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Subject: An Unseen Forces Campaign, Part IV - Tsathoggua rss

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Juha Loukaja
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So, time for another part of my "Elder Sign Legacy" campaign. Now we're facing Tsathoggua.

For campaign rules, check Part I, found here.

Abbreviatons used
CT = Clue Token
UI = Unique Item
CI = Common Item
SP = Spell
TR = Trophy
ES = Elder Sign
DT = Doom Token
SA = Sanity
ST = Stamina
OW = Other World
BL = Blessed
CU = Cursed
L&F = Lost & Found

Available investigators
Amanda Sharpe
“Ashcan” Pete
Bob Jenkins
Carolyn Fern
Darrell Simmons
Dexter Drake
Diana Stanley
Gloria Goldberg
Harvey Walters
Jacqueline Fine
Jenny Barnes
Jim Culver
Joe Diamond
Kate Winthrop
Leo Anderson
Mandy Thompson
Marie Lambeau
Mark Harrigan
Michael McGlen
Monterey Jack
Rita Young
Sister Mary
Vincent Lee
Wilson Richards

Undefeated Ancient Ones
Abhoth
Azathoth
Cthulhu
Glaaki
Hastur
Ithaqua
Nyarlathotep
Shub-Niggurath
Shudde M’ell
Tsathoggua
Yig
Yog-Sothoth

ROUND FOUR

Meet the team
Dexter Drake: 2x SP (lock 2 dice, change die to anything), 1x UI (red die)
Wilson Richards: 1x CI (change die to Peril), 1x CT
Sister Mary: 1x SP (fully restore any investigators ST), 1x CI (yellow die), 1x UI (red die)
Gloria Goldberg: 1x SP (BL any investigator), 1x CI (yellow die)

Ancient One: Tsathoggua - Malaise - All TR costs at the entrance are doubled (I take it that it means on every entrance card). Doom track is 11, while I need 13 ES to seal him away. Should not be impossible. As long as I can keep my investigators in good health, this shouldn’t be too hard.

Initial museum layout
Fragments of Knowledge - tasks: 6-Inv, Terror, M(2x Lore)
We Need To Find Help (locks red die) - tasks: M( ), 2x Peril & Lore & 3-Inv
The Night Watchman (locks green die) - tasks: 2x Peril, Peril & -1 ST
It’s Got Me! (Terror: Roll 1 green die, on investigation, lose that amount ST) - tasks: 3-Inv & Peril & Terror & -1 ST
Medusa Exhibit (Terror: Discard all Terror results) - tasks: -> Terror & -1 SA, Terror & -1 SA, 7-Inv
Strange Robberies (Entry: -1 ST & -1 SA) - tasks: 4-Inv, 2x Peril & Lore

Mythos: No immediate effect
Lingering: All adventures have +1 DT penalty tonight

First night
Well, we’re of to some start here, I see. Both a red and a green die is locked, and that’s something we need to do something about. Fortunately what we don’t have is Midnight effects, so at least something is good at this start.

XII-III
Dexter. I’d like to open gates to OW’s if possible for Glorias benefit, but there’s no rewards for that right now, so with Dexter we’re of course looking for extra SP’s instead. Four of the adventures have SP among their rewards, so there’s options. It’s just a matter of picking the right one, since none of them are super easy, and with one green die locked already, and the red die also, which he could have added to his pool, it’s no easy task to take on. He probably SHOULD try to unlock the green die. The Night Watchman requires a total of 3x Peril and he has the SP which allows him to manipulate one die to whatever result he wants, so that’s where he goes. We need to make it easier for the other investigators anyway. Should he fail, however, there’ll be a whopping 2x DT penalty tonight, as well as -3 ST, so he really, really needs to nail this. Alright, enough talk already. First roll. And what a wonderful roll it is. Not a single Peril in sight. Dexter discards a die and tries again. Again, not a single Peril. Another die is discarded. Third roll, and still no Perils. We have to make a choice here - either he uses the SP to change one die to Peril and fulfills the second task, or he fails the adventure now. Even if he does use the SP, it’s highly unlikely that he’ll get 2x Perils on his last roll, and so I decide to fail now. -3 ST and +2 DT. Great start, Dexter.

