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  #151  
Old 12-10-2018, 10:14 AM
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That triggers the Act change:



O-oh.



I mean... this is fine, right? This is probably fine.



The Ritual Site is only accessible from the Main Path, naturally.


Das Buch: Holy Rosary, Dr. Christopher, Clarity of Mind.




Doom: 1 (+2)


Daisy Walker

Location: Quiet Glade
Resources: 3
Clues: 2
Assets: Old Book of Lore




William Yorick

Location: Main Path
Resources: 1
Clues: 2
Damage: 1/8
Horror: 2/6
Assets: Scrapper, Bulletproof Vest, Baseball Bat
Threats: Wizard of the Order (2 DOOM), Herman Collins, Victoria Devereux, Peter Warren




Main Path [2]: Empty
Cliffside [2/Sp]: Empty
Twisting Paths [2]: Empty (To leave: Test K[3])
Quiet Glade [1/Heal]: Empty
Old House [2/Wi]: Empty

Yorick can probably kill the Wizard and one or two of the 3-health cultists this round. The Bulletproof Vest should keep things from getting too bad in the meantime.

Last edited by Mogri; 12-10-2018 at 12:23 PM.
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  #152  
Old 12-10-2018, 10:27 AM
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Lovely. I’ll take my boy Dr Chris.
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  #153  
Old 12-10-2018, 10:51 AM
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I knew this was coming, and I was hoping to use my Dynamite Blast to clear out the crowd of cultists, but it was not meant to be. We'll have to do this the old-fashioned way.

Yorick attacks Victoria, committing Vicious Blow.



Vicious Blow ends up being necessary to hit, thanks to the Agenda effect, but it's all good. Victoria is down for the count. Now for the Wizard, committing Resourceful:



We don't actually have any Monster enemies in play. That's a hit, and Resourceful allows Yorick to reclaim Vicious Blow. He'll use it to attack Peter Warren (not to be confused with Peter Sylvestre):



And that's three KOs in three actions.


Herman hits Yorick in a very spooky manner. Yorick is scared half to death!


Daisy achieves Clarity of Mind, and Yorick gets Lucky!




Daisy gets an Acolyte, and Yorick faces Umôrdhoth's Wrath.



There's no point in committing Dynamite Blast to this, since failing just means Yorick will have to discard it. Let's see how bad it's gonna be.



That's four below. Yorick will spend Lucky! on this test to reduce that to -2, and he'll discard Dynamite Blast and take 1 damage and 1 horror. Don't get on Umôrdhoth's bad side.

As for the Acolyte, I think it makes the most sense to put it at the Ritual Site, since we'll be heading that direction anyway, but it's your call.






Doom: 2 (+1)


Daisy Walker

Location: Quiet Glade
Resources: 4
Assets: Old Book of Lore




William Yorick

Location: Main Path
Resources: 1
Damage: 1/8
Horror: 4/6
Assets: Scrapper, Bulletproof Vest (2 damage), Baseball Bat
Threats: Herman Collins

No cards


Main Path [2]: Empty
Cliffside [2/Sp]: Empty
Twisting Paths [2]: Empty (To leave: Test K[3])
Quiet Glade [1/Heal]: Empty
Old House [2/Wi]: Empty
Somewhere?: Acolyte (1 DOOM)

Yorick's in a bad spot. Parley or Persuasion on Herman could help a lot here, and Clarity of Mind is going to be necessary eventually.

In other news, In the Know is probably obsolete at this point.

Last edited by Mogri; 12-10-2018 at 12:23 PM.
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  #154  
Old 12-10-2018, 11:25 AM
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Tossing Alcolyte to the burning place sounds like a plan.

Will pull out hyperawareness, move to Main path and use hyperawareness/commit in the know to persuading our good cultist buddy. 15

Umm, crap. Sorry. Should have dumped the cards.
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  #155  
Old 12-10-2018, 11:49 AM
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Well, we're not sunk yet. Yorick can still hit Herman with a bat.

Yorick will use Scrapper on the first hit:



That's a hit, but only barely. He's out of resources, so the next one will be unassisted:



Them's the breaks. One action left... Does Daisy care to pitch in Unexpected Courage?




