The Path to Carcosa

Investigators set out to save Arkham by defeating an Ancient One who is attempting to break into this world through gates in other dimensions.

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Re: The Path to Carcosa

Post by Tabs »

Turn 7 Upkeep Phase

Withers draws Fieldwork and gains 1 resource

Revealed card Image one of the ground floor locations?

Image
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Re: The Path to Carcosa

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OOC,Yes, it'll have to be. It's up to you which one. The Records Office has clues in it, which is more convenient, but it makes him tougher if we decide to fight him later. However, if you're just investigating, it won't matter. We don't otherwise need to ever go to the Historical Museum again.
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Re: The Path to Carcosa

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MAP

Image [Your Worst Nightmare Agent of the King]

Image

Image [2 clues Man in the Pallid Mask]

Image

Second Floor -> yellow circle

Second Floor -> yellow circle

Image

Image [Harrigan Withers]

Image [4 clues]

Image [5 clues Fanatic + 1 doom]


Quickly check the clue count
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Re: The Path to Carcosa

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OOC,The clue count looks correct to me.
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Re: The Path to Carcosa

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Turn 8 Mythos Phase

Image 1 doom on the Fanatic

Image
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Re: The Path to Carcosa

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Withers Image so the Hidden Library again [ move 1 clue -> doom ]

Harrigan Image where do you want it?

Image

Withers raises an eyebrow and says apologetically "Seems like there's lots of new work for you, Mr. Harrigan"
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Re: The Path to Carcosa

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OOC,Well, that bites. I guess the best bet is to put it in the Historical Library on the third floor. That's the closest we can get it to me, but I can't kill it this turn. It will eat one of the clues and turn it into a doom right now, as the Mythos Phase is ending. I think our best chance is to go advance the act and hopefully win the scenario this turn. I should go first. I can activate [b]Mr. Peabody[/b] to open a passageway to the Hidden Library, go through it, and kill one of the Fanatics. Then you can follow me and advance the act, which will still leave you two further actions. The second Fanatic will be engaged with me and leave you alone, and I can take the hit if we don't win quite yet and you can't kill it.
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The Shadow Over Dunwich
The Brotherhood of Death
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Re: The Path to Carcosa

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Yeah, do it! Maybe we’ll finish
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Re: The Path to Carcosa

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Image

Turn 8 Investigator Phase

Mr. Peabody guides Mark through a secret passage to the hidden library, where he encounters two men in hooded robes rifling through the books. Mark slips up behind one of them and lays him out with a single punch, snatching up the book the man had been holding. Then the other one spots him and turns on him...
OOC,Action 1: Activate [b]Mr. Peabody[/b] on Hidden Library, exhausting him Action 2: Move to Hidden Library Action 3: Fight test (Combat 5 + 4[The Home Front] = 9 vs. 3[Fanatic]): [spoiler]1: +1 2: +1 3: 0 4: 0 5: 0 6: -1 7: -1 8: -1 9: -2 10: -2 11: skull 12: skull 13: skull 14: cultist 15: tablet 16: squid 17: tentacles 18: elder sign[/spoiler] [dice]0[/dice] cultist, -2, success! Fanatic takes 1 damage. 1 damage is moved from me to Fanatic. Fanatic is defeated. 1 clue gained from Fanatic.
Doctor Who/CoC Campaign:
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(viewforum.php?f=191)]The Ninth Planet
The Shadow Over Dunwich
The Brotherhood of Death
The Horror in the Blackout
The Masque of Nyarlathotep
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Re: The Path to Carcosa

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Image

Turn 8 Investigator Phase

Action 1 Move to the Hidden Library

Action 2 Spend 6 clues to advance Act

As you study the hidden library, you find a few pieces of information that stand out. As with the recent production, the previous performance of The King in Yellow came to Arkham from overseas, and was performed by a French acting troupe. You don't recognize any of the cast members' names, and of course the actor who played the role of the Stranger is anonymous. However, it seems that a member of the Historical Society has done some of your work for you; there are several old newspaper clippings gathered together along with information about the play. Headlines include: Cedar Playhouse Closes Due To Fire, Experts Baffled Over Freak Floods, and the like. Hidden amongst this information, you also find a strange object - A clasp of onyx with an alien inscription.

The investigators must decide (choose one):
- This is an important discovery! We should take it with us. (→R1).
- It's just a silly trinket, and it would be wrong to steal from the Historical Society. Leave it behind. (→R2)

"I say take it ; what do you say, Mr. Harrigan?"
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Re: The Path to Carcosa

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Image

"I agree," says Mark. "It's not really stealing, anyway. Mr. Peabody here is the curator, and if he gives permission to take the thing, then we're covered."