III-VI
Wilson tries the same adventure. He has his CI that allows him to change 1x die to Peril, so that’ll hopefully help. He also has a CT if things go bad. He gets one Peril on his first roll. He decides to use his CT to reroll the others, and hopefully get another one. He doesn’t, so instead he uses his CI to change one of the other dice to a Peril, and fulfills the first task. Now he has three green dice remaining but no rerolls. No Perils. Discard and reroll of two dice. And now he gets what he needs, fulfilling the second task of 1x Peril and -1 ST.
Replacement: A Secret Gathering (Terror: -1 SA) - tasks: 6-Inv, 2x Lore
Reward: 2+0 TR, 1x ES, 2x CI (yellow die, change investigation to its highest value)

VI-IX
Now we have an adventure that rewards a gate to an OW. It does however require 6-Inv as first task and 2x Lore for the second. I’m confident that Sister Mary can tackle it with her items, however. But before she goes there, she uses her SP to fully heal Dexters ST. Then she goes to witness A Secret Gathering. She uses her CI to add the yellow die to her pool. And gets a yellow and a green Lore on her first roll, fulfilling the second task immediately. Second roll gets her a 3-Inv and 2x 2-Inv, which is enough to fulfill the first task.
Replacement: The Hidden Temple (Entry: +1 DT) - tasks: -> 5-Inv, 3-Inv & Lore & Peril
Reward: 2+0 TR, 1x ES, 1x OW, 1x CT, 1x monster - Zombie (Lore/Terror), gets placed on Lost Carcosa
Other World: Lost Carcosa - tasks: 3x Terror, M(5-Inv)

IX-XII
Even with a free yellow die, I’m not entirely sure Gloria can handle Lost Carcosa yet, so instead, she uses her SP to gain BL status herself, then goes to We Need To Find Help in an attempt to free the red die. She also uses her CI to add the yellow die to her pool, for a total of 8 dice. First roll sees her complete the hard task of 2x Peril, Lore and 3-Inv with flying colors, with 2x green Perils, a yellow Lore and a green 3-Inv.
Replacement: Late Night Break-In (Terror: discard 1 TR of your choice) - tasks: M(3-Inv), 6-Inv
Reward: 2+0 TR, 1x CI (yellow + red die), 1x SP (discard 3 monsters)

Midnight effect: None
New Mythos: Either +1 DT or an investigator with 4 or more ST suffers -3 ST. I choose +1 DT -> 1x monster - Rat-Thing (1-Inv), gets placed on Fragments of Knowledge, covering 2x Lore task
Lingering: 1x monster next midnight

Status
Elder signs: 2
Doom track: 3
Dexter: 5/3, 0+0 TR, 2x SP ( 2x lock dice, change die to anything), 1x UI (red die)
Wilson: 5/4, 2+0 TR, 2x CI (yellow die, change investigation to its highest result)
Sister Mary: 7/3, 2+0 TR, 1x UI (red die), 1x CT
Gloria (BL): 6/4, 2+0 TR, 1x SP (discard 3 monsters), 1x CI (yellow + red die)
Total attempted adventures: 4
Total succeeded adventures: 3
Total failed adventures: 1
Monsters killed: 0

Second night
XII-III
Eager to take revenge from last night, Dexter seeks Fragment of Knowledge. He uses his UI to add the red die to the pool. The first roll doesn’t get a single 3-Inv, but many 1-Inv, so he kills off the Rat-Thing with one of them. The second roll is not much better, with a red 3-Inv, and 4(!) green 1-Inv. No Terrors, either. He decides to save his SP for now, and focuses the red 3-Inv and discards a green die, then rolls again. This time he gets a green 3-Inv, and can fulfill the first 6-Inv task with that and the focused red 3-Inv. Three dice left to get a Terror. Next roll fails, so he discards a die and rerolls the remaining two. Still no Terrors. He discards yet another one and rolls the last remaining die. Alas, he has no choice but to use his SP to change the Investigation he got to a Terror to complete the adventure. The Rat-Thing forces him to discard an item, so he also loses his lock 2 dice SP. But I really can’t keep losing with him.
Replacement: Vermin in the Pipes - tasks: 3-Inv, 3-Inv, 3-Inv & Peril
Reward: 2+0 TR, 1x ES, 1+1 SP (lock die, look at first 4 adventures, discard one and put the rest on top in any order), 1x CT

III-VI
Wilson heads for It’s Got Me! He doesn’t use any items... yet. And of course it’s a mistake I have to live with. He rolls a Terror, but no Perils, and has to roll a green die to see how much ST penalty he suffers. He rolls a 3-Inv. Lovely. That actually means he must fail the adventure right away, because one part of the task is -1 ST, and he only has 1 ST left, so he fails and suffers -1 SA. Not exactly what I had planned.

