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  #121  
Old 12-05-2018, 08:46 PM
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You didn't get dumped. That's Yorick's card. I think your turn is fine as it stands.




1: 2: 3: 4: 5: 6: 7: 8: 9: 10:
11: 12: 13: 14: 15: 16: 17:


Last edited by Mogri; 12-07-2018 at 08:07 AM.
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  #122  
Old 12-05-2018, 09:01 PM
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Cool, works for me.
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  #123  
Old 12-06-2018, 09:42 AM
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OK. You've discovered Vicky!



Yorick can buy her off if he doesn't draw Paranoia this turn. Also, Manual Dexterity nets you Clarity of Mind.




Yorick escapes the nightgaunt:



Then he runs to Rivertown and beats the tar out of the Acolyte (without the Baseball Bat, just in case):



Hooray! But I realized just now that after forgetting that it existed through the first game, I've been misplaying Yorick's first ability all through this game. He's only supposed to get assets back for killing enemies! To atone for my misdeeds, I'll forego the pull from this roll.


Daisy pulls Shriveling, and Yorick takes Take Heart.




But then, disaster strikes! Daisy and Yorick both pull Hunting Shadow.



Because it's a Peril card, Yorick can't "Let me handle this!" I don't see any way around it -- it looks like this chapter is coming to a close here and now.



Victory: "Wolf-Man" Drew (1), Ruth Turner (1), The Masked Hunter (2), Bury Them Deep (1), Downtown (1), Miskatonic (1), Graveyard (1)


While being defeated will net us each a physical trauma, we do still move forward in the campaign. But if you see some way to avoid this outcome, let me know.

The timing is particularly bad, because we were going to get Victoria and Northside in two more actions, each of which would have given us another victory point.
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  #124  
Old 12-06-2018, 10:21 AM
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I can throw a clue at mine (had 5 before pulling the cultist), so only you’ll be dead. Does that still end things?
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  #125  
Old 12-06-2018, 10:47 AM
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No, but it does leave you to deal with Victoria on your own. I don't think you can get there and deal with her (you have 3 resources and no way to deal 3 damage), but running there and then resigning will get us another point.
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  #126  
Old 12-06-2018, 11:03 AM
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Indeed, I’ll plan on that, then.
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  #127  
Old 12-06-2018, 11:24 AM
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You've managed to obtain some useful information about the cult and its plans. You can only hope it's enough.
The game says this whether you found all the cultists or resigned immediately.
  • In your Campaign Log, under "Cultists We Interrogated," record the names of each unique Cultist enemy in the victory display.
    (That's "Wolf-Man" Drew, Ruth Turner, and The Masked Hunter.)
  • In your Campaign Log, under "Cultists Who Got Away," record the name of each unique enemy still remaining in the Cultist deck or in play. If it is Agenda 1, record "The Masked Hunter" here as well.
    (That's Victoria Deveraux, Herman Collins, and Peter Warren. How badly do you have to be doing to resign/lose during Agenda 1?)
  • If the Ghoul Priest is in the victory display, cross out "the Ghoul Priest is still alive" in your Campaign log.
    (It's possible to carry the Ghoul Priest through the entire campaign.)
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.

Victory: "Wolf-Man" Drew (1), Ruth Turner (1), The Masked Hunter (2), Bury Them Deep (1), Downtown (1), Miskatonic (1), Graveyard (1), Northside (1)

9 experience this time around. Time for a deckbuilding break.

The final chapter of this campaign is more straightforward than this one, but as before, you can expect lots of investigation and lots of combat.
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  #128  
Old 12-06-2018, 12:27 PM
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Alrighty. I think these changes were all allowed. Couldn't figure out a good way to spend the 9th experience so I guess that'll go to waste.