Doom: 2 (+1)


Daisy Walker

Location: Quiet Glade
Resources: 1
Assets: Old Book of Lore, Hyperawareness




William Yorick

Location: Main Path
Resources: 0
Damage: 1/8
Horror: 4/6
Assets: Scrapper, Bulletproof Vest (2 damage), Baseball Bat
Threats: Herman Collins

No cards


Main Path [2]: Empty
Cliffside [2/Sp]: Empty
Twisting Paths [2]: Empty (To leave: Test K[3])
Quiet Glade [1/Heal]: Empty
Old House [2/Wi]: Empty
Ritual Grounds: Acolyte (1 DOOM)


Victory: Victoria Devereux (1), Peter Warren (1)

Last edited by Mogri; 12-10-2018 at 12:24 PM.
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  #156  
Old 12-10-2018, 11:56 AM
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I used it up last round on grabbing that last clue, unfortunately.
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  #157  
Old 12-10-2018, 12:21 PM
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Wait, back up. Bonus action. Use my lore book and grab something nice from your draw deck before you do all that stuff you just did. I’ll take the AOO if there is one(not sure if I ever engaged the cultist).
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  #158  
Old 12-10-2018, 12:22 PM
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Then we'll need a little luck on our side.



Good enough. Let's just hope Yorick doesn't find new ways to get scared.


Daisy finds her Magnifying Glass, and Yorick learns to Dodge.



(Note that the ability on Magnifying Glass is optional, but it doesn't cost an action.)


Daisy attracts a Ghoul Minion, and Yorick's accumulated horror leaves him Frozen in Fear.





Doom: 3 (+1)


Daisy Walker

Location: Quiet Glade
Resources: 2
Assets: Old Book of Lore, Hyperawareness
Threats: Ghoul Minion




William Yorick

Location: Main Path
Resources: 1
Damage: 1/8
Horror: 4/6
Assets: Scrapper, Bulletproof Vest (2 damage), Baseball Bat
Threats: Frozen in Fear




Main Path [2]: Empty
Cliffside [2/Sp]: Empty
Twisting Paths [2]: Empty (To leave: Test K[3])
Quiet Glade [1/Heal]: Empty
Old House [2/Wi]: Empty
Ritual Grounds: Acolyte (1 DOOM)


Victory: Victoria Devereux (1), Peter Warren (1), Herman Collins (1)


Frozen in Fear notwithstanding, we probably want Yorick to hit the ghoul. Unfortunately, he won't be able to deal with the Acolyte this turn. Should we delay visiting the Ritual Site another round?

The other option is for Daisy to evade the Ghoul and leave it there. Could come back to bite us, but it seems like a decent option, especially since the Agenda is about to trigger.
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  #159  
Old 12-10-2018, 01:33 PM
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I’d need to roll a zero or +1 even with hyperawareness since it gets that agenda boost, unless you wanted to commit your dodge to it. Possible but pretty risky.

Should I use my lore book first and have you search your deck for something with some feet on it or would the ghoul take a swing at me? Not sure who he is looking at.
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  #160  
Old 12-10-2018, 02:08 PM
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Ghoul's on you, so you'd take an attack. Would it be easier for you to kill the Acolyte? I'm not sure how you'd pull that off, though -- you don't have the resources for, say, Shriveling, even if you managed to pull it from your old book.

If we decide we can't kill the Acolyte, it's not the end of the world, although the end of the world is nigh at hand here.
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  #161  
Old 12-10-2018, 02:28 PM
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Fuck it, you only live once. Hyperawareness evade: 16. Hah! Gimme a card.

Don’t have enough resources to pull out clarity of mind and use it on you, unfortunately, will have to try and do that next round. I guess use my lore book on you to help fill your hand, take a resource and move to the bonfire and see what happens?
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  #162  
Old 12-10-2018, 03:23 PM
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Quote:
Originally Posted by jpfriction View Post
I guess use my lore book on you to help fill your hand, take a resource and move to the bonfire and see what happens?
What indeed

First things first: your special power has netted you a Necronomicon. So much for that! This also means your hands are full, so the old book will have to go if you want to play, say, the Magnifying Glass.

The old book tells Yorick about "Not without a fight!", Emergency Cache, and Unexpected Courage. Of those, Emergency Cache seems best. Let's grab that.