VI-IX
Mary checks out the Medusa Exhibit. She uses her UI to add the red die to her pool. First roll fails to present any Terror results, so she must use her CT to reroll everything. Second roll also doesn’t grant any Terror results, so she discards a green die and rerolls everything else. Now she finally gets one Terror result, and fulfills the first task of Terror & -1 SA. Next up is Lore & 1- SA. That one she completes on the very next roll, losing another SA in the process. Last but not least, 7-Inv. This can be tricky, but luckily she hasn’t used her red die yet, so there’s a chance to succeed. Of course, with rolls like the next one, 3x 1-Inv and a red Lore, she has no choice but to discard a green die and reroll the remaining three dice: a green 3-Inv, plus a red and a green 2-Inv, for a total of 7-Inv! She completes the last task! Whew! I was starting to feel more than a little nervous there for a while.
Replacement: Dreaming of a Stranger - Tasks: -> -1 ST & -1 SA, 2x Lore & Peril, Terror
Reward: 2+0 TR, 1x ES, 1x CI (yellow die), 1x SP (lock die), 1x monster - Warlock (locks red die, 2x Peril/Terror), gets placed on Late Night Break-In, covering a 3-Inv task

IX-XII
Gloria goes to Late Night Break-In to take on the newly placed Warlock. She kills him on her very first roll with a white Terror and a green Peril. All she needs now is a combined 6-Inv with 5 green dice. After rolling, she has a 10-Inv total on the table, so she easily completes the second task and thus the adventure.
Replacement: Don’t Fall Asleep (Midnight: -1 SA for each investigator) - tasks: Terror, 2x Terror
Reward: 1+0 (Warlock gets returned to the bag, and grants +2 CT’s instead of TR) TR, 1x CT

Midnight effect: -1 SA for every investigator, +1 monster - Spectral Hunter (Lore & Terror & Peril), gets placed on Dreaming of a Stranger
New Mythos: +2 DT -> 1x monster - Hunting Horror (locks green die, Terror, -2 ST), gets placed on Vermin in the Pipes
Lingering: Next midnight, each investigator without a CT gets 1x CT

Status
Elder signs: 4
Doom track: 5
Dexter: 4/3, 2+0 TR, 2x SP (lock die, look at first 4 adventures, discard one and put the rest on top in any order), 1x CT
Wilson: 3/1, 2+0 TR, 2x CI (yellow die, change investigation to its highest result)
Sister Mary: 4/3, 4+0 TR, 1x SP (lock die), 1x CI (yellow die)
Gloria (BL): 5/4, 3+0 TR, 1x SP (discard 3 monsters), 1x CI (yellow + red die), 3x CT
Total attempted adventures: 8
Total succeeded adventures: 6
Total failed adventures: 2
Monsters killed: 2

Third night
XII-III
Dexter uses his SP to peek into the future a bit. Then he goes to Don’t Fall Asleep to get rid of the midnight effect. He only has 5 dice to work with, but has a CT available should the need arise. First roll gets him one Terror, which fulfills the first task. Next up is 2x Terror. He rolls the remaining four green dice. He gets 1x Terror, so he uses his CT to reroll the three others. After the reroll he has 3x Terror on the table. He uses his SP to lock one of them, and uses the two others to complete the second task.
Replacement: The Writing on the Wall (Terror: discard 1 TR of your choice) - tasks: M( ), Lore & Peril & 5-Inv
Reward: 2+0 TR, 1x ES, 1+1 SP (lock die, 5 TR), 1x CT

III-VI
Wilson studies The Writing on the Wall, using his CI to add the yellow die to his pool. His luck continues to forsake him, granting no Investigations at all, and on top of that, a Terror, which forces him to lose his only TR. He focuses a Lore result, then discards a green die and rolls the yellow and two green dice. He gets 2x green 2-Inv and a yellow 3-Inv. He needed a Peril and 5-Inv. But he has an ace up his sleeve, and that’s his CI, with which he can change one of the green dice to show 3-Inv instead, to a total of 5-Inv with the green dice, and then he can use his special skill to change the yellow die to a Peril, and lastly he can use the focused Lore to complete the task, narrowly dodging the DT penalty.
Replacement: The Guided Tour - tasks: -> 2-Inv, 4-Inv, Lore
Reward: 1x SP (fully restore any investigators SA), 1x CI (yellow die), 1x OW, 1x monster - Cultist (Lore/Peril), gets placed on It’s Got Me!
Other World: The Dreamlands

