The time has finally come! Roland and his 7 weaknesses are about to see whether they can make it into Carcosa or if they will go insane instead. I’ve been dreading playing this scenario because my hopes for victory are super low, but let’s go!
Since this is potentially my final episode, I want to take a second to address some play errors that were brought to my attention by an astute reader and fellow solo player.
The Last King – I miscounted the doom at the end of the scenario, and there should have been another party guest monster spawning at the end. This had no impact on the outcome of the scenario, because I resigned anyway. If anything, this change simply cements my decision to resign at the time that I did.
The Unspeakable Oath – I treated the Asylum Gorger as thought it had Massive, and moved away from it without having it continue to be engaged with me. This was a significant game error. I can’t say for certain if it would have changed the outcome if I had just fought it. I finished the scenario with 5 out of 8 doom on the second of three Agendas, so I had time left. I also had weapons to fight it. I’ll just mark it as an error and keep the result as is.
And I believe that’s it! So with those two errors addressed, let’s move on to Black Stars Rise.
—
7th Weakness
First, it’s time to draw our 7th weakness. It has to be a Madness, Pact, Cultist or Detective. Let’s see what we get…. we draw… Paranoia.
Well, that’s a bad one, but we will make it work. For reference, these are our 7 weaknesses.
- Cover Up
- Internal Injury
- The Man in the Pallid Mask
- Clasp of Black Onyx
- Lost Soul
- Dark Pact
- Paranoia
So, we have literally one weakness for every scenario we have started. Huge yikes. At least Cover Up isn’t that scary anymore with Dim Carcosa on the horizon.
—
Ashleigh’s Interview
We have interviewed Ashleigh, so we will keep that in mind as we progress.
—
Stick to the Plan
I will change my Stick to the Plan for the first time.
-On the Hunt
-Prepared for the Worst
-Ever Vigilant
With Paranoia potentially hitting me hard, I could really use Ever Vigilant to help out my tempo.
Again, Stick to the Plan immediately triggers an Astounding Revelation and I start with 7 resources.
—
Setup
There is now a -5 in the bag which makes me really sad, because -5 Skulls are what made me lose Pallid Mask. At least there’s only one of them. We also have Elder Things, which is a good change for us because those are only -2 and the consequence for failure is drawing an enemy which is usually good for us.
We also start with 2 physical trauma and 2 mental trauma.
—
Opening Hand
For our opening hand, we draw
–Segment of Onyx
-Guts
-Enchanted Blade
-.45 Automatic (remember that I now have level 2 .45 Automatics!)
–Disc of Itzamna
I’m going to keep all of these cards, and in fact with Ever Vigilant and my bonus Astounding Revelation trigger, I can play all of these assets in 1 action. So I’m going to keep this as is. No mulligan today!
We begin play on Porte de l’Avancée.
—
Round 1
ROLAND:
Damage – 2/9; Horror – 2/5; Resources – 7; Clues – 0
Stick to the Plan (3):Ever Vigilant,On the Hunt, Practice Makes Perfect
Hand (5): ..45 Automatic, Disc of Itzamna, Ever Vigilant, Guts, Segment of Onyx
Action 1: I use Ever Vigilant and my 7 resources to put out 10 resources worth of assets in 1 action. I play Enchanted Blade for 2, .45 Automatic for 3, and Disc of Itzamna for 2. I now have no money, but this means Paranoia can SUCK IT, because my big ticket assets have already made it into play.
Action 2: I’m going to do a low percent investigate here. This is my only window for passing on Skulls here and if I draw an Elder Thing and spawn a Byakhee enemy, I can attempt to kill it and pick up the clue here doing that instead. So let’s see what happens. 3v3 and I draw a….-4. Well, whatever, was a good idea anyway.
Action 3: I’ll draw a card here. The card I draw is Ambush.
Enemy phase: No enemies.
Upkeep: I draw .45 Automatic and gain 1 resource.
