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silverthorn

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  1. silverthorn

    Return of the Awkward Shaped Box

    No. the UK. I've noticed that some of the FFG product has been coming out a week ahead of America for some reason (mostly LOTR LCG stuff IIRC).
  2. silverthorn

    Return of the Awkward Shaped Box

    I just called my FLGS about another product and was told they have Return To THe Dunwich Legacy put aside for me (which is odd since they normally phone me when something comes in I've ordered)
  3. GRAND SAGA CAMPAIGN SCENARIO 1: A SHADOW OF THE PAST. Player Set Up. Deck #1. Heroes: Elrond, Haldir of Lorien and Sam Gamgee. Starting Threat: 30. Starting Hand: Bill The Pony, Faramir, Gandalf (Core), Rosie Cotton and Self-Preservation. Deck #2. Heroes: Aragorn (Ta), Arwen Undomiel and Grimbeorn The Old. Starting Threat: 26. Starting Hand: Elven-Light, Feint, Gandalf (Core), Bow of Yew, Beorn's Rage, Quest Set Up. Made deck #1 first player. Put Frodo Baggins (TBR, with Mr. Underhill and The One Ring) into play under the first players control. Added Gandalf's Delay to the staging area. Shuffled Gildor Inglorion and The Ring Draws Them into the encounter deck. Set cards aside. Made Bag End the active location. Added Black Rider to the staging area. Round One. Resource Phase. Added a resource to each hero. Deck #1 drew Steward of Gondor. Deck #2 drew Gondorian Shield. Planning Phase. Deck #1 played Bill The Pony. Deck #2 discarded Elven-Light to give Aragorn 1 resource. Deck #2 paid 1 from Aragorn to play Gondorian Shield on Grimbeorn. Deck #2 played Bow of Yew on Haldir. Quest Phase. Committed: Arwen, Bill The Pony, Elrond, Frodo and Sam. Deck #1 drew Bamfurlong, adding it to the staging area. Deck #2 drew Stock Road, adding it to the staging area. Total Willpower: 12. Total Threat: 9. Added 3 progress to Bag End, exploring it (total VP: 1). Deck #1 drew Friend of Friends and Self-Preservation. Travel Phase. Deck #1 committed Haldir and drew and discarded The Ring Draws Them to travel to Stock Road. Encounter Phase. No engagements. Combat Phase. No combat. Refresh Phase. Deck #2 paid 1 from Arwen to pull Elven-Light into hand and draw Ranger of Cardolan. Refreshed all cards. Increased deck #1's threat to 31 and deck #2's to 33. Made deck #2 first player. Round Two. Resource Phase. Added a resource to each hero. Deck #2 drew Gondorian Shield. Deck #1 drew Vilya. Planning Phase. Deck #2 discarded Elven-Light to add 1 resource to Arwen. Deck #1 paid 2 from Sam to play Steward of Gondor on Elrond. Deck #1 exhausted SoG to give Elrond 2 resources. Deck #1 paid 2 from Elrond to play Rosie Cotton. Deck #1 paid 2 from Haldir and 1 from Elrond to play Self-Preservation on Grimbeorn. Quest Phase. Deck #1 exhausted Rosie Cotton to buff Sam. Deck #1 committed Bill The Pony (for 1), Elrond (for 3) and Sam (for 5). Deck #2 committed Arwen (for 3) and Frodo (for 2). Deck #2 drew Pathless Country, adding it to the staging area. Deck #1 drew The Marish, adding it to the staging area. Total Willpower: 14. Total Threat: 11. Added 3 progress to Stock Road, exploring it. Travel Phase. The Fellowship travelled to The Marish. Encounter Phase. No engagements. Combat Phase. Haldir attacked the Black Rider in the staging area, doing 1 damage thanks to Bow of Yew. Refresh Phase. Deck #2 paid 1 from Arwen to pull Elven-Light into hand and draw Legolas. Refreshed all cards. Increased deck #1's threat to 32 and deck #2's to 34. Made deck #1 first player. Round Three. Resource