VI-IX
Sister Mary goes to The Dreamlands, since she can use the locked green die. Just to be safe, she also uses her CI to add the yellow die to the pool. The first roll is horrible, with only 1-Investigations all over, and a Terror. She discards a green die, then tries again. Yellow Peril, green Lore, and 2x 1-Inv and 1x 2-Inv. Just what she needs to complete the only task on The Dreamlands.
Reward: 1x ES, 2x CT

IX-XII
Gloria has some big plans. Firstly, she uses her SP to discard three monsters, those being the Spectral Hunter from Dreaming of a Stranger, Hunting Horror from Vermin in the Pipes (unlocks the green die!) and the Cultist from It’s Got Me! Then she heads for Lost Carcosa, getting the red and green die for free, and also obtaining the white die for her BL status. On her first roll, she gets a green Terror and a red Wild, and with the help of Dexters SP locked Terror, she completes the first task. The second task is the Zombie, which is Peril/Terror. Her next roll contains 2x Terror and 1x Peril - more than enough to blow the Zombie to kingdom come.
Reward: 2+1 TR, 2x ES, 1x SP (lock die), 1x CT

Midnight: Wilson gets a CT
New Mythos: +1 DT unless all investigators have more than 2 ST - Wilson only has 1, so +1 DT it is.
Lingering: No lingering effect

Status
Elder signs: 8
Doom track: 6
Dexter: 4/3, 4+0 TR, 2x SP (lock die, 5 TR), 1x CT
Wilson: 3/1, 2+0 TR, 1x SP (fully restore any investigators SA), 1x CI (yellow die), 1x CT
Sister Mary: 4/3, 6+0 TR, 1x SP (lock die), 2x CT
Gloria (BL): 5/4, 5+1 TR, 1x SP (lock die), 1x CI (yellow + red die), 4x CT
Total attempted adventures: 12
Total succeeded adventures: 10
Total failed adventures: 2
Monsters killed: 3

Fourth night
Unless things go terribly wrong, I can’t really see how we would lose this. Overconfidence is bad, but what can you do about it?

XII-III
Dexter takes The Guided Tour. From his first roll, he uses his SP to lock a Lore, then completes the first task of 2-Inv. Then he rolls the remaining four green dice in search for a total of 4-Inv. He gets a 3-Inv, but the rest are Terrors and Perils, so he focuses the 3-Inv, discards a die and rolls the remaining two, and gets what he needs in two Investigation results. He fulfills the second task, then rolls the last remaining die to see if he can get a Lore. He doesn’t, so he uses the SP locked one to complete the last task and the adventure.
Replacement: Walking the Ledge - tasks: -> Peril, Peril, 2x Peril
Reward: 1+0 TR, 1x CI (yellow die), 2x CT

III-VI
Wilson takes it easy, and goes to the First Aid Station to heal 1 ST for free up to 2 ST.

VI-IX
Sister Mary is Dreaming of a Stranger. The first task is easily filled by suffering -1 ST and -1 SA. On her first roll she gets 1x Lore, but she needs 2x Lore and 1x Peril to fulfill the task, so she uses a CT to reroll the rest. She gets another Lore but no Peril, so she uses another CT to reroll everything but the two Lores. She still doesn’t get a Peril, so she uses a SP to lock one of the Lores, then focuses another, discards a die and rolls the remaining three. Still no Peril. She discards yet another die and rolls the remaining two dice. She gets a Terror but still no Peril, and now she has too few dice to be able to complete the adventure, so she fails, and suffers +1 DT as penalty, which adds a monster - Shoggoth (Lore, Terror, -1 SA), which gets placed on It’s Got Me!