—
Round 2
ROLAND:
Damage – 2/9; Horror – 2/5; Resources – 1; Clues – 0
Stick to the Plan (2): On the Hunt, Practice Makes Perfect
Hand (4): .45 Automatic, Ambush, Guts, Segment of Onyx
Mythos: 1 doom added to Agenda 1A. 1 out of 5 doom on A, 0 out of 5 doom on C
Encounter card: Swift Byakhee. Great. This is perfect for me. I’ll kill this with my charged Enchanted Blade and scoop up the clue here (which is the reason I didn’t move off of this location.)
Action 1: I fight the Swift Byahkee 6v2. I draw a Skull (-1). That’s 1 damage!
Action 2: I fight the Swift Byakhee 6v2 again. I draw an Elder Thing (-2)! This time I will empower the Blade. The Byakhee is dead! I will discover the clue on my location, heal 1 horror, and draw 1 card. The card I draw is Practice Makes Perfect. So now I have one in my hand and on Stick to the Plan. I will say with my deck full of weaknesses, I think these search cards are going to be a little harder to hit, but hopefully it all works out anyway.
Action 3: Nothing left for me on this location, so I move up to Grand Rue.
Enemy phase: No enemies.
Upkeep: We draw Disc of Itzamna and gain 1 resource.
—
Round 3
ROLAND:
Damage – 2/9; Horror – 1/5; Resources – 2; Clues –1
Stick to the Plan (2): On the Hunt, Practice Makes Perfect
Hand (6): .45 Automatic, Ambush, Disc of Itzamna, Guts, Practice Makes Perfect, Segment of Onyx
Mythos: 1 doom added to Agenda 1C. 1 doom on both agendas. We’ll be splitting the doom up until we figure out which Agenda we want to rush down.
Encounter card: Marked by the Sign. Thankfully, the Man in the Pallid Mask isn’t in play. This seems like as good a time as any to commit my Guts, so let’s do that. The test is 5v2 and I draw a… -1! Didn’t even need Guts to pass that one. The card I draw from Guts is my other Enchanted Blade.
Action 1: So Grand Rue has a shroud of 1 which means I can probably just investigate normal and pass. The problem is it also will add a doom if I succeed by 1 or less, which means I would need a 0 or higher to avoid that happening. I would rather that not happen honestly. It’s safer for us if it doesn’t happen. So this may be wasteful, but I have an idea here. I will investigate and use my Practice Makes Perfect to see if I can find my Perception. I use the Practice Makes Perfect in my hand, and search the top 9 cards. Sadly, we did not find anything. As expected our 7 weaknesses gummed up our search as 3 of the 9 cards were just weaknesses. However, we did find an Astounding Revelation so we gain 2 resources. Well, now let’s complete the investigation we started, 3v1. We draw a… +1! Well, then, that was very fortunate. I’d say things could have been much worse.
Action 2: I move to the Outer Wall. I hope I can pick up some clues here.
Action 3: I’ll go for another low percent investigate. 3v2 and we draw a …0! Another clue for us! We now have 3 clues, which is enough to make it through the Broken Steps.
Enemy phase: Nothing happens.
Upkeep: I draw Vicious Blow and gain 1 resource.
—
Round 4
ROLAND:
Damage – 2/9; Horror – 1/5; Resources – 3; Clues – 3
Stick to the Plan (2): On the Hunt, Practice Makes Perfect
Hand (6): .45 Automatic, Ambush, Disc of Itzamna, Enchanted Blade, Segment of Onyx, Vicious Blow
Mythos: 1 doom added to Agenda 1c. 1 on 1A, 2 on 1C.
Encounter card: Worlds Merge. Honestly, not the worst. I’m not going to commit anything to this – it’s not really worth it. The test is 3v3 and I draw a Skull (-2), so I fail. I take 1 horror and discard a card. I’ll discard my Disc.
Action 1: I move to the Broken Steps. After I enter here, I must either discard an asset or draw the topmost Cultist enemy in the discard pile. I have to pick something that changes the game state, so I must pick discarding an asset unfortunately. I’ll lose my Disc and keep my weapons. Both my copies of Disc have been cruelly discarded. But it’s a small price to pay to keep trucking along.