Phase. Added a resource to each hero. Deck #1 drew Warden of Healing. Deck #2 drew Elven-Light. Planning Phase. Deck #1 exhausted SoG to give Elrond 2 resources. Deck #1 paid 3 from Elrond and 1 from Sam to play Faramir. Deck #1 paid 1 from Elrond and 1 from Haldir to play Warden of Healing. Deck #2 discarded a Elven-Light to give Arwen a resource. Deck #2 paid 3 from Aragorn and 1 from Grimbeorn to play Legolas. Quest Phase. Deck #1 exhausted Faramir to buff deck #1. Deck #1 exhausted Rosie to buff Sam. Deck #1 committed Bill The Pony (for 2), Elrond (for 4), Frodo (for 3) and Sam (for 7). Deck #2 committed Arwen (for 3). Deck #1 drew Crawling Towards Them (exhausting Haldir (for 3) and Warden of Healing (for 2) and discarding Stock-Brook and Hunting For The Ring so succeeding). Deck #2 drew Green Hill Country, adding it to the staging area. Total Willpower: 19. Total Threat: 10. Added 4 progress to The Marish, exploring it. Added 5 progress to stage 1B, exploring it. Stage 2 added another Black Rider to the staging area and shuffled the encounter deck. Travel Phase. The Fellowship travelled to Green Hill Country. Encounter Phase. Deck #2 engaged the wounded Black Rider. Combat Phase. Added shadow card. The wounded Black Rider attacked Grimbeorn. The shadow card was The Marish, for +1 attack so Grimbeorn took 2 damage, which was healed by exhausting Self-Preservation. Deck #2 paid 1 from Grimbeorn so he could attack the wounded Black Rider, doing 2 more damage. Aragorn and Legolas attacked and killed the Black Rider. Deck #2 drew Hobbit Pony. Refresh Phase. Refreshed all cards. Increased deck #1's threat to 33 and deck #2's to 35. Made deck #2 first player. Round Four. Resource Phase. Added a resource to each hero. Deck #2 drew Northern Tracker. Deck #1 drew Galadriel. Planning Phase. Deck #2 discarded Elven-Light to add 1 resource to Aragorn. Deck #2 paid 4 from Arwen to play Northern Tracker. Deck #2 played Hobbit Pony on Sam. Deck #1 exhausted SoG to add 2 resources to Elrond. Deck #1 paid 3 from Elrond to play Galadiel (drawing Armoured Destrier, Errand-Rider, Wingfoot, another Errand-Rider and another Armoured Destrier, playing a Armoured Destrier on Grimbeorn and shuffling the rest back into their deck). Quest Phase. Deck #1 exhausted Faramir to buff deck #1 and exhausted Rosie Cotton to buff Sam. Deck #2 committed Arwen (for 3), Frodo (for 2) and Northern Tracker (for 1, adding 1 progress to each location in the staging area). Deck #1 committed Bill The Pony (for 2), Elrond (for 4), Galadriel (for 4) and Sam (for 7). Deck #2 drew Have You Seen Baggins, then exhausted the One Ring and paid 1 from Frodo to shuffle it into the encounter deck. Deck #2 drew Evil Crow, adding it to the staging area. Deck #1 drew Gildor Inglorion, putting him into play under deck #2's control. Total Willpower: 23. Total Threat: 10. Added 3 progress to Green Hill Country, exploring it. Added 10 progress to stage 2B. Travel Phase. The Fellowship travelled to Pathless Country. Encounter Phase. Deck #2 engaged the Black Rider and Evil Crow. Combat Phase. Added shadow cards. Haldir sniped and killed the Evil Crow. The Black Rider attacked Grimbeorn. The shadow card was Evil Crow, for no effect so Grimbeorn took 1 damage, which was healed by Self-Preservation before I paid 1 from him so he could counter attack, doing 2 damage, then exhausted Armoured Destrier to refresh Grimbeorn. Aragorn, Legolas, Gildor and Grimbeorn attacked and killed the Black Rider. Deck #2 drew Elrond's Counsel. Refresh Phase. Refreshed all cards. Increased deck #1's threat to 34 and deck #2's to 36. Paid 1 from Frodo to keep Gildor in play. Deck #1 discarded Galadriel. Made deck #1 first player. Round Five. Resource Phase. Added a resource to each hero. Deck #1 drew Friend of Friends. Deck #2 drew Light of Valinor. Planning Phase. Deck #1 exhausted SoG to give Elrond 2 resources. Deck #1 paid 2 from Sam to play Friend of Friends on Frodo and Sam. Deck #1 paid 2 from Haldir to play Vilya on Elrond. Deck #2 paid 1 from Arwen to play Light of Valinor on Elrond. Quest Phase. Deck #1 exhausted Faramir to buff deck #1 and exhausted Rosie to buff Sam. Deck #2 played Elrond's Counsel to buff Northern Tracker and lower their threat to 33. Deck #1 committed Bill The Pony (for 2), Elrond (for 4, without exhausting), Frodo (for 4) and Sam (for 8). Deck #2 committed Arwen (for 3) and Northern Tracker (for 2, adding 1 progress to each location in the staging area and exploring Bamfurlong (total VP: 2). Deck #1 drew Black Steed, which was discarded. Deck #1 drew Evil Crow, adding it to the staging area. Deck #2 drew Crawling Towards Him, deck #2 sent no-one and discarded Piercing Cry so removed Arwen and Northern Tracker from the quest. Total Willpower: 18. Total Threat: 2. Added 2 progress to Pathless Country, exploring it. Added 14 progress to stage 2B, exploring it. Stage 3 added Buckleberry Ferry and another Black Rider to the staging area, shuffling the encounter deck. Travel Phase. Deck #1 exhausted Gildor and Warden of Healing, then discarded Hunting For The Ring, Pathless Country and Have You Seen Baggins, passing the hide test so that the Fellowship travelled to Buckleberry Ferry. Encounter Phase. Deck #1 engaged the Evil Crow. Deck #2 engaged the Black Rider. Combat Phase. Added shadow cards. The Black Rider attacked Grimbeorn. The shadow card was Green Hill Country, for +1 attack so Grimbeorn took 2 damage, which was healed by the (really useful Self-Preservation). I paid 1 from Grimbeorn so that he could counter attack, doing 2 damage. I exhausted Armoured Destrier to refresh Grimbeorn. Elrond took a undefended attack from the Evil Crow. The shadow card was Have You Seen Baggins, for no effect so the attack did no damage. Aragorn, Haldir and Legolas attacked and killed the Black Rider. Deck #2 drew Hasty Stroke and forced the Evil Crow to engage them. Grimbeorn attacked and killed the Evil Crow. Deck #1 exhausted Elrond and Vilya to draw Hauberk of Mail and attach it to Grimbeorn. Refresh Phase. Refreshed all cards. Increased deck #1's threat to 35 and deck #2's to 34. Made deck #2 first player. Round Six. Resource Phase. Added a resource to each hero. Deck #2 drew Elrond's Counsel. Deck #1 drew Miner of the Iron Hills. Planning Phase. Deck #2 paid 4 from Aragorn and 1 from Arwen to play Gandalf, drawing Boromir, Unexpected Courage and Bow of the Galadhrim. Deck #2 paid 1 from Grimbeorn to play Bow of the Galadhrim on Haldir. Quest Phase. Deck #1 exhausted Faramir to buff deck #1 and exhausted Rosie Cotton to buff Sam. Deck #2 committed Aragorn (for 2), Arwen (for 3), Frodo (for 3), Gandalf (for 4) and Northern Tracker (for 1). Deck #1 committed Bill The Pony (for 2), Elrond (for 4 without exhausting), Haldir (for 3) and Sam (for 8). Deck #2 drew Stock Road, adding it to the staging area. Deck #1 drew Woody End, adding it to the staging area. Total Willpower: 30. Total Threat: 4. Added 9 progress to Buckleberry Ferry, exploring it and winning the game. Both decks worked well together. At the end of the game I opted to take the boon Mr. Underhill and the burden Gandalf's Delay.