Finally, you enter the cave...



Ancient Evils, Grasping Hands, and finally a second Ghoul Minion. Out of the frying pan and into the flames, hmm?



And so we enter the final act. We'll need Daisy's full investigative prowess to halt the ritual before Umôrdhoth is summoned.

A few notes: first, you spend the clue as a cost for the action (before making the skill check); second, according to the errata, you don't actually have to be at the Ritual Site to use that action (since it's on the Act card and not on a card bound to a location). Dunno how that works flavor-wise, but we'll roll with it...

Yorick moves (slowly) into the Ritual Site and takes a crack at the Acolyte:



But enhanced as it is by the ritual, the Acolyte manages to withstand Yorick's assault. This won't do! Yorick has to face his fears.



But his fears are too great to overcome this turn. (I was considering Unexpected Courage for a go at passing this test, so in hindsight, I'm glad I decided to go with the Cache.)


As the cultist and ghoul bear down on her, Daisy feels the Holy Rosary in her pocket. Yorick may die tonight, but "Not without a fight!"




Having failed to defeat the Acolyte, the investigators are horrified to feel the effects of the ritual pulse through their very beings.





Yorick succumbs to the madness that engulfs him. The clock... is ticking...






Doom: 3 (+1)


Daisy Walker

Location: Quiet Glade
Resources: 3
Damage: 2/5
Horror: 1/9
Assets: Old Book of Lore, Hyperawareness
Threats: The Necronomicon (3 horror), Ghoul Minion, Acolyte (1 DOOM)




William Yorick

Location: Main Path
Resources: 2
Damage: 1/8
Horror: 4/6
Assets: Scrapper, Bulletproof Vest (2 damage), Baseball Bat
Threats: Frozen in Fear, Chronophobia




Main Path [2]: Ghoul Minion
Cliffside [2/Sp]: Empty
Twisting Paths [2]: Empty (To leave: Test K[3])
Quiet Glade [1/Heal]: Empty
Old House [2/Wi]: Empty
Ritual Grounds: Empty


Victory: Victoria Devereux (1), Peter Warren (1), Herman Collins (1)

We haven't drawn mythos or revealed the final agenda yet; this is just the Willpower test.

The good news is that the old agenda effect is gone!
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  #163  
Old 12-10-2018, 03:34 PM
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Yeah I’m not burning two cards on a 1/17 chance of a tie. I’ll have to fail the will test. (pulled a -3 btw).
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  #164  
Old 12-10-2018, 09:14 PM
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A whopping 6 on a Willpower test might as well be an auto-fail.



"Who's that devilishly sexy lady looking back at me?" Daisy asks.

This is exceptionally poor timing on both counts. I'd happily switch outcomes with you.

Tough choice. I could justify holding onto any of those cards. What will you keep?
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  #165  
Old 12-11-2018, 04:42 AM
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Awesome. Let’s hold on to clarity of mind so we can keep you alive. Hopefully I pull the upgraded deduction soon.
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  #166  
Old 12-11-2018, 08:32 AM
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inb4 the mythos kills me

Daisy pulls the Yelling Man:



And Yorick finds a hungry thing:



Since Daisy has the lowest remaining health, though, she gets that, too.




Doom: 0 (+1)


Daisy Walker

Location: Quiet Glade
Resources: 3
Damage: 2/5
Horror: 1/9
Assets: Old Book of Lore, Hyperawareness
Threats: The Necronomicon (3 horror), Ghoul Minion, Acolyte (1 DOOM), Dissonant Voices, Ravenous Ghoul




William Yorick

Location: Main Path
Resources: 2
Damage: 1/8
Horror: 4/6
Assets: Scrapper, Bulletproof Vest (2 damage), Baseball Bat
Threats: Frozen in Fear, Chronophobia




Main Path [2]: Ghoul Minion
Cliffside [2/Sp]: Empty
Twisting Paths [2]: Empty (To leave: Test K[3])
Quiet Glade [1/Heal]: Empty
Old House [2/Wi]: Empty
Ritual Grounds: Empty


Victory: Victoria Devereux (1), Peter Warren (1), Herman Collins (1)

We are not in a very good position now. Yorick has a literal metaphorical time bomb in his head, and Daisy has three enemies on top of her. Daisy can't play cards, and Yorick effectively has just two actions unless he doesn't fight, evade, or move this turn.

