Card draw simulator
Derived from | ||||
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Leo’s RttCU Run #4 (The Wages of Sin) | 1 | 0 | 0 | 1.0 |
Inspiration for | ||||
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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.
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.
#1
- PLAY Venturer
- PLAY Lone Wolf
- Lobby
- MOVE to Lobby
- Upkeep: draw Scene of the Crime, 2 resources total.
#2
- Mythos: 1/8 doom, Unhallowed Land ()
- Lone Wolf
- MOVE to Lodge Cellar ( key)
- Keen Eye
- INVESTIGATE (-2)
- INVESTIGATE (0, 1 clue, claim the key)
- Upkeep: draw Take the Initiative, 2 resources total.
#3
- Mythos: 2/8 doom, Expulsion, Lodge Jailor (at Lodge Catacombs, with the key)
- Lone Wolf
- MOVE to Lodge Catacombs
- PLAY Emergency Cache
- PLAY Calling in Favors (return Venturer, play Sled Dog)
- Upkeep: draw Take the Initiative, 6 resources total.
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 Hand: Easy Mark, Daring, Scene of the Crime, 2× Take the Initiative, Venturer
#4
- Mythos: 5/8 doom, Locked Door (at Lodge Gates)
- Lone Wolf
- Keen Eye
- PARLEY (, draw Venturer, claim the key)
- MOVE to Inner Sanctum ( key)
- INVESTIGATE (commit Venturer, +1, 1 clue, claim the key)
- Upkeep: draw Mauser C96, 2 resources total.
#5
- Mythos: 6/8 doom, Mark of the Order (1 damage to Sled Dog, 1 horror, lose all resources), Mysterious Chanting (2 doom on Lodge Jailor)
- Lone Wolf
- MOVE to Lodge Catacombs
- MOVE to Lodge Cellar
- MOVE to Lobby
- Upkeep: draw Sled Dog, 2 resources total.
#6
- Mythos: 9/8 doom, advance agenda 1a→2a (Keeper of Secrets at Lounge, Ends and Means), Mark of the Order (1 damage to Sled Dog, 1 horror, lose all resources), Mysteries of the Lodge (1 doom on Keeper of Secrets), × Keeper of Secrets
- Lone Wolf
- MOVE to Lounge (August Lindquist, key)
- August Lindquist (1 damage, claim the key)
- PLAY Easy Mark (draw Daring)
- Upkeep: draw Calling in Favors, 4 resources total.
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
#7
- Mythos: 3/10 doom, Unhallowed Land (, -1, 1 horror to Sled Dog, 1 horror), × Keeper of Secrets
- Lone Wolf
- PLAY Sled Dog
- PLAY Scene of the Crime (2 clues)
- MOVE to Library
- INVESTIGATE (commit Take the Initiative, Venturer & Calling in Favors, , 1 clue)
- advance act 1a→2a (Nathan Wick at Library, Obtaining the Device)
- Enemy: Nathan Wick attacks (1 damage & 1 horror to Sled Dog)
- Upkeep: draw Sled Dog, 2 resources total.
#8
- Mythos: 5/10 doom, Call to Order (two Lodge Neophytes at Vault), × Keeper of Secrets
- Lone Wolf
- PLAY Sled Dog
- PARLEY (commit Take the Initiative, , , -3, Nathan Wick attacks, 1 damage & 1 horror to Sled Dog)
- FIGHT with Daring (0, draw Mauser C96, 1 damage to Nathan Wick)
- FIGHT with three Sled Dogs (, 3 damage to Nathan Wick)
- Enemy: Nathan Wick attacks (1 damage & 1 horror)
- Upkeep: draw Bought in Blood (discard Sled Dog), 2 resources total.
#9
- Mythos: 9/10 doom, Impending Evils (next to agenda), Knight of the Outer Void (at Lounge), × Keeper of Secrets
- Lone Wolf
- FIGHT with two Sled Dogs (commit both Mausers C96, , defeat Nathan Wick)
- advance act 2a→3a (take Puzzle Box, The Four Keys)
- R1.
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.