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Daisy Walker
Packs: From Return to the Night of the Zealot (2) to Lost in Time and Space

Assets
1x Hyperawareness [2] (Return to the Night of the Zealot)
1x Daisy's Tote Bag (Core Set)
1x The Necronomicon:John Dee Translation (Core Set)
1x Old Book of Lore (Core Set)
1x Research Librarian (Core Set)
2x Dr. Milan Christopher:Professor of Entomology (Core Set)
1x Medical Texts (Core Set)
1x Magnifying Glass [1] (Core Set)
1x Encyclopedia [2] (Core Set)
1x Holy Rosary (Core Set)
1x Shrivelling (Core Set)
1x Arcane Studies (Core Set)
1x Clarity of Mind (The Dunwich Legacy)
1x In the Know [1] (The Path to Carcosa)
1x Thermos (The Depths of Yoth)

Events
2x Mind over Matter (Core Set)
2x Working a Hunch (Core Set)
1x Blinding Light (Core Set)
2x Emergency Cache (Core Set)
1x "I've got a plan!" (The Miskatonic Museum)
1x Persuasion (Threads of Fate)
1x Deciphered Reality [5] (Lost in Time and Space)
1x Expose Weakness [3] (Heart of the Elders)

Skills
1x Guts (Core Set)
1x Manual Dexterity (Core Set)
1x Unexpected Courage (Core Set)
1x Deduction [2] (The Essex County Express)
1x Deduction (Core Set)

Treachery
1x Psychosis (Core Set)
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  #129  
Old 12-06-2018, 01:44 PM
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That's upgrading Expose Weakness [1->3] and dropping Archaic Glyphs and Holy Rosary for Deciphered Reality [5] and Working a Hunch [0], for anyone keeping track at home.

Yorick will upgrade Old Peter to Super Peter [2] and drop Guard Dog and Fight or Flight for Bulletproof Vest [3] and A Test of Will [1]. He will also buy Scrapper [3], which is permanent and therefore not part of his deck.

Yorick's full deck:
.45 Automatic
"Let me handle this!"
"Not without a fight!"
"Not without a fight!"
A Test of Will (1)
Baseball Bat
Baseball Bat
Bulletproof Vest (3)
Bury Them Deep
Dodge
Dynamite Blast
Emergency Cache
Emergency Cache
Evidence!
Flare (1)
Graveyard Ghouls
Key of Ys
Last Chance
Leather Coat
Live and Learn
Live and Learn
Lucky!
Lucky!
Paranoia
Peter Sylvestre (2)
Peter Sylvestre (2)
Resourceful
Resourceful
Take Heart
Unexpected Courage
Unexpected Courage
Vicious Blow
Vicious Blow
Scrapper (3)
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  #130  
Old 12-06-2018, 02:00 PM
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Man this game is cool. That's one sale you've made!

Good luck on the next challenge!
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  #131  
Old 12-06-2018, 02:01 PM
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Quote:
Originally Posted by Gerad View Post
Man this game is cool. That's one sale you've made!

Good luck on the next challenge!
Three, I’ve got the core set and dunwich expansion sitting in my office waiting to be wrapped.
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  #132  
Old 12-06-2018, 02:35 PM
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Funny thing is, I got base AHLCG for Christmas or maybe birthday. Either way, nearly a year ago. My wife and I played through the first chapter, and it didn't hook us, but it's been at the back of my mind, so a few weeks ago, I dragged the box out and restarted the campaign.

I still think the initial chapter is pretty weak. It's essentially an extended tutorial, and it doesn't have much in the way of downstream effects on the rest of the campaign. (The Ghoul Priest can survive, of course, and if you burn down your house, you recruit Lita permanently at the cost of 1 mental trauma.) But the second chapter is cool and flavorful, and it's got a great payoff in the third chapter.

Long story short, I've got Carcosa on my wishlist now. My wife agreed to replay Night of the Zealot with me, but I'm not sure she'll get into the deckbuilding aspect. Even if I end up playing it solo, it's still a really good game. It captures the mythos feel way better than the board game.