IX-XII
Gloria is also Dreaming of a Stranger. She suffers the -1 ST and -1 SA for the first task, then rolls, and gets exactly what she needs to fulfill the first task with 2x green Lore results and a white Peril. Before she completes the task she uses her SP to lock a Terror she got. Then she rolls the remaining two dice, getting 2x Peril. She discards one of them and rolls again, failing to get a Terror, so she uses the one locked on the SP to fulfill the last task.
Replacement: Bloody Footprints - tasks: 2x Peril, 2x Lore, Terror
Reward: 1x Ally (Anna Kaslow - 3x rerolls of max 2 dice), 1x CI (yellow die), 1x UI (red die), 1x OW
Other World: Another Time - tasks: 2x Lore & advance clock, 3-Inv & advance clock

Midnight: No effects
New Mythos: Either +1 DT or group discards 2x SP. I chose to discard 2x SP, Dexters 5 TR SP and Wilsons fully restore SA spell.
Lingering: Next midnight, discard all OW cards from play and don’t replace them

Status
Elder signs: 8
Doom track: 7
Dexter: 4/3, 5+0 TR, 1x CI (yellow die), 3x CT
Wilson: 3/2, 2+0 TR, 1x CI (yellow die), 1x CT
Sister Mary: 3/2, 6+0 TR, 1x SP (lock die)
Gloria (BL): 4/3, 7+1 TR, 1x SP (lock die), 2x CI (yellow + red die, yellow die), 1x UI (red die), 1x Ally (Anna Kaslow - 3x 2 dice rerolls), 4x CT
Total attempted adventures: 15
Total succeeded adventures: 12
Total failed adventures: 3
Monsters killed: 3

Fifth night
XII-IX
We can’t really stop trying to get ES’s, so Dexter goes to Another Time. He takes the Terror from Glorias SP, and rolls 5 green dice. He gets a 3-Inv, and uses it to complete the second task, also moving the clock forward. Then he rolls the remaining four dice. He gets 1x Lore, and uses a second Lore from Marys SP to complete the first task, again moving the clock forward, and also completing the adventure.

IX-XII
Wilson, then, goes to Strange Robberies, using his CI to add the yellow die to his pool. Entry effect is -1 ST and -1 SA which he suffers, leaving him at 2 and 1, respectively. He gets 2x Lore and 2x Peril on his first roll, which is more than enough to complete the second task. Then he rolls the remaining four dice, one of which is the yellow, which he can change to whatever he wants. But, in the end he doesn’t even need to use his skill to complete the adventure, for a yellow 3-Inv and a green 2-Inv takes care of it for him.
Replacement: Balancing Mind and Body (Terror: -1 SA) - tasks: Lore & Peril, Lore & Peril
Reward: 3+0 TR, 1x ES, 1x CI (yellow die)

Midnight: No effects
New Mythos: Either +1 DT or group discards 2x UI. Only Gloria holds a single UI so +1 DT is a fact.
Lingering: Next midnight, each investigator must discard an Ally if able

Status
Elder signs: 11
Doom track: 8
Dexter: 4/3, 7+0 TR, 1x CI (yellow die), 5x CT
Wilson: 2/1, 5+0 TR, 1x CI (yellow die), 1x CT
Sister Mary: 3/2, 6+0 TR
Gloria (BL): 4/3, 7+1 TR, 1x SP (lock die), 2x CI (yellow + red die, yellow die), 1x UI (red die), 1x Ally (Anna Kaslow - 3x 2 dice rerolls), 4x CT
Total attempted adventures: 17
Total succeeded adventures: 14
Total failed adventures: 3
Monsters killed: 3

Sixth night
So, 2x ES’s away from sealing Tsathoggua away. Those are available rewards on the table right now, but they’re on fairly hard adventures, too.

XII-III
Sister Mary has no items left, so she goes to the L&F, rolling three dice. She suffers -1 SA, but gains 1x SP (lock die) and 1x CI (yellow die). This will probably help her complete adventures in the future. Hopefully. Unless we win before she gets a chance to use them.

III-VI
Gloria has so much stuff it’s ridiculous. What’s even more ridiculous is, she’ll get more once she’s done for today. She is Walking the Ledge. She uses her CI to add both the red and yellow die to the pool, so she can roll a staggering 9 dice. One green Peril, and the first task is done. A roll later, another green Peril, another task done. For the third task she needs 2x Perils. A Wild, a green and a white Peril sorts that right out. Sadly she has no SP’s left to lock the Wild for later use.
Replacement: Recruiting Aid - tasks: -> 3-Inv, 6-Inv, 9-Inv
Reward: 2+0 TR, 1x ES, 2x CI (yellow OR red die, yellow die), 1x CT