Despite that, I still think we're best off with Yorick killing the Acolyte and the Minion. Unfortunately, those are also the two monsters Daisy has half a chance of doing anything about, but Hyperawareness could get her to evade the Ravenous Ghoul maybe??

Your call.
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  #167  
Old 12-11-2018, 10:12 AM
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Well I don’t have much else to do.

Attempt 1: 7. Nope

Attempt 2: 17. Nuh uh

Last try: 3. Phew

Well that’s all my resources, unfortunately, but he’s chilling for a second. I guess I’ll use my more book and hope for a cache (I think I already used my only one).
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  #168  
Old 12-11-2018, 10:45 AM
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You do have a second cache in your book, but you don't have an opportunity to use it with the other monsters on you, so we'll have Yorick take his turn first (he was going to do the same thing either way).

ALSO: I just realized that the bat broke when Yorick drew tentacles against Herman. So things have gone from bad to worse.

Yorick can fix this if he can kill something, though -- he can play the Bat from his discard pile. He'll attack the Acolyte:



...And now he'll attack the Acolyte for real:



Uh... that's a failure and a damage right there.

Yorick attempts to shed Frozen in Fear:



But that doesn't work, either, and now Yorick eats a horror from Chronophobia.




Doom: 0 (+1)


Daisy Walker

Location: Quiet Glade
Resources: 3
Damage: 2/5
Horror: 1/9
Assets: Old Book of Lore, Hyperawareness
Threats: The Necronomicon (3 horror), Ghoul Minion, Acolyte (1 DOOM), Dissonant Voices




William Yorick

Location: Main Path
Resources: 2
Damage: 1/8
Horror: 5/6
Assets: Scrapper, Bulletproof Vest (3 damage)
Threats: Frozen in Fear, Chronophobia




Main Path [2]: Ghoul Minion
Cliffside [2/Sp]: Empty
Twisting Paths [2]: Empty (To leave: Test K[3])
Quiet Glade [1/Heal]: Empty
Old House [2/Wi]: Empty
Ritual Grounds: Ravenous Ghoul (exhausted)


Victory: Victoria Devereux (1), Peter Warren (1), Herman Collins (1)


Daisy can still use her old book, but it'll nearly kill her. Yorick can use Dodge to prevent one of the attacks, at least.

We are not doing well.
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  #169  
Old 12-11-2018, 10:52 AM
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Skip the book and hope for the best; I guess.

It was an honor serving with you.
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  #170  
Old 12-11-2018, 11:35 AM
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Yorick plays Dodge to prevent the Ghoul Minion's attack, but the Acolyte still gets a swing at Daisy.

Daisy picks up Shriveling (which would have been fantastic to have a little bit earlier), and Yorick gets Bury Them Deep (although the investigators would be happy enough just burying them shallow at this point).



Daisy gets another Acolyte. Yorick pulls Umôrdhoth's Wrath again.





What a horrible night to have tentacles! Yorick is defeated, and Daisy is waist-deep in enemies. With perfect luck, she could survive this round, but only barely even then, and she wouldn't survive the next round. It's safe to call this game lost.


Epilogue
Too frightened to face her fate, Lita flees into the night. She realizes that she has failed and Umôrdhoth's vengeance will pursue her wherever she goes. The creature's tendrils spread throughout the city of Arkham, searching for her. It lurks in the darkness of every corner, tugging at the seams of reality. But Lita is nowhere to be found, so the creature dwells in the shadows to this day, searching... killing.
  • In your Campaign Log, record that Arkham succumbed to Umôrdhoth's terrible vengeance.
  • Each surviving investigator is killed.
  • The investigators lose.


Geez, rub it in.

But that's the way it goes in Arkham Horror. Sometimes, you kill a Ghoul Priest and walk away heroes. Sometimes, you fail several critical rolls and fall prey to the exact worst possible madnesses for that situation. Sometimes, elder gods arise and consume the souls of all living. Whatchugonnado?


Thanks to everyone who read along and especially to jpfriction for accompanying me. I hope you enjoyed our descent into insanity.
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  #171  
Old 12-11-2018, 11:54 AM
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I always figured I’d have a hand in the end of the world.

