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Subject: Arkham League Campaign The Bellingen Files, Feeding Time rss

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Donal O Suilleabhain
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Trying to get through as many of the League Scenarios as possible using a few extra rules to have some continuity between the games:

Devoured investigators are eliminated, never to return (bit obvious that one).
Any investigator knocked unconscious or driven insane gains an exhaustion token.
Investigators entering Final Battle gain 2 exhaustion tokens each.
At the end of a game, any investigator with 4 or greater exhaustion tokens must retire, never to return.
Upon completing a Scenario successful investigators gain an experience point each (xp).
xp may be spent as follows:
1 xp – retain one common item, unique item, spell or skill in lieu of one random item (i.e. common for common, spell for spell)
1 xp & 5 toughness Monster trophies or 1 gate token – 1 clue token.
1 xp & 5 toughness Monster trophies or 1 gate token – $3.
3 xp + 10 toughness Monster trophies or 2 gate token – retain an ally.

All items, skills, allies to be retained must actually be in the investigators possession at the end of the game.

First Scenario:

I decided to increase the number of investigators from 4 to 8 for this scenario. Darrell and Jenny continue from the previous Scenario and the 6 new ones were drawn randomly (3 from Arkham, 3 from Dunwich) so Wilson, Rita, Mark, Sister Mary, Bob and Mandy join the show. Some good initial draws with Darrell getting the Fire of Asshurebanipal (a treasure if you’re playing with 8), Sister Mary got a Gate Box and Bob got Gruesome Talisman.
AO is Tsathoggua.

Round 1 to 3
4 gates opened at the Witch House, Ind. Sq., Gardner’s Place and Unvisited Isle. Rita picked up Tom Murphy first encounter (naughty girl) Bob bought a flamethrower and Wilson headed to Dunwich. Sister Mary picked up Ruby Standish (scandalous!) and an Elder Sign and Jenny bought an Elder Sign. Jenny, Mandy and Sister Mary head into the Other Worlds and the Southside Strangler Rumor comes into play. Eric Colt joins Darrell as an ally (much more respectable).
DT – 4, TL – 1, Gates – 4, Seals – 0, Monsters – 2 (2 Dunwich).

Round 4 to 6
2 gates open at the Unnameable and Wizard’s Hill and there is a surge at Gardner’s Place. Wilson starts killing a lot, protecting the vortex in Dunwich while Bob and Mark slaughter everything approaching the Black Cave. Jenny and Sister Mary seal with their Elder Signs, a Flying Polyp and two more flyers gets eaten at the Black Cave and Mandy seals with clues.
DT – 5, TL – 2, Gates – 3, Seals – 3, Monsters – 0 (2 Dunwich).

Round 6 to 9
Gates open at Hibb’s and Cold Spring Glen, Wilson and Bob continue their killing spree while a Hound of Tindalos drives Mark insane. Darrell, Rita and Sister Mary all seal with clues to win the game.

I had been worried about this scenario beforehand but it turned out to be a lot easier than expected, probably due to the more difficult beasts staying in the cup and a lot of clues getting collected early on. Only two investigators picked up exhaustion tokens, Mark and Jenny. The early Rumor didn’t effect things too much, I basically ignored it and took the San/Stam loss instead but it was too close to the end game to have any effect.

Lots of Monster trophies were collected by Wilson, Mark and Bob but there was nowhere to spend them. Mary and Wilson were the stars of the show and each investigator will carry over:

Darrell – Enchanted Blade, Fire of Asshurbanipal, Lantern (+3 xt)
Jenny – Rifle, Ruby of R’lyeh, 1 Clue Token (+3 xt)
Wilson – 1 Clue Token
Rita – Tommy Gun
Mark – Stealth (+1 xt)
Mary – Lore
Bob – Gruesome Talisman
Mandy – Lightning Gun

(Darrell had enough experience to retain his ally but not enough trophies, and anyway Eric Colt is banned in the next Scenario).

The big decision now is whether to continue with 8 investigators for the fourth scenario or not. 4 monsters per gate opening!
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