Mr. Peabody nods agreement, perhaps knowing better than to argue with an obviously crazy man with a shotgun.
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Re: The Path to Carcosa

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Resolution 1: There are no coincidences when it comes to The King in Yellow. There is no doubt in your mind that the object you’ve found is important. You decide to take it with you before continuing your investigation. The last record you find related to the original production of The King in Yellow is a psychiatric evaluation of one Daniel Chesterfield, a stagehand who lost his wits after the final show. It seems he was admitted to the asylum after the production ended. Perhaps he’s still there...

Æ In your Campaign Log, record that you took the onyx clasp. Mark one Conviction in your Campaign Log. For the remainder of the campaign, one investigator must include the Clasp of Black Onyx weakness in his or her deck. This card does not count toward that investigator’s deck size.

Who's it to be? Image

Æ Each investigator earns experience equal to the Victory X value of each card in the victory display.

That's 0 isn't it?

Æ If Sebastien Moreau (Savage Hysteria) is in the victory display, record his name in your Campaign Log, under “VIPs Slain.”

Æ Remove all cultist, tablet, and squid tokens from the chaos bag. Then, add 2 cultist tokens to the chaos bag.
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Re: The Path to Carcosa

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Resolution 1: There are no coincidences when it comes to The King in Yellow. There is no doubt in your mind that the object you’ve found is important. You decide to take it with you before continuing your investigation. The last record you find related to the original production of The King in Yellow is a psychiatric evaluation of one Daniel Chesterfield, a stagehand who lost his wits after the final show. It seems he was admitted to the asylum after the production ended. Perhaps he’s still there...

Æ In your Campaign Log, record that you took the onyx clasp. Mark one Conviction in your Campaign Log. For the remainder of the campaign, one investigator must include the Clasp of Black Onyx weakness in his or her deck. This card does not count toward that investigator’s deck size.

Who's it to be? Image actually Withers often has lots of resources...

Æ Each investigator earns experience equal to the Victory X value of each card in the victory display.

That's 0 isn't it?

Æ If Sebastien Moreau (Savage Hysteria) is in the victory display, record his name in your Campaign Log, under “VIPs Slain.”

Æ Remove all cultist, tablet, and squid tokens from the chaos bag. Then, add 2 cultist tokens to the chaos bag.
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Re: The Path to Carcosa

Post by Mr. Handy »

OOC,I don't remember getting any victory points. I think you should have the clasp due to your special ability to have a card revealed but not counted as in your hand, which if revealed itself can be played for 0 resources. Plus, i have a lot of expensive cards in my deck, and the last thing I want is to make them more expensive, and you do tend to have a lot of resources.
Doctor Who/CoC Campaign:
(viewforum.php?f=176)The Terror Out of Time
(viewforum.php?f=191)]The Ninth Planet
The Shadow Over Dunwich
The Brotherhood of Death
The Horror in the Blackout
The Masque of Nyarlathotep
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Re: The Path to Carcosa

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Okay--Withers' deck

I'd like a break. PM you in a month or so?
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Re: The Path to Carcosa

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OOC,Sure, that sounds good.
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(viewforum.php?f=191)]The Ninth Planet
The Shadow Over Dunwich
The Brotherhood of Death
The Horror in the Blackout
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Re: The Path to Carcosa

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Here's the resolution to

CURTAIN CALL

Resolution 1: Fleeing from the theatre, you head straight to the police station in Easttown. Bursting through the door, to the stares of onlookers and police officers alike, you demand to see Sheriff Engle, stressing the importance of your visit. The desk sergeant, who is lazily working through a stack of paperwork, shakes his head and raises a finger in silence, then points to a nearby chair. The wait is excruciating. Every moment is an eternity. The hands of the nearby clock crawl. You drum your fingers on the desk. You tap your feet. You constantly peer over your shoulder to make sure the pallid mask of the Stranger is not watching you through the front window. Finally, the desk sergeant puts his pen down and sits up, beckoning you. “Alright, what’s so important now?” You are only halfway through your explanation of the night’s events when he sighs and shakes his head. “Look, if this is some kind of joke, it ain’t funny,” he says. “We had officers downtown all night. Don’t try to feed me some hooey straight to my face.” You insist, but the desk sergeant rises to his feet and opens the door, motioning for you to leave. He raises his voice. “What, you think we’re not busy enough or something? Beat it!” He mumbles about “blind birds” behind your back as he escorts you out of the station.

You know what you saw earlier that night. Frustrated, you head back to the Ward Theatre to find some kind of proof you can take to the police. You are surprised to find that the front door of the theatre is locked. You are about to decide whether or not to break down the door when you see a notice on the wall near the entrance. “Don’t be a wet blanket! Come to The King in Yellow cast party. 8pm, at the home of Constance Dumaine, 1452 Atlantic Avenue. Formal dress only.” You tear the notice from the wall and fold it into your coat pocket, hoping it will lead you to the answers you seek.


