Land (-1, defeat Sled Dog, 1 horror to Sled Dog, 1 horror to Sled Dog, 1 horror)
- Lone Wolf
- PLAY The Black Book
- Keen Eye
- INVESTIGATE (, 1 clue)
- INVESTIGATE (-1, 1 clue)
- Upkeep: draw Intel Report, 3 resources total.
Terrible! Two clues in six rounds. Since the beginning of the game Leo drew three toughest enemies in the whole standard encounter deck and auto-failed on two important attacks. I’m running out of combat options. On a side note, seeing the carnage Unhallowed Land tends to wreck with the Sled Dogs I’m considering getting The Star • XVII. The question is, in exchange for what?
Board State Reminder: 4 health, 3 sanity, 3 resources, 2 clues, 14 cards in the standard encounter deck, 22 cards in the spectral encounter deck
In Play: 2× Sled Dog (1 damage & 1 horror), Mauser C96 (1 ammo), The Black Book, Lone Wolf
In Hand: 2× Intel Report, Venturer, Lone Wolf, Mitch Brown
Threat: Maligned
#7
- Mythos: 6/8 doom, Despoiled
- MOVE to Abandoned Chapel
- Despoiled (+1, discard Despoiled)
- Maligned (+1, discard Maligned)
- Upkeep: draw Scene of the Crime, 5 resources total.
#8
- Mythos: 7/8 doom, Despoiled
- Lone Wolf
- PLAY Venturer
- Venturer (2 supplies left, ammo to Mauser C96)
- Despoiled ()
- Despoiled (, discard Despoiled)
- INVESTIGATE (-3)
- Upkeep: draw Take the Initiative, 4 resources total.
#9
- Mythos: 8/8 doom, advance agenda 1a→2a (flip all locations, The Spectral Watcher at Hangman's Brook, Death Approaches), Fate of All Fools
- Lone Wolf
- Venturer (1 supply left, ammo to Mauser C96)
- PLAY Intel Report ( 2 clues)
- advance act 1a→2a (take Spectral Web, In Pursuit of the Living)
- INVESTIGATE (0, 1 clue)
- MOVE to Spectral Chapel Attic
- Enemy: The Spectral Watcher hunts to Spectral Abandoned Chapel, Heretic attacks (1 damage & 1 horror to Venturer)
- Upkeep: draw Flashlight, 2 resources total.
There are few instances when Agenda advances earlier than Act in this scenario, but this playthrough certainly is one of them. Leo is currently setting himself up for Spectral Webbing one of the Heretics. We might still be able to banish one if we’re lucky with Unfinished Business flip.
Board State Reminder: 4 health, 3 sanity, 2 resource, 2 clues, 12 cards in the standard encounter deck, 23 cards in the spectral encounter deck
In Play: 2× Sled Dog (1 damage & 1 horror), Venturer (1 supply, 1 damage & 1 horror), Mauser C96 (3 ammo), The Black Book, Lone Wolf, Spectral Web
In Hand: Intel Report, Lone Wolf, Mitch Brown, Scene of the Crime, Take the Initiative, Flashlight
#10
- Mythos: 1/7 doom, From the Other Side ()
- Lone Wolf
- Venturer (no supplies left, ammo to Mauser C96)
- PLAY Scene of the Crime (2 clues)
- FIGHT with Spectral Web (spend 3 clues, -3, defeat Heretic, flip "Burn... Let it Burn... Let it all Burn")
- MOVE to Spectral Abandoned Chapel
- Enemy: The Spectral Watcher attacks (defeat Venturer)
- Upkeep: draw Mauser C96, 2 resources total
- × Unfinished Business (1 damage).
#11
- Mythos: 2/7 doom, Fate of All Fools, Malevolent Spirit (at Spectral Chapel Attic)
- Lone Wolf
- EVADE (commit Take the Initiative, Lone Wolf & Mauser C96, , exhaust The Spectral Watcher)
- MOVE to Spectral Haunted Fields
- INVESTIGATE (, × Spectral Haunted Fields, Heretic engages)
- PARLEY
- Enemy: The Spectral Watcher readies, Heretic attacks (defeat Sled Dog, 1 horror), Malevolent Spirit hunts to Spectral Abandoned Chapel)
- Upkeep: draw Reckless, 4 resources total
- × Unfinished Business (1 damage).
#12
- Mythos: 3/7 doom, Unstable Energies
- Lone Wolf
- PLAY Mitch Brown
- PLAY Intel Report (Heretic attacks, defeat Sled Dog, 1 horror, 1 clue)
- MOVE to Spectral Hangman's Brook (Heretic attacks, defeat Mitch Brown)
- RESIGN.
Nope. With both the defeated Heretic and the parleyed Heretic there was nothing Leo could reasonably do. Still, at least the latter encounter cards we mild and didn't prevent our intrepid investigator from reaching the resign location. Notice that we failed to secure Wisp of Spectral Mist meaning that R3 in the finale is barred. This in turn means that Leo cannot follow up on his choice to defy fate. Same goes for the new R6. Leo is not going to make promises he can’t keep, so no signing the Black Book. In the end it’s going to be either becoming the piper or ending the world. So… Eh… Mitch, how do you feel about becoming the lead investigator?
Campaign Log:
Disappearance at the Twilight Estate: Gavriella disappeared into the mist. 3 pieces of evidence were left behind.
The Witching Hour: Leo has rejected his fate. The witches’ spell was broken. 8 XP, Mementos: Mesmerizing Flute & Ritual Components.
At Death’s Doorstep: Leo is on Gavriella’s trail. Leo escaped the spectral realm. Leo rescued Josef. Leo is a member of the Lodge. Leo is deceiving the Lodge. 7 XP.
The Secret Name: Leo told the Lodge about the coven. 4 XP, Mementos: Gilman’s Journal, Keziah’s Formulae & Worn Crucifix.
The Wages of Sin: 4 heretics were unleashed unto Arkham. 2 XP.