Action 2: We now spend our 3 clues to enter the Abbey Church. The set aside locations enter play.
Action 3: Let’s move to Cloister. My theory is I know the test on Knight’s Hall is an Agility check so I’m more likely to deal with Cloister.
Enemy phase: Nothing happens.
Upkeep: I draw Perception (yay!) and gain 1 resource.
—
Round 5
ROLAND:
Damage – 2/9; Horror – 2/5; Resources – 4; Clues – 0
Stick to the Plan (2): On the Hunt, Practice Makes Perfect
Hand (6): .45 Automatic, Ambush, Enchanted Blade, Perception, Segment of Onyx, Vicious Blow
Mythos: 1 doom added to Agenda 1A. 2 doom on each Agenda.
Encounter card: Hunted by Byakhee. Well, we are definitely failing this, but let’s see what happens. 2v6, and we draw a… Autofail. Well, that’s fine honestly, since we had a 0% chance of passing anyway. We saw an Omen, of course, because this is the Black Stars Rise deck and it’s almost all Omens, so we take 1 horror. Then we spawn a Swift Byakhee at our location.
Action 1: I’m going to use the same strategy as I did last time. I fight the Swift Byakhee 6v2. Another autofail!
Action 2: At this point, I want to commit my Vicious Blow, because I don’t want this to get worse for me. 7v2, and I draw a… -2! Okay, good. I empower my Enchanted Blade to defeat the byakhee. At this point, you know the drill. I heal a horror, draw a card, and discover a clue. The card I draw is another Perception!
Action 3: Alright, so I think in either case, I think my best chance of passing on these Parley tests is to have Take The Initiative. I’m going to move to Knight’s Hall. The reason for moving here is I may as well clear the clues off of here, just in case I need to pass this test instead.
Enemy phase: Nothing happens.
Upkeep: I draw Vicious Blow and gain 1 resource.
—
Round 6
ROLAND:
Damage – 2/9; Horror – 2/5; Resources – 5; Clues – 1
Stick to the Plan (2): On the Hunt, Practice Makes Perfect
Hand (7): .45 Automatic, Ambush, Enchanted Blade, Perception, Perception, Segment of Onyx, Vicious Blow
Mythos: 1 doom added to 1A. 3 doom on 1A, 2 doom on 1C
Encounter card: The Pale Mask Beckons. Honestly, this is likely more good for me than bad. It just pulls a weakness out of my deck, and one of the Marked by the Signs is already gone. The Man in the Pallid Mask spawns at Porte de l’Avancée.
Action 1: I will investigate this location committing a Perception. This test is a 6v2. I draw a… -3! I didn’t pass by 2 unfortunately, but I will be happy with my one card. I draw a… Guts. Oh, okay, great! I can use this on the Cloister later.
Action 2: I’ve been holding on to this Segment in my hand for a while now, but now I have a reason to put it out. It’s because I want to draw a card and if I don’t use my Segment now I’ll be over my hand limit soon. So I have 1 Segment in play, and I draw a card. The card I draw is Glory. Interesting.
Action 3: So, remember that I said I really need to get Take the Initiative to pass these tests here reliably? Well, between Glory and Practice Makes Perfect I should be able to find them. So in the meantime, I am going to drop an Ambush down on Knight’s Hall. This is going to feel a little lackluster because I will not pick up a clue from an enemy defeat. However, it will allow me to trigger Glory. Eithe way, I plan to camp out between Cloister and Knight’s Hall until further notice.
Enemy phase: Nothing happens.
Upkeep: I draw Roland’s .38 Special and gain 1 resource. Where are my weaknesses?