  4. GRAND CAMPAIGN – RAID ON THE GREY HAVENS. Deck #1's heroes were Elrond, Haldir of Lorien and Sam Gamgee, with 30 threat and a opening hand after a mulligan containing A Burning Brand, Armoured Destrier, Orcrist, Rosie Cotton x2 and Steed of the North. Deck #2's heroes were Aragorn (Tactics), Arwen Undomiel and Grimbeorn the Old, with 32 threat and a post-mulligan opening hand containing A Test Of Will, Bofur, Bow of Yew, Elven-Light, Feint and Soldier of Dol Amroth. Set up for the quest comprised making deck #1 first player, preparing the Corsair deck, putting Dream-Chaser into play under deck #1's control, putting Narlenya into play under deck #2's control, preparing the Stormcaller's area (with the Stormcaller quest deck and and the Stormcaller there), adding Rolling Seas to my staging area and shuffling the encounter deck. Round One began with each hero gaining a resource before deck #1 drew Wingfoot and deck #2 drew Beorn's Rage. Deck #1 paid 1 from Elrond and Sam to play Rosie Cotton and paid 1 from Haldir to play Wingfoot on himself. Deck #2 discarded Elven-Light to give Arwen a resource. At the start of the Quest phase I moved the heading to 1 off-course, committed Dream-Chaser and drew and discarded Sudden Storms and Winds of Wrath, moving the heading back to on-course. Deck #1 exhausted Rosie to buff Sam before I committed Arwen (for 3), Elrond (for 3), Haldir (for 2, naming Enemy) and Sam (for 5). Draw #1 was Thrown Off-Course, which increased deck #1's threat to 34 and deck #2's to 36. Draw #2 was Calm Waters, which was added to the staging area. I committed 13 willpower vs 5 threat, so added 8 progress to stage 1B, exploring it. Stage 2 searched the encounter deck for a Swift Raider, added it to the staging area and shuffled the encounter deck. The Fellowship travelled to Calm Waters. Deck #2 engaged the Swift Raider, as well as 2 copies of Cunning Pirate I drew from the Corsair deck. After adding shadow cards, the Swift Raider attacked Narlenya, doing no damage. The first Cunning Pirate made a undefended attack on Narlenya, the shadow card was Man Overboard so Narlenya took 4 damage. The second Cunning Pirate attacked Grimbeorn. Again, the shadow card was Man Overboard so Grimbeorn took 1 damage. Deck #2 paid 1 from Grimbeorn so he could attack the Cunning Pirate, doing 3 damage. Aragorn attacked the other Cunning Pirate, doing 2 damage. I ended the round by refreshing everything, increasing deck #1's threat to 35 and deck #2's to 37 before I discarded Raging Squall and added 2 progress to stage 2D before making deck #2 first player. Round Two began with each hero gaining a resource before deck #2 drew Gandalf (Core) and deck #1 drew Bill The Pony. Deck #2 paid 2 from Aragorn and 3 from Arwen to play Gandalf, doing 4 damage to the Cunning Pirate with 2 wounds, killing it. Deck #1 paid 1 from Sam to play Bill The Pony. I moved the heading to one off-course, committed the Dream-CHaser, then discarded two copies of Rolling Seas to move the heading to back on-course. I committed Rosie to buff Sam, then committed Aragorn (for 2), Arwen (for 3), Bill The Pony (for 1), Elrond (for 3), Gandalf (for 4), Haldir (for 2, without exhausting), Narlenya (for 3) and Sam (for 5). Draw #1 was Winds of Wrath, for no effect. Draw #2 was Raging Squall, which increased deck #1's threat to 37 and deck #2's to 39 and was attached to stage 2B. I committed 23 willpower vs 6 threat so added 4 progress to Calm Waters, exploring it, and added 13 progress to stage 2B, exploring it and winning the quest.
  5. GRAND CAMPAIGN – RAID ON THE GREY HAVENS. After six attempts I ground out a blood-bath of a win using the same two decks as above.