VI-IX
I think I might try to get Dexter to finish this right now. Even he should be able to finish it by adding the yellow die to his pool using his CI, when he has 5x CT’s available. Said and done, he follows the Bloody Footprints. His first roll contains 2x Lore, which can be used to complete the second task. The second roll is not as good, however, containing only 1x Peril, so he uses a CT to reroll everything else. That gets him the second Peril he needs. Now he has two green dice and a yellow left to try and get a Terror. There’s no Terror on the yellow die, unfortunately, but maybe 4x CT’s will be enough? Only one way to find out. After four rolls and four used CT’s, he still hasn’t managed to get a single Terror. This is getting ridiculous. He discards the yellow die, then rolls the remaining two greens. Still nothing. It’s up to the last die now. And... no. It just won’t turn to a Terror. I don’t know what the odds for something like this is, but it’s got to be low. Dexter fails the adventure and suffers -2 SA.

IX-XII
Wilson is not longing to die, so he goes to the First Aid Station to get patched up for free. +1 ST.

Midnight: Gloria discards 1x Ally (Anna Kaslow)
New Mythos: +1 DT
Lingering: An additional adventure is placed under the six others. When it is completed it is not replaced

Did You Hear That? (locks green die) - tasks: M(Peril), 2x Peril

Status
Elder signs: 12
Doom track: 9
Dexter: 2/3, 7+0 TR
Wilson: 2/2, 5+0 TR, 1x CI (yellow die), 1x CT
Sister Mary: 2/2, 6+0 TR, 1x SP (lock die), 1x CI (yellow die)
Gloria (BL): 4/3, 7+1 TR, 1x SP (lock die), 2x CI (yellow + red die, yellow die), 1x UI (red die), 4x CT
Total attempted adventures: 19
Total succeeded adventures: 15
Total failed adventures: 4
Monsters killed: 3

Seventh night
XII-III
Mary tries to unlock the green die for Gloria, so she goes to Did You Hear That? She uses her CI to add the yellow die to the pool. Her first roll is hilarious. 4x Terror and not a single Peril? She discards a green die and rolls again. 3x Lore? You got to be joking. She discards another green die and rolls again. Finally she gets 1x Peril, and fulfills the first task. She has 3 green and a yellow die remaining. She needs 2x Peril for the next task. The yellow is a Peril now, but the only one. She focuses it, discards a green die and rolls the remaining two greens. No Peril. She discards another green and rolls the last die. 3-Inv. Great. She fails the adventure and suffers -1 ST.

III-VI
I guess it’s up to Gloria to mop things up, then, even without the sixth green die. She follows the Bloody Footprints, and uses a CI to add the yellow die and a UI to add the red die to her pool. The first roll gets her a yellow and a green Peril, which fulfills the first task. On the next roll she gets a Terror, which fulfills the third task. Now only two Lores are missing. After the third roll, she has a red Lore. She uses a CT to reroll three greens and a white. The white turns to a Lore, and she completes the last task, earning the last ES we need to seal Tsathoggua away for good!

Final stats
Elder signs: 13
Doom track: 9
Dexter: 2/3, 7+0 TR
Wilson: 2/2, 5+0 TR, 1x CI (yellow die), 1x CT
Sister Mary: 2/1, 6+0 TR, 1x SP (lock die), 1x CI (yellow die)
Gloria (BL): 4/3, 7+1 TR, 1x SP (lock die), 2x CI (yellow + red die, yellow die), 1x UI (red die), 4x CT
Total attempted adventures: 21
Total succeeded adventures: 16
Total failed adventures: 5
Monsters killed: 3

Final thoughts
I never thought it would be hard to beat Tsathoggua, and I was right - after the fourth night I was pretty confident of my win, even if I failed a couple of unlikely adventures after that point. One of the big differences between the base game and UF is, that you can no longer buy ES's. That's a good thing in my opinion, the endings tended to be very anticlimactic when all you did on the last turns were buying signs from the Souvenir Shop. Initially, I thought The Chapel would be very important, but now, after the fourth game, I see it isn't really a big deal - if you have the TR to spend, then sure, why not, but adventures seem to have so much ES rewards you can do without having the BL status all the time, as long as you're careful when you have CU status.

Team performance
Gloria is still my number one character, and it's not bound to change soon - she's just a powerhouse if you get OW gates opened. And with the rewards from them, she can easily handle "normal" adventures as well.

Michael got replaced by Wilson, which I find rather disappointing, to be honest. Wilson is not one of my favorite characters, and while not bad, he sure isn't too good either. But he could handle himself well enough at least, to survive his first encounter with an Ancient One, so there's that.

So long, and until next time!
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