—
Round 7
ROLAND:
Damage – 2/9; Horror – 2/5; Resources – 3; Clues – 2
Stick to the Plan (2): On the Hunt, Practice Makes Perfect
Hand (7): .45 Automatic, Enchanted Blade, Glory, Guts, Perception, Roland’s .38 Special, Vicious Blow
Mythos: 1 doom added to 1C. 3 doom on 1A, 3 doom on 1C
Encounter card: Black Stars Rise. Not a big deal. I don’t even care if I fail this. I feel pretty far ahead, another doom doesn’t faze me. 3v4, and I draw a… -2. We add another doom to agenda 1A.
Action 1: I investigate Knight’s Hall, and play my Practice Makes Perfect. We did not find our Take the Initiative which is very disappointing. However, we did find our final Astounding Revelation. We still have to investigate, so I may as well try. I commit Roland’s .38 Special and the .45 Automatic. That makes this test 5v2… and I draw a… -2! Oh my god, I passed an Agility test again! We have found the Tower Key.
Action 2: So, normally, I would want to move right on over to the Cloister, but I’m going to hold on for a second. I want this Ambush to trigger because I still want to Glory off of the Ambush. So I will draw a card. The card I draw is another Glory.
Action 3: I draw another card and it’s Paranoia. Perfect timing! I did not need these resources at this time, so I’m more than fine with this happening now.
Enemy phase: Nothing happens.
Upkeep: I draw Take the Initiative (of course I draw it NOW) and gain 1 resource.
—
Round 8
ROLAND:
Damage – 2/9; Horror – 2/5; Resources – 1; Clues – 2
Stick to the Plan (1): On the Hunt
Hand (7): Enchanted Blade, Glory, Glory, Guts, Perception, Take the Initiative, Vicious Blow
Mythos: 1 doom added to Agenda 1C. 4 doom on each.
Encounter card: So now, I have to play On the Hunt. I use my one resource and let’s see what I can spawn here. We spawn an Acolyte and we get a really unique interaction where Ambush can kill an Acolyte because of On the Hunt spawning it engaged with me. The Acolyte is off to the discard pile. Now, I slightly messed up because I still can’t play Glory with my no resources (I guess I needed them anyway), but I’ll take the free dead Acolyte anyway.
Action 1: I move to Cloister.
Action 2: I’m going to attempt this test and hope for the best now. I commit Take the Initiative and Guts. That makes me 7v3. Now I just have to pray I don’t draw a -5 or autofail. I draw a… -2. Oh thank goodness. I have now found a guide, so I can pursue either ending. I draw a card from Guts and it’s Dark Pact. I’ll definitely have to get rid of this before the end of the game!
Action 3: I move to Abbey Church because my work in this corner is done.
Enemy phase: Nothing happens.
Upkeep: I draw Segment of Onyx (yay, 1 left!) and gain 1 resource.
—
Round 9
ROLAND:
Damage – 2/9; Horror – 2/5; Resources – 1; Clues – 2
Stick to the Plan (0): Empty
Hand (7): Dark Pact, Enchanted Blade, Perception, Glory, Glory, Segment of Onyx, Vicious Blow
Mythos: 1 doom added. I have to advance one of these, so I will advance 1A. The encounter deck is shuffled together with Tidal Terrors added. We get +1 doubt in the campaign log. This is our first Doubt this run.
Encounter card: Crashing Floods. Well, that’s some ironically terrible timing. 2v3, and I draw a 0. Aw. We still fail, and I take 2 damage and lose 2 actions.
Action 1: I move to Chapel of St. Aubert. This should give me some good information. Well, there’s nothing here, so it must be the Tower one. Glad we have figured that out.
Enemy phase: Nothing happens.
Upkeep phase: I draw Dr. Elli Horowitz! Yay! And gain 1 resource.
—
Round 10
ROLAND:
Damage – 4/9; Horror – 2/5; Resources – 2; Clues – 2
Stick to the Plan (0): Empty
Hand (8): Dark Pact, Dr. Elli Horowitz, Enchanted Blade, Perception, Glory, Glory, Segment of Onyx, Vicious Blow
Mythos: 1 doom added. We will advance Agenda 1C. Encounter deck gets shuffled again with Rift Seekers in there.
