KATE WINTHPUP: The Good Team #CPA-TDL

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Campaign Play-Along with Mythobusters.

  • Campaign: Return to Dunwich Legacy
  • Difficulty: Standard
  • Taboo: No
  • Card Pool: NotZ x2, RtNotZ, Starters, TDL, RtTDL
  • Team: The Good Team
  • Role: Cluever
  • Teammates: Bark Harrigan

This is a Barkham Horror deck. Please add Barkham cards to arkhamdb, please? Disc of Itzamma are proxies for Dog Monocles

After the campaign(I having played Kate with no deck-building restrictions), I recommend LdL(for actions) and CtC(for money). Or a more generally useful partner. When she can take the time to sniff places, she is great.

1B - The House Always Wins - 5 XP

Very clean scenario. Kate sniffed a straight line from the Lounge to the VIP area. The criminals were all massacred by the Catling Gun. Both ended with a lot of damage, but no horror.

  • the O'Banon gang has a bone to pick
  • the Good Team rescued Dr. Morgan

1A - Extracurricular Activity - 6 XP

Rushed to the finish. Lots of horror. Bark only survived thanks to 2 If it Bleed... Luckily Jazz wasn't hiding very deep tonight. The Experiment spawned and moved, got evaded, saw a massacre of birds and minions. The next round Kate got the Concoction, returned and used it. Bark safeguarded with her, emptied his Cattling gun, followed by the good ol' One-Two punch. I think this was my first time succeeding in killing the Experiment.

Very little difference from the base experience. The new location was good to fill Kate discard very fast, and I had a Double Resurgent Evil just before spawning the Experiment, thus the massacre of birds and minions.

Cattling gun and Boxing gloves are a cool combo, but the MVP of this scenario were Pathfinder, Shortcut and Safeguard. So many saved actions...

  • the O'Banon gang has a bone to pick
  • the Good Team rescued Dr. Morgan
  • Professor Rice was kidnapped
  • The Experiment was destroyed.

3 - The Miskatonic Museum - 4 XP

Kate and Bark convinced the poor Adam to let then in. After a slow start, with a double Horror summoning, Bark shooting is reward with a Beyond the Veil and a Infinite Doorway on the Museum Halls. Kate was action starved, with no action compression, picking clues almost all the time. Luckily the Restricted Hall was the first one, but was found in the last Bark action of the round. Armitage was down for the count, but our boxer husky counterpunched the fat horror.

The following round Bark was hit with the THIRD Ephemeral Exhibits of the night, but Kate had a Necro(why they were looking for a book they already have a copy?), and the good ol' one-two took down the Horror for the count. The last two rounds were just Kate getting clues, finalizing with the FOURTH Ephemeral Exhibits, this one finally taking all Bark's actions. He can take horrors and cultists, but weird mannequins in dark museum is were he draws the line.

Necro was used to hit the Horror for 3 damage, and for an early investigation test. Higher Education was used 0 times. Kate hand was hit at the start of the scenario, and even after a Sketches, it kept hovering around 3 cards.

Bark with the combo of Cattling Gun and Boxing Gloves is great, but the good boy can only hit stuff. Thinking about that, they decided to end the book(but Kate kept her copy). Also had a very clean bag!

The fixed horror is very nice. It growing to massive was very rare before. I had the setup with the two new locations, but only saw the VP one. Not a huge change.

  • the O'Banon gang has a bone to pick
  • the Good Team rescued Dr. Morgan
  • Professor Rice was kidnapped
  • The Experiment was destroyed.
  • the Good Team rescued Dr. Armitage
  • the Good Team destroyed the Necronomicon

4 - The Essex County Express - 2 XP

The good team took a beating. The new elite enemy from the Return is very annoying, Bark had to defeat it 3 times. Both he and Kate were so close to dying from damage. Kate survived because her two leather jackets.

The first mythos phase added 2 doom to the agenda, than a lot of damage from moving to cards. Luckily Kate found the freight card and didn't fall off, clearing it for Bark make the run for it, leaving the Conductor and the Agility test behind. Two "reveal from your hand" were total failures, and a passenger died.

In the end Bark was dealing with the Conductor again, while Kate swapped her pendulum for her dapper monocles, and cleared the Engineer clues in THREE rounds, thanks to 2 Autofails, the 4th and 5th she drew in the game. Just one sniff from an Elder Sign(helped evading the Conductor), and no Boxing gloves for Bark, but his Cattling gun was discard by an encounter with just one ammo.

No VP cars, and just one VP enemy. Now it looks like the old TDL I remember.

  • the O'Banon gang has a bone to pick
  • the Good Team rescued Dr. Morgan
  • Professor Rice was kidnapped
  • The Experiment was destroyed.
  • the Good Team rescued Dr. Armitage
  • the Good Team destroyed the Necronomicon

5 - Blood on the Altar - 4 XP

The Good Team took a beating. All started easy with a fast killing on the hired gun, Kate resisting a kidnap on Dr Milan, but a 4 autofail made the Agenda advance fast, so was a couple of Resurgent Evils with Bark with going quickly to 1 Sanity after a bunch of bad encounter with the creepy birds of Dunwich.