Æ Did you really think the police would help you?

Æ In your Campaign Log, record that you tried to warn the police. Mark one Conviction in your Campaign Log.

CONVICTION I

Æ If you “stole from the box offce,” record in your Campaign Log that the police are suspicious of you.

Æ In your Campaign Log, record that the Stranger is on to you. Add The Man in the Pallid Mask weakness to the lead investigator’s deck (does not count towards deck size). For the remainder of this campaign, any time the bearer of The Man in the Pallid Mask leaves the campaign for any reason, choose a new investigator to become the bearer of The Man in the Pallid Mask weakness, and add it to that investigator’s deck.

Æ In your Campaign Log, under “Chasing the Stranger,” place two tally marks. For the remainder of the campaign, keep a running tally of the number of times The Man in the Pallid Mask is defeated during a game. Each tally will bring you one step closer to the truth.

CHASING THE STRANGER II

Æ Each investigator earns experience equal to the Victory X value of each card in the victory display.

I'll add the next resolution tomorrow.
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Re: The Path to Carcosa

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THE LAST KING

If anyone has the answers to the questions that burn in your mind, it’s the cast and crew of The King in Yellow. With no other leads to pursue, you put on your best clothes and head to 1452 Atlantic Avenue, where a woman named Constance Dumaine is hosting an event in celebration of the play’s one-night engagement in Arkham.

...

Image


Resolution 3: Several days later, you find yourself reminiscing about the party you attended at 1452 Atlantic Avenue. What a roaring good time you had! And yet, your memory is hazy. You can’t help but feel you are forgetting something important. Something about the play you’d watched earlier that night—The King in Yellow. That nagging sensation pursues you in every waking moment. Try as you might to recall the night’s events in full, there remains a gaping hole in your memory. As you strain to remember, your concern grows, almost to the point of obsession. Deciding that you absolutely must know what occurred that night, you head toward the manor of the Historical Society in Southside. Perhaps there you can learn more about The King in Yellow play...

Æ In your Campaign Log, under “VIPs Interviewed,” record the name of each character you “interviewed.” Then, cross off each of those names, since you forgot everything that happened that night.

Jordan Perry and Constance Dumaine

Æ In your Campaign Log, under “VIPs Slain,” record the name of each unique Lunatic enemy in the victory display.

All 5 of 'em

Æ Each investigator earns experience equal to the Victory X value of each card in the victory display.

0 isn't it?

Æ For every 2 clues that were on the act deck when the game ended, choose an investigator to earn 1 additional experience point. Experience from this reward must be divided as evenly among the investigators as possible.

Withers had 10 and Harrigan 6 so that's 8xp each

Æ Remove all cultist, tablet , and squid tokens from the chaos bag. Then, add 1 cultist token,1 tablet token,and 1 squid token to the chaos bag.

Æ Skip Interlude I: Lunacy’s Reward, and proceed directly to Scenario III: Echoes of the Past.

And the Man in the Pallid Mask was defeated twice (total 4 times)

CHASING THE STRANGER IIII


CONVICTION I
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Re: The Path to Carcosa

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Echoes of the Past

Your head throbs with a dull ache as you drive through the rainy streets of Arkham toward your
next destination. The threat of the Stranger looms in your mind, and you find yourself glancing often at your rear-view mirror, expecting to see the expressionless visage of his mask haunting you. Instead, you see nothing but the misty, starless night, and the deserted road behind you.

Your thoughts once again wander, as they have often in the past few hours, to The King in Yellow and to the city of Carcosa and its inhabitants. What was the message hidden inside that awful play, the meaning within its madness? A lone detail worms its way to the forefront of your thoughts, one made apparent by the discussions you’d overheard at Ms. Dumaine’s estate—that tonight’s performance of The King in Yellow was not the first Arkham had seen of the foul play. There had been at least one other performance, directed by the same man: Nigel Engram.

There is one place in Arkham where records are often kept of important events occuring within the city: the Historical Society’s manor house in Southside. If there are any records of the previous show of The King in Yellow, the Historical Society may have held onto them. Perhaps there you will find answers to the questions that burn in your mind.

...

Resolution 1: There are no coincidences when it comes to The King in Yellow. There is no doubt in your mind that the object you’ve found is important. You decide to take it with you before continuing your investigation. The last record you find related to the original production of The King in Yellow is a psychiatric evaluation of one Daniel Chesterfield, a stagehand who lost his wits after the final show. It seems he was admitted to the asylum after the production ended. Perhaps he’s still there...

Æ In your Campaign Log, record that you took the onyx clasp. Mark one Conviction in your Campaign Log. For the remainder of the campaign, one investigator [Withers] must include the Clasp of Black Onyx weakness in his or her deck. This card does not count toward that investigator’s deck size.