Encounter card: Spawn of Hali. So, this is not great, because it has 5 fight at this point, but I have a .45 Automatic to try to rebuff some retaliates.
Action 1: I fight the Spawn of Hali with my .45 Automatic, committing my Enchanted Blade. That makes this 7v5. I draw a -1 and deal 2 damage.
Action 2: I commit my Vicious Blow this time and fight with .45 Automatic. The reason I’m doing is just because I really need this thing dead. I fight 7v5, and I draw a -2. Thank goodness. I’m really glad I committed that. I pick up a clue for my efforts.
Action 3: I move to Abbey Church.
Enemy phase: Nothing happens.
Upkeep: I draw Lost Soul and gain 1 resource. I test Lost Soul 3v3 and I draw a +1. OH THANK GOODNESS. So this is really important, because it means I have health left to play my Dark Pact that I still need to get rid of.
—
Round 11
ROLAND:
Damage – 4/9; Horror – 2/5; Resources – 3; Clues – 3
Stick to the Plan (0): Empty
Hand (6): Dark Pact, Dr. Elli Horowitz, Glory, Glory, Perception, Segment of Onyx
Mythos: 1 doom added to 2C. No doom on 1A.
Encounter card: Marked By the Sign. Well time to fail now that The Man In the Pallid Mask is out. We test 3v4, and I draw an Elder Thing (-2)! This means I take 2 horror, putting me at 4 out of 5. I also have to search the deck for a Byakhee enemy. Oh no, not an enemy! It sure would be horrible if I had to put a Swift Byakhee on this victory point location.
Action 1: So, anyway, it’s Enchanted Blade time. 6v3 against the Swift Byakhee and hopefully we pass because if we don’t, we are *~dead*~. We draw a Skull!
Action 2: Alright, so same situation, we pass or we dieeee. 6v3 and we draw a -2! It’s dead! We discover our clue, heal 1 horror, and draw a card. The card is Internal Injury. But that’s okay, because we got a plan here.
Action 3: We play Dr. Elli Horowitz to grab the Hallowed Mirror – not Segment of Onyx. This will allow us to heal up and not die. It also will allow Mirror and Pendant to be out at the same time.
I take 1 direct damage.
Enemy phase: Nothing happens.
Upkeep: I draw Take the Initiative and gain 1 resource.
—
Round 12
ROLAND:
Damage – 5/9; Horror – 3/5; Resources – 1; Clues – 4
Stick to the Plan (0): Empty
Hand (7): Dark Pact, Glory, Glory, Perception, Segment of Onyx, Soothing Melody, Take the Initiative
Mythos: 1 doom added to Agenda 2C. 2 doom on 2C, none on 2A
Encounter card: Hunted by Byakhee. Yikes, let’s not. I may as well commit my Take the Initiative to give myself the best chance I can. 5v6 and I draw an Elder Thing. So I’m probably spawning 2 enemies here which is really bad. I fail by 3, so let’s see what happens. Wow, no Byakhee in the search, but there was an Omen. I put the horror onto Elli. I still have to spawn my Byakhee. Another Swift Byakhee must be our choice.
Action 1: We fight with our Enchanted Blade, 6v3. We draw an Elder Thing, and deal 1 damage.
Action 2: We fight with our .45 Automatic, 6v3. We draw another Elder Thing, and the Byakhee is dead.
Action 3: We play our Soothing Melody to heal ourselves 2 horror and draw 1 card. The card we draw is another Dr. Elli.
We take another damage from Internal Injury.
Enemy phase: Nothing happens.
Upkeep: I draw Soothing Melody and gain 1 resource.
—
Round 13:
ROLAND:
Damage – 6/9; Horror – 1/5; Resources – 2; Clues – 4
Stick to the Plan (0): Empty
Hand (7): Dark Pact, Dr. Elli Horowitz, Glory, Glory, Perception, Segment of Onyx, Soothing Melody
Mythos: 1 doom added to Agenda 2A. 2 doom on 2C, 1 on 2A. I’m putting one on 2A to manage my skull value.