I can see now why there was so much buzz around it last year, and knowing FFG, they'll keep churning out new content.
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  #133  
Old 12-07-2018, 08:14 AM
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Final Chapter
The Devourer Below
After a frantic nighttime search throughout Arkham, you have tracked down and questioned several members of the cult. Your findings are disturbing: they claim to worship a being known as Umôrdhoth, a monstrous entity from another realm.

You are able to confirm much of Lita's story: the cult is agitated over the destruction of a ghoul lair. However, a surprising detail also turns up: the one who invaded the lair and set this night's events in motion was none other than Lita Chandler herself! You are not sure why this important detail was omitted from Lita's story -- did she tell you only as much as was necessary to draw you into her conflict? But in another light, she seems to be fighting to protect the city of Arkham from a terrible menace.

The final piece of the puzzle was found written in a journal possessed by one of the cultists. It describes a dark ritual to be performed deep within the woods south of Arkham, this very night. According to the journal, the ritual's completion will open a gate and bring forth the cult's dark master into this world. "If the cult is not stopped," Lita warns, "there is a possibility that Umôrdhoth's vengeance will consume all in its path." Frightened but determined to stop the ritual, you head into the woods...
  • Check the number of names recorded under "Cultists Who Got Away" in your campaign log.
    • If there are exactly 0 names, no changes are made.
    • If there are exactly 1 or 2 names, place 1 doom on Agenda 1a.
    • If there are exactly 3 or 4 names, place 2 doom on Agenda 1a.
    • If there are exactly 5 or 6 names, place 3 doom on Agenda 1a.
  • Add 1 chaos token to the chaos bag for the remainder of the campaign.
  • Check Campaign Log. If it is past midnight: Each player discards 2 random cards from his or her starting hand.
  • Check Campaign Log. If the Ghoul Priest is still alive: Shuffle it into the encounter deck.


This is it: the final chapter of the Night of the Zealot. You can actually just fumble your way through the first two chapters. Everyone resigned or lost all their health? S'fine. You keep on going.

Not this time. This time, it's do or die. The cultists are summoning a Great Old One, so in typical Arkham Horror fashion, we need to prevent the summoning or kill the elder god, and one of those tasks is considerably easier than the other.


First things first: we interrogated three cultists, so we get 2 doom to start with. We cashed in before midnight, so we keep our full starting hands. And, finally, our chaos bag has a new friend. Don't forget to roll 1-17 now. I've updated the top-of-page summary.



So that'll be fun.






Yorick will toss Last Chance and "Not without a fight!"
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  #134  
Old 12-07-2018, 09:17 AM
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I’ll toss clarity of mind.
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  #135  
Old 12-07-2018, 10:27 AM
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Oops! I didn't shuffle your deck. It was still alphabetized. Here is your actual hand:

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  #136  
Old 12-07-2018, 10:35 AM
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That one is fine.
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  #137  
Old 12-07-2018, 11:01 AM
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Yorick draws Bulletproof Vest and Resourceful.



Our starting location is the Main Path, and there are four Arkham Woods locations. Let's flip the Main Path, hmm?



Nothing to see here, but our path forward is clear. Yorick will take the initiative this round, if that's all right. He picks a path at random:



Hey, not bad! Yorick will investigate, committing Bulletproof Vest (since he can get it into play by killing an enemy):



And he'll investigate again:



No good. Yorick will Live and Learn:



That's another -2, but since there are no enemies in play and Live and Learn conveys a +2 bonus, it's a success with no other effects.



Doom: 2


Daisy Walker

Location: Main Path
Resources: 5




William Yorick

Location: Cliffside
Resources: 5
Clues: 2
Assets: Scrapper




Main Path [2]: Empty
Cliffside [2/Sp]: Empty


It's a fair bet Daisy's going to move somewhere else, so I've taken the liberty of flipping another location card. If, for whatever reason, you don't end up moving, don't peek.


Last edited by Mogri; 12-07-2018 at 11:20 AM.
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  #138  
Old 12-07-2018, 11:11 AM
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Do I start with psychosis and necronomicon or do those go back in the draw pile?
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  #139  
Old 12-07-2018, 11:20 AM
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Oops, that's from last game! Your starting hand can't contain weaknesses. (Yorick drew both of his.)
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  #140  
Old 12-07-2018, 01:31 PM
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Phew, good to know.


Will move to your secret place,

Use my hunch for one clue
Investigate for the other (1)
Pull out Lore book

Use it
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  #141  
Old 12-07-2018, 02:21 PM
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Book says: Hyperawareness, On the Having of Plans, Deduction
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  #142  
Old 12-07-2018, 03:41 PM
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Deduction, please.
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  #143  
Old 12-07-2018, 05:38 PM
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Daisy picks up a very timely Emergency Cache, and Yorick readies a Vicious Blow.

Elsewhere: an Acolyte! It'll have to be at the Main Path, since the other locations in play aren't empty.



And Yorick spots some Rotting Remains in the woods. He has little recourse but to take the test as it stands.





But he lucks out; no harm done.




Doom: 3 (+1)


Daisy Walker

Location: Twisting Paths
Resources: 1
Clues: 2
Assets: Old Book of Lore




William Yorick

Location: Cliffside
Resources: 6
Clues: 2
Damage: 1/8
Assets: Scrapper




Main Path [2]: Acolyte (1 DOOM)
Cliffside [2/Sp]: Empty
Twisting Paths [2]: Empty (To leave: Test K[3])

Yorick should probably clear out the Acolyte before Daisy moves on, huh? He'll take out his Baseball Bat, head to the Main Path, and smack the cultist.



Defeating the Acolyte allows Yorick to buy the Bulletproof Vest from his discard pile.
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  #144  
Old 12-07-2018, 05:59 PM
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I’ll try and move to another random path. 11 on the lore check. S’all good.

Likely investigate a couple times as applicable.
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  #145  
Old 12-08-2018, 01:57 PM
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About that... The woods locations do seem to be interconnected to some degree, but while they're face-down, they all have the red square symbol, so you have to head to the Main Path every time you want to find a new one.



You didn't find a clue. You can move back to the Main Path for your third action. You don't have any damage or horror, but you could instead play a card or whatever.
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  #146  
Old 12-08-2018, 02:09 PM
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I’ll just use my emergency cache and lore book.
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  #147  
Old 12-08-2018, 05:21 PM
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Book says: Psychosis, Medical Texts, Hyperawareness.




Doom: 3


Daisy Walker

Location: Quiet Glade
Resources: 4
Clues: 2
Assets: Old Book of Lore




William Yorick

Location: Main Path
Resources: 1
Clues: 2
Damage: 1/8
Assets: Scrapper, Bulletproof Vest, Baseball Bat




Main Path [2]: Empty
Cliffside [2/Sp]: Empty
Twisting Paths [2]: Empty (To leave: Test K[3])
Quiet Glade [1/Heal]: Empty
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  #148  
Old 12-08-2018, 05:42 PM
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Hyperawareness, if you would be so kind.

Not that I wouldn’t mind keeping it, but Working a hunch was used up two turns ago.
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  #149  
Old 12-10-2018, 08:39 AM
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It's a good thing that you don't mind keeping it, because you drew another one. Yorick picked up Paranoia, causing him to drop one resource.

The agenda advances:



And who should show up but our old friend?




Daisy trips over some Ancient Evils, and Yorick receives an Offer of Power.



Yorick declines. That's already too much doom for a single round!




Doom: 1 (+2)


Daisy Walker

Location: Quiet Glade
Resources: 5
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)




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


Note the new agenda and its effect.

I imagine Daisy will want to make her way to the final Woods location, so here it is:
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  #150  
Old 12-10-2018, 10:35 AM
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Ugh, will test. Are these clues “the friends we made along the way” or something?

Move to new location (2 moves), if I can do so while avoiding the wizard.

Hunch for first clue.
Unexpected courage assist for second one. 7. Just barely. Should give us the six we need to progress.

Lore book.
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