  6. GRAND CAMPAIGN – THE FATE OF NUMENOR. PLAYER SET UP. Deck #1. Heroes: Elrond, Haldir of Lorien and Sam Gamgee. Starting Threat: 30. Starting Hand: Armoured Destrier, Gandalf (Core), Henamarth Riversong, Steed of the North, Warden of Healing and Warden of Helm's Deep. Mulligan: A Burning Brand, Armoured Destrier, Miner of the Iron Hills, Vilya, Warden of Healing and Wingfoot. Deck #1. Heroes: Aragorn (Tactics), Arwen Undomiel and Grimbeorn the Old. Starting Threat: 32. Starting Hand: A Test Of Will, Beorning Skin-Changer, Bow of the Galadhrim, Elrond's Counsel, Elven Mail and Rivendell Blade. Mulligan: Black Arrow, Ethir Swordsman, Gondorian Shield, Light of Valinor, Northern Tracker and The Galadhrim's Greeting. QUEST SET UP. Made deck #1 first player. Prepared the Uncharted deck. Added 2 copies of Lost Island to the staging area. The first player took control of Calphon. Shuffled the encounter deck. ROUND ONE. Resource Phase. Added 1 resource to each hero. Deck #1 drew Steward of Gondor. Deck #2 drew Bow of the Galadhrim. Planning Phase. Deck #1 paid 1 from Elrond and Haldir to play Warden of Healing. Deck #2 paid 1 from Aragorn to play Gondorian Shield on Grimbeorn. Deck #2 played Black Arrow on Haldir. Quest Phase. Committed: Arwen (for 3), Calphon (for 1), Elrond (for 3), Haldir (for 2), Sam (for 3) and Warden of Healing (for 1). Draw #1: Curse of the Downfallen, killed Warden of Healing and added it to the bottom of deck #1's deck. Draw #2: Mysterious Fog, adding 1 to the threat of each Lost Island in play. Total Willpower: 12. Total Threat: 6. Quested succesfully. Travel Phase. Travelled to a Lost Island, replacing it with another and flipping it to Forbidden Coast. Deck #1 drew Galadriel and deck #2 drew Beorn before deck #1 placed Miner of the Iron Hills and deck #2 placed The Galadhrim's Greeting on the bottom of their decks. Encounter Phase. No engagements. Combat Phase. No combat. Refresh Phase. Refreshed all cards. Deck #1 threat: 31. Deck #2 threat: 33. Deck #2 became first player and took control of Calphon. ROUND TWO. Resource Phase. Added 1 resource to each hero. Deck #2 drew Light of Valinor. Deck #1 drew Gildor Inglorion. Planning Phase. Deck #2 paid 1 from Aragorn to play Bow of Galadhrim on Haldir. Deck #2 paid 2 from Arwen to play Ethir Swordsman. Deck #1 paid 2 from Sam to play Steward of Gondor on Sam. Deck #1 exhausted SoG to add 2 resources to Sam. Deck #1 paid 2 from Sam to play Armoured Destrier on Grimbeorn. Quest Phase. Committed: Arwen (for 3), Calphon (for 1), Elrond (for 3), Ethir Swordsman (for 2) and Sam (for 3). Draw #1: Aimless Wandering, removed Ethir Swordsman from the quest. Draw #2: Servant of the Deceiver, adding it to the staging area. Total Willpower: 10. Total Threat: 7. Added 3 progress to Forbidden Coast. Travel Phase. No travel. Encounter Phase. Deck #2 engaged the Servant of the Deceiver (deck #2 looked at the top card of their deck, Giant Bear, and returned it). Combat Phase. Added shadow cards. Servant of the Deceiver attacked Grimbeorn (drawing Ruins of Ages Past, for no effect), taking no damage. Deck #1 exhausted Armoured Destrier to refresh Grimbeorn. Aragorn, Grimbeorn and Haldir attaked and killed the Servant of the Deceiver. Refresh Phase. Refreshed all cards. Deck #1 threat: 32. Deck #2 threat: 34. Deck #1 became first player and took control of Calphon. ROUND THREE. Resource Phase. Added 1 resource to each hero. Deck #1 drew Warden of Healing. Deck #2 drew Giant Bear. Planning Phase. Deck #1 exhausted SoG to give Sam 2 resources. Deck #1 paid 3 from Sam to play Galadriel (drawing Faramir, Steward of Gondor, Sneak Attack, Fast Hitch and another Faramir, attaching Fast Hitch to Sam and adding the rest to the top of their deck). Deck #1 paid 2 from Elrond to play Warden of Healing. Deck #1 paid 1 from Haldir to play Wingfoot on Aragorn. Deck #1 paid 1 from Arwen to play Light of Valinor on Elrond. Quest Phase. Committed: Aragorn (for 2, naming Enemy for Wingfoot), Arwen (for 3), Calphon (for 1), Elrond (for 3, without exhausting), Ethir Swordsman (for 2), Galadriel (for 3) and Sam (for 3). Draw #1: Soulless Cadaver, adding it to the staging area and refreshing Aragorn. Draw #2: Aimless Wandering, removing Ethir Swordsman from the quest. Total Willpower: 15. Total Threat: 7. Added 3 progress to Forbidden Coast, exploring it and adding 6 progress to stage 1B. Travel Phase. Travelled to a Lost Island, replacing it with another and flipping it to Lush Jungle before returning it to the staging area. Encounter Phase. Deck #2 engaged Soulless Cadaver (putting Light of