Encounter card: Acolyte. Thank god, it’s something easy. I spawn this in Choeur Gothique.
Action 1&2: I discard my Internal Injury.
Action 3: I play my Soothing Melody and heal 2 damage and draw a card. The card I draw is Clasp of Black Onyx.
Enemy phase: Nothing happens.
Upkeep: I draw Soothing Melody and gain 1 resource. I have 2 cards left in my deck. One of them is Cover Up, and one of them is Segment of Onyx. I don’t know why but I think that’s hilarious.
—
Round 14:
ROLAND:
Damage – 4/9; Horror – 1/5; Resources – 4; Clues – 4
Stick to the Plan (0): Empty
Hand (8): Clasp of Black Onyx, Dark Pact, Dr. Elli Horowitz, Glory, Glory, Perception, Segment of Onyx, Soothing Melody
Mythos: 1 doom added to Agenda 2A. 2 doom on 2C, 2 on 2A
Encounter card: Wizard of the Order. Okay, this is going on Abbey Tower.
Action 1: We play Clasp of Black Onyx. This will make it easier to get our Segments out when we inevitably draw the end of our deck.
Action 2: We move to Choeur Gothique.
Action 3: We fight the Acolyte with our Enchanted Blade, 6v3. And now the game decides to remember that the -5 exists and we draw that.
Enemy phase: We get hit by an Acolyte.
Upkeep: We draw Cover Up meaning Segment of Onyx is the last card in this deck. We gain 1 resource.
—
Round 15:
ROLAND:
Damage – 5/9; Horror – 1/5; Resources – 4; Clues – 4
Stick to the Plan (0): Empty
Hand (7): Dark Pact, Dr. Elli Horowitz, Glory, Glory, Perception, Segment of Onyx, Soothing Melody
Mythos: 1 doom added to Agenda 3C. 3 doom on 2C, 2 on 2A
Encounter card: Tidal Terror. Alright, well, I will just spawn this as far away as possible at Porte de l’Avancée.
Action 1: We fight the Acolyte with our Enchanted Blade, 6v3. We draw a 0. Yay. It’s dead now. May as well remove a clue from Cover Up.
Action 2: We draw out last Segment of Onyx, and then play the copies of Segment of Onyx. Pendant of the Queen comes into play. So, that was all fast. Next, I move to Abbey Tower.
Action 3: We are going to do something a little bit wacky, and evade the Wizard with Pendant. This is to be able to not take attacks of opportunity. Also I can’t discover the clues here anyway, because I need to have no cards in hand to do that. Then we are going to play Soothing Melody to heal 2 damage. This makes me reshuffle my deck, so I take 1 horror. The horror will go on Dr. Elli defeating her, meaning my Mirror and Dr. Elli go back in my discard. Now we draw our card. It’s Guts.
Enemy phase: Tidal Terror moves to Grand Rue.
Upkeep: I draw Astounding Revelation and gain 1 resource.
—
Round 16:
ROLAND:
Damage – 3/9; Horror – 1/5; Resources – 3; Clues – 4
Stick to the Plan (0): Empty
Hand (7): Astounding Revelation, Dark Pact, Dr. Elli Horowitz, Glory, Glory, Guts, Perception,
Mythos: 1 doom added to Agenda 2C. 2 doom on 2A. 2C advances because of the extra doom on Wizard of the Order.
Encounter card: Worlds Merge. Oh god. I have to commit everything to avoid potentially taking 3 horror here. I commit Guts and Dr. Elli. That makes this test 6v3. I draw… an Elder Sign! Yay! I draw a card off of this and it’s another Enchanted Blade.
Action 1: We continue to evade the Wizard. Then we play Dark Pact and take 2 damage. I have been waiting to play it now, because this way, there is no chance of it returning in another deck reshuffle.
Action 2: I use an action to discard 3 cards from my hand leaving me with Glory and Perception.
