Leo’s RttCU Run #5 (For the Greater Good)

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
Leo’s RttCU Run #4 (The Wages of Sin) 1 0 0 1.0
Inspiration for
Leo’s RttCU Run #6 (Union and Disillusion) 1 0 0 1.0

Magnificate · 1203

For the Greater Good is my favourite when it comes to TCU scenarios. It’s one of those that can be finished with just investigation and parleying. The Lodge has their plan, but they’re not unreasonable about it. At least, not quite yet. It might seem weird that I opted for On the Hunt 3 in this scenario, but I want to be able to find Lodge Jailor at will. Getting bogged down in Sanctum locations after the first agenda advance can get problematic. It’s sometimes worth it to let the Summoned Beast spawn and farm it for XPs, but that’s not our plan for this game. Leo’s not looking for trouble. Not intentionally anyways.

For the Greater Good

Pre-Mulligan Hand: Mitch Brown, Easy Mark, Calling in Favors, Lone Wolf, Mauser C96

Opening Hand: Easy Mark, Lone Wolf, Daring, Calling in Favors, Venturer

Agenda & Act THE HIEROPHANT • V & Warm Welcome

Leo begins the scenario with 2 Physical Trauma.


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No issues so far. On the Hunt 3 turned out to be a bit of a waste, since Lodge Jailor appeared on his own. In exchange Leo is keeping it nice and subdued and doesn’t go above one Sled Dog. This makes our investigator move slowly, but seeing that we’ve got or sights on three keys already speed isn’t critical.

Board State Reminder: 6 health, 6 sanity, 6 resources, 1 clue

In Play: Sled Dog, Lone Wolf

In Hand: Easy Mark, Daring, Scene of the Crime, 2× Take the Initiative, Venturer


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I’m getting lots of doom and Marks of the Order, but generally I'm well ahead of the scenario.

Board State Reminder: 5 health, 4 sanity, 4 resources, 0 clues

In Play: Sled Dog (1 damage), Lone Wolf

In Hand: Daring, Scene of the Crime, 2× Take the Initiative, Venturer, Mauser C96, Sled Dog, Calling in Favors


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That was an unexpectedly obstinate ending, wasn’t it? Nathan outright refused to talk with Leo. I imagine our investigator shrugging, turning on his heel and doing a spinning back-fist. Not to mention afterwards, when Nathan noticed that Leo already had the four keys in his possession. His jaw will hurt for days on end and there was no reason to oppose the veteran expedition leader. He knows what he’s doing. On a more serious note, with that Tentacle pull and much doom on the table I had no room to go for extra XPs. I wanted to at least go into the Vault and get the optional objective.

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.

For the Greater Good: Leo discovered how to open the puzzle box. Leo kept his mementos hidden. 2 XP.

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