Valinor on the bottom of their deck). Combat Phase. Added shadow cards. Soulless Cadaver attacked Grimbeorn (drawing Drowned Dead, for no effect), doing no damage. Deck #2 exhausted Armoured Destrier to refresh Grimbeorn. Aragorn and Grimbeorn attacked the Soulless Cadaver, doing 3 damage. Refresh Phase. Refreshed all cards. Deck #1 threat: 33. Deck #2 threat: 35. Deck #1 discarded Galadriel. Deck #2 became first player and took control of Calphon. ROUND FOUR. Resource Phase. Added 1 resource to each hero. Deck #2 drew Magic Ring. Deck #1 drew Faramir. Planning Phase. Deck #2 paid 2 from Aragorn and 3 from Grimbeorn to play Giant Bear. Deck #1 exhausted SoG to add 2 resources to Sam. Deck #1 paid 1 from Elrond and 3 from Sam to play Faramir. Deck #1 paid 2 from Haldir to play Vilya on Elrond. Quest Phase. Deck #1 exhausted Faramir to buff deck #2. Committed: Aragorn (for 3, naming Enemy for Wingfoot), Arwen (for 4), Calphon (for 2), Elrond (for 3, without exhausting), Ethir Swordsman (for 3) and Sam (for 3). Draw #1: Steep Plateau, adding it to the staging area. Draw #2: Mysterious Fog, adding 2 threat. Total Willpower: 18. Total Threat: 9. Quested Succesfully. Travel Phase. Travelled to Lush Jungle. Encounter Phase. No engagements. Combat Phase. Added shadow cards. Soulless Cadaver attacked Grimbeorn (drawing Servant of the Deceiver for no effect). Deck #2 exhausted Armoured Destrier to refresh Grimbeorn. Haldir attacked and killed the Soulless Cadaver. Deck #1 exhausted Elrond and Vilya to draw Warden of Helm's Deep, then play him. Refresh Phase. Refreshed all cards. Deck #1 threat: 34. Deck #2 threat: 36. Deck #1 became first player and took control of Calphon. ROUND FIVE. Resource Phase. Added 1 resource to each hero. Deck #1 drew Sneak Attack. Deck #2 drew Bow of the Galadhrim. Planning Phase. Deck #1 exhausted SoG to give Sam 2 resources. Deck #2 discarded Bow of the Galadhrim to add 1 resource to Arwen. Deck #2 paid 4 from Arwen to play Northern Tracker. Quest Phase. Deck #1 exhausted Faramir to buff deck #2. Committed: Aragorn (for 3, naming Enemy), Arwen (for 4), Calphon (for 1), Elrond (for 3, without exhausting), Ethir Swordsman (for 3), Northern Tracker (for 2, adding 1 progress to each location in the staging area) and Sam (for 3). Draw #1: Drowned Dead, adding it to the staging area and refreshing Aragorn. Draw #2: Aimless Wandering, removing Northern Tracker from the quest. Total Willpower: 17. Total Threat: 8. Added 9 progress to Lush Jungle, exploring it and adding 4 progress to stage 1B. Travel Phase. Travelled to a Lost Island, replacing it with another and flipping it to Flooded Ruins. Encounter Phase. Deck #2 engaged Drowned Dead. Combat Phase. Added shadow cards. Drowned Dead attacked Grimbeorn (drawing Ruins of Ages Past, for no effect), doing no damage. Deck #2 exhausted Armoured Destrier to refresh Grimbeorn. Aragorn, Grimbeorn and Haldir attacked and killed the Drowned Dead. Deck #1 exhausted Elrond and Vilya to draw Celebrian's Stone and play it on Aragorn. Refresh Phase. Refreshed all cards. Deck #1 threat: 35. Deck #2 threat: 37. Deck #1 discarded Galadriel. Deck #2 became first player and took control of Calphon. ROUND SIX. Resource Phase. Added 1 resource to each hero. Deck #2 drew Beorning Guardian. Deck #1 drew Weather-Stained Cloak. Planning Phase. Deck #2 paid 2 from Aragorn and 1 from Grimbeorn to play Beorning Guardian. Deck #1 exhausted SoG to add 2 resources to Sam. Quest Phase. Deck #1 exhausted Faramir to buff deck #2. Committed: Aragorn (for 5, naming Enemy), Arwen (for 4), Calphon (for 2), Elrond (for 3, without exhausting), Ethir Swordsman (for 3), Northern Tracker (for 2, adding 1 progress to each location in the staging area) and Sam (for 3). Draw #1: Lingering Malevolence, deck #2 discarded Hauberk of Mail from their hand and A Burning Brand and Gildor Inglorion from their hand. Draw #2: Lingering Malevolence, deck #2 discarded Miner of the Iron Hills from their hand. Total Willpower: 22. Total Threat: 8. Added 5 progress to Flooded Ruins, exploring it and adding 5 progress to stage 1B. Travel Phase. Travelled to a Lost Island