Action 3: I commit Perception and Glory to this investigation, leaving me with no cards in hand and making this test 8v3. I draw a… -2! That means I do draw 2 cards from Perception. The cards I draw are .45 Automatic and Internal Injury (boo!)
We take a damage from Internal Injury.
Enemy phase: Tidal Terror moves to Broken Steps.
Upkeep: I draw Take the Initiative and gain 1 resource.
—
Round 17:
ROLAND:
Damage – 6/9; Horror – 1/5; Resources – 2; Clues – 5
Stick to the Plan (0): Empty
Hand (2): .45 Automatic, Take the Initiative
Mythos: 1 doom added to Agenda 2C. 3 doom on Agenda 2C.
Encounter card: Twisted to His Will. OH NOOO, if I fail, I have to discard 2 cards from my hand. That would be really sad if I failed this, thereby leaving me with no cards in my hand!! Wouldn’t that be a real tragedy?? I test 3v4 and I draw a… Skull! Oh darn. Looks like I have no choice to but discard the last two cards in my hand.
Action 1: I use Pendant of the Queen to discover the last clue at this location at fast speed and we are done.
We advance to R2!
Well… no one is more surprised than me that Roland and his 7 weaknesses, which he drew 8 times(!!), managed to make it through Black Stars Rise. Special shoutouts go to the following:
-Ever Vigilant and Astounding Revelation being able to put out 10 resources worth of assets in 1 action. My .45 Automatic still had 1 ammo in it by the time the scenario was over, meaning I was able to fight with my Enchanted Blade and .45 Automatic for all 17 rounds.
-Dr. Elli and Hallowed Mirror helping dish out the healing I needed to make it through this scenario.
-Passing Lost Soul with a +1.
-Being able to build Pendant of the Queen in spite of the fact that the third Segment of Onyx was literally the last card and managing to use all 3 charges.
-Twisted to His Will being an absolute BRO and allowing me to dump my hand out to get the last clue.
-Not even needing Ashleigh’s interview to pass this scenario.
Overall, this turned out to be a lot of fun and the weaknesses are less crippling than expected. In fact, of my 7 weaknesses, I would say that Cover Up, The Man in the Pallid Mask, and Dark Pact now do nothing at all. The Man in the Pallid Mask is removed from my deck for Dim Carcosa, and there are no more scenarios after Dim Carcosa to be worrying about Cover Up or Dark Pact’s effects. This means I only have 4 weaknesses that are relevant, and I don’t think they are that damaging to me.
—
Campaign log:
-you tried to warn the police
-the Stranger is on to you
-VIPs interviewed: Constance Dumaine, Ishimaru Haruko, Ashleigh Clarke
-VIPs slain: ~*~all of them~*~
-you took the onyx clasp
-the investigators were attacked as they escaped the asylum
-you heeded Daniel’s warning
-you found Nigel’s home
-you know the site of the gate
-you opened the gate above
-Chasing the Stranger: 2
-Conviction: 3, Doubt: 1
-Total Experience Earned: 24
-Physical trauma: 2
-Mental trauma: 3
—
Upgrades
We gained only 1 XP from the Abbey Church, but considering that I was expecting to lose this entire scenario, I’m totally okay with only 1XP. My deck is basically the way I want it to be anyway. Honestly, I think that what I’m going to buy with my last XP is Thermos. I know I said that it feels kind of stupid to pay for Thermos with XP, but at this point I have 2 physical trauma and now 3 mental trauma and not dying feels like it would be pretty important. I don’t think there are any better healing options I can slot in for 1 XP, so I think that’s what I’m going to go for. At this rate, I am going to begin Dim Carcosa with 6 horror, which means a Possession defeat wouldn’t be far off. So, I will replace one of my Astounding Revelations with a Thermos. This may wreck my cost curve slightly, but given how many times I’ve drawn Astounding Revelation instead of triggering it this campaign, and considering Ever Vigilant is now in the deck, I think it’s going to be alright.
Anyway, tune in next time for the FINALE as Roland Banks takes on Dim Carcosa!