CONVICTION II

CHASING THE STRANGER IIII



Æ Each investigator earns experience equal to the Victory X value of each card in the victory display.

That's 0 isn't it?

Æ If Sebastien Moreau (Savage Hysteria) is in the victory display, record his name in your Campaign Log, under “VIPs Slain.”

Æ Remove all cultist, tablet, and squid tokens from the chaos bag. Then, add 2 cultist tokens to the chaos bag.

+1
+1
0
0
0
-1
-1
-1
-2
-2
-2
skull
skull
cultist
cultist
tentacles
elder sign


The Unspeakable Oath

Check Campaign Log. If the followers of the sign have found the way forward: Read Intro 1.
Otherwise, skip to Intro 2.


Intro 2: Over the course of the next few days, you delve into the evidence you’ve collected, hoping to find any information regarding Daniel Chesterfield, a stagehand during the previous production of The King in Yellow. As far as you can tell, he is the only surviving member of that production’s cast and crew. The rest of them—that is, those for whom you can find any records at all—disappeared or died soon after opening night in a variety of fashions connected only by their morbidness. Freak accidents. Suicides. Vanishings.

It would seem that Daniel is your only lead, if you are to investigate further. According to the records you found, he was admitted to Arkham Asylum many years ago. All documentation about Daniel’s treatment seems to end there. You’re unsure if he’s even still alive. Perhaps he was cured and released. You were hoping to avoid this, but there seems to be only one way to find out. You collect your belongings and head downtown, towards Arkham Asylum.

Continue to Intro 3.

Intro 3: As you enter the asylum, you stop to speak with the receptionist, though you feel your body urged to step deeper into the clutches of this madhouse. He gives you a confused expression as you tell him of The King in Yellow and of Daniel. But at your insistence,
he pores through his file cabinet, eventually pulling out a stark white folder. Inside is a wealth of information about the patients admitted
to the asylum—medical records, psychiatric evaluations, and the like. You recognize a few of the faces as he flips through the pages. “Daniel... Daniel Chesterfield, yes? He is admitted under the special care of Doctor Mintz. But you can’t see him; his level is restricted to staff only.” You argue and insist to be let into the patient wing, knowing that Daniel must hold the key to understanding what is really going on.
The receptionist gives a pitying smile and relents, nodding to the security guards nearby. “Oh, of course, of course,” he says with all the honesty of a street peddler. “I will schedule a meeting for you
with Doctor Mintz so you can speak with him about Daniel. These gentlemen will see you in.” Relieved that you will soon get the answers you seek, you are escorted into the patient wing of Arkham Asylum...


Check Campaign Log. If Constance Dumaine is listed under VIPs Interviewed: Proceed to Constance’s Information.
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Re: The Path to Carcosa

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Setup
Æ Gather all cards from the following encounter sets: The Unspeakable Oath, Hastur’s Gift, Inhabitants of Carcosa, Delusions, Decay & Filth, and Agents of Hastur.

Æ Set each Monster enemy among the gathered encounter sets aside, in a separate pile. ( There should be 7 Monster enemies, in total.)

Æ Set each Lunatic enemy among the gathered encounter sets aside, in a separate pile. ( There should be 7 Lunatic enemies, in total.)

Æ Randomly choose 1 copy of Asylum Halls (Eastern Patient Wing) and 1 copy of Asylum Halls (Western Patient Wing). Remove those copies from the game. Put the remaining Asylum Halls into play. Each investigator begins play at an Asylum Halls of his or her choice.

Æ Set the following cards aside, out of play: Daniel Chesterfield, and each copy of Patient Confinement.

Æ Put the following locations into play: Mess Hall, Kitchen, Yard, Garden, Infirmary, and Basement Hall (see suggested location placement). p. 15 https://images-cdn.fantasyflightgames.c ... de_eng.pdf

Æ Based on your difficulty level, add the following chaos token to the chaos bag, for the remainder of the campaign:
= Easy: –2. = Hard: –4. = Standard: –3. = Expert: –5.

Æ Check Campaign Log. Depending on the following circumstances, a different version of Act 2 should be used in this scenario. Each other version of Act 2 is removed from the game.
= If you took the onyx clasp, use Act 2—” The Really Bad Ones” (v. I)
= Otherwise, use Act 2—” The Really Bad Ones” (v. II)

Æ Shuffle the remainder of the encounter cards to build the
encounter deck.

Image

Image

"I spoke to someone at the party, I'm sure I did, Connie something... It was important, but I can't quite remember. How annoying!"

I'll post the Act and Agenda to start, probably this weekend; also, we choose East or West Asylum Hall to begin together or separate. Together and choose randomly?
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