Thanks Mogri!
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  #172  
Old 12-11-2018, 12:01 PM
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Very much so. Good effort, guys!

Since it had you record that Umorrodheth won, would you normally now continue the campaign with different investigators and maybe some negative side effects? Or is this just the end, time to start over or try another campaign?
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  #173  
Old 12-11-2018, 12:29 PM
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That's the last chapter of the Night of the Zealot campaign. Failing any other chapter would keep us pushing forward. (It's possible but difficult for an investigator to die completely, but in that case you just sub in a different investigator at 0 XP. You might recall Yorick was defeated at the very end of chapter 2, which brought him into the last chapter with 1 damage to start.) But the very final chapter doesn't have anywhere to go. If you fail to prevent the ritual, the world ends, game over.

I don't have any experience with other campaigns. I can tell you about "Return to the Night of the Zealot," which is this campaign but fancier (but not that much fancier), but of the other campaigns all I can say is that they seem to have way more than three chapters. I think you have to buy them piecemeal, too? Like, if you buy the Dunwich Horror expansion, you can buy "Mythos Packs" that expand on that expansion, and you might need to do that to get the entire Dunwich story.

But take all this with a grain of salt, because I don't actually know what I'm talking about. I can tell you for sure that there's a large amount of fan-generated content as well as a very full-featured AHLCG mod for Tabletop Simulator. (I ran the first chapter via TTS until it occurred to me that I could do it more easily via AHDB plus a spreadsheet.)

To answer your question very directly, then: this campaign is over, with no possibility of continuation. In this campaign, that will always happen at the end of the third chapter, but if you survived that chapter, you could take your investigators into a different campaign*. In another campaign, it's probable that you could find a different failure state or alternate ending that prevented you from seeing every possible chapter.


* That has pros and cons. Campaigns are written for fresh investigators, so you'd come in with a better deck, but you'd also very likely come in with trauma, since you seem to get some at the end of the campaign no matter how you won.
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  #174  
Old 01-05-2019, 09:45 PM
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The wife and I just finished our attempt at Night of the Zealot and it couldn’t have finished more hilariously.

She elected to burn down her house so we had Lita available during the last jaunt through the woods (but not in hand). We were hurting, trying to find our way to the ritual site when the agenda advanced and the cultists managed to summon their boss. Had one turn left before he caught us and of course she drew Lita. Sorry, Lita, you are totally getting fed to the ancient one to keep us alive, serves you right for burning down my house. He’s a just god.
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  #175  
Old 01-06-2019, 08:07 AM
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Yeah, that's awesome.

Not that it matters, since the campaign is over at that point, but I think you get some heavy trauma regardless of how you win. That ending is a bit worse than the others in that respect.
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  #176  
Old 01-21-2019, 05:40 AM
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I confess I've stopped reading prior to The Devourer Below because I've not got there myself just yet having got the game for Christmas (and you may have corrected it since!), but I *think* you might have an XP rule wrong; you're only supposed to be awarded XP for locations if you completely clear them of clues, it's not just discovery that awards you the point(s).

That said, it's giving a preview of a nice smattering of higher-level cards that I've not seen before, so swings and roundabouts!
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  #177  
Old 01-21-2019, 06:04 AM
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You might well be right! If so, that's a rule that could've been made clearer

Anyone else playing this IRL?
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  #178  
Old 01-21-2019, 09:18 AM
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Quote:
Originally Posted by Mogri View Post
You might well be right! If so, that's a rule that could've been made clearer
Found the specific entry. From the Victory Points section of the rules reference (Page 21)

Quote:
=At the end of a scenario, place each victory point location that is in play, revealed, and with no clues on it in the victory display.
It is certainly a bit buried, though! I don't recall seeing it in the Learn to Play booklet, although it might be in there somewhere.
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  #179  
Old 01-21-2019, 10:55 AM
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I'm currently playing a four person Path to Carcosa campaign. So far it's going swimmingly! I'm playing as Sefina Rousseau and playing a very flexible investigator that can fight or pick up clues if she has the right setup. Charon's Obol is helping her get more powerful, but it's always a risk. We've gotten through three of the sessions and excited to play through more!
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