They found the key fast, but the Hidden Chamber was, like Murphy's predicted, on the last place they searched. Kate was doing very well so she started to work on investigating the chamber to release Silas, since Bark was blocked by the cursed birds and a the weird neighbors on the way, so he had to wait a turn.

All this waiting around made a bloodbath. The cultists sacrificed everyone. No Zebulon for Bark neither Professor Warren or Earl for Kate. But Silas was cleansed after Kate making dumping her hand for a trick evasion on 8 vs 6, then with Bark and his new Keen Eye, they cleaned the Chamber for the win.

Sniff count: 4

  • the O'Banon gang has a bone to pick
  • the Good Team rescued Dr. Morgan
  • Professor Rice was kidnapped
  • The Experiment was destroyed.
  • the Good Team rescued Dr. Armitage
  • the Good Team destroyed the Necronomicon
  • The Good Team banished Silas Bishop
  • Ear, Zebulon and Rice kicked the bucket.

6 - Undimensioned and Unseen - 2 XP

The Good Team took another beating. Bark was almost useless(he killed a normal aberration and hit ONCE on a Spawn! Yay!), took 4 horror to fast and bailed.

Kate was the all-star. Wished I had two Kates. The sniffs were very useful to hit and evade the aberrations, and investigate. She killed the first and very buffed Spawn(with 3 attachments) and the finished the second almost alone. The third one started to accumulate buffs, bark was already out, so she decided to bail too.

The extra broods from the Return just increased the difficulty. The scenario still very boring and uninspired.

Sniff count: 3

  • the O'Banon gang has a bone to pick
  • the Good Team rescued Dr. Morgan
  • Professor Rice was kidnapped
  • The Experiment was destroyed.
  • the Good Team rescued Dr. Armitage
  • the Good Team destroyed the Necronomicon
  • The Good Team banished Silas Bishop
  • Ear, Zebulon and Rice kicked the bucket.
  • you warned the townsfolk
  • 1 brood escaped

7 - Where Doom Awaits - 3 XP

After 2 hard scenarios, the Good Team had a breather. A few bad tests at the start, but just revealed useful locations, Kate had 2 of her weakness discarded harmlessly by the encounter deck, and everything that moved Bark shot down quickly the same round.

I liked the Return fix, and the new locations are cool. No Madame O'Bannon for me though.

Sniff count: 1

  • the O'Banon gang has a bone to pick
  • the Good Team rescued Dr. Morgan
  • Professor Rice was kidnapped
  • The Experiment was destroyed.
  • the Good Team rescued Dr. Armitage
  • the Good Team destroyed the Necronomicon
  • The Good Team banished Silas Bishop
  • Ear, Zebulon and Rice kicked the bucket.
  • you warned the townsfolk
  • 1 brood escaped
  • the Good Team entered the gate

8 - Lost in Time and Space - 6 XP

The ending was HARD. Kate again was the MVP, Bark was just tagging along and Standing Together. Until Act 3. After reaching the Edge, Kate was sent to a little chat with Yogie, the following turn she drew a Conglomeration, had to pass through a Ythian Starseeker. After two CLUTCH evades, she still drew a Servent, another evade, for finally having enough money to buy a Necro, and getting the last clue on the Tear and another one with the Necro ability.

But all this emotion and evades where not a problem for our Good Boy. He couldn't Safeguard Kate to the Edge, he didn't have any clues, he was a lazy boy. So he just watched she being sent to Yogie, calmly strode to the TTT, killed a Traveller who just ate a possible Kate's clue, then with his Keen Eye and some commits, got his last two clues. There was still a moment of tension, he failed a Cultist test, and was send to the other Tear. But there was a easy path back to the TTT, it just delayed him one turn. He left like, 2 rounds before Kate.

I like this Scenario. The Return didn't change much, but I think the new locations were more stable. I just don't like the 3d location layout scenarios. I always make some dumb mistakes, and have to be second guessing and checking connection after every move.

Sniff count: ZERO!(there was one, in the clutch evades with an Elder Sign, but I never again tested in the sniffed location)

  • the O'Banon gang has a bone to pick
  • the Good Team rescued Dr. Morgan
  • Professor Rice was kidnapped
  • The Experiment was destroyed.
  • the Good Team rescued Dr. Armitage
  • the Good Team destroyed the Necronomicon
  • The Good Team banished Silas Bishop
  • Ear, Zebulon and Rice kicked the bucket.
  • you warned the townsfolk
  • 1 brood escaped
  • the Good Team entered the gate
  • the Good Team closed the tear in reality
  • (KATE should have died!)
  • the Good Team won the Campaign!
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