Rex Murphy returns to Dunwich - part 5

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WarpFlame · 3

We started this campaign going to the infamous Clover Club. We had a very successful scenario and got 6 experience. Three from locations, two from unique enemies. The last was by William Yorick his special card.

So to start with a Higher Education. This is really useful in combination with Dr. Milan Christopher and also helps the mind with the encounter deck.

Further is was not very impressed with the Fingerprint Kit high deployment cost. So now I have switched it for a Encyclopedia. I have 6 hand assets in the deck. But I have to see if this works, or it might be (one) to many.

The last one and very useful is Pathfinder. For that I removed the Logical Reasoning card. That didn't seem to fit that much. Also another investigator in our group uses that card, and fits her more.


After scenario 2 (intro2) (4 exp) For this 4 exp I decided to upgrade the two Preposterous Sketches. Now they are much easier to play.


After scenario 3 (5 exp) Let's keep it simple. Two upgrades for Deduction. The Medical Texts got stuck in my hand. So I replaced these with Quick Thinking. Let's see how that works. And we decided I got The Necronomicon :)


After scenario 4 (4 exp) Again William Yorick got us an extra experience point. We failed the scenario. Got to the locomotive, that was further then the first time we played this scenario. Lost The Necronomicon. Rex recieved a permanent physical. For the points: Need some healing. For now only one Emergency Aid. Heals 2 and with Eidetic Memory (my second upgrade) I might play it a second time. I think Eidetic memory should be very handy for insight cards. After next scenario if I have another four experience, I might do the same. I got rid of the Emergency Cache, I seem to have enough supplies during a game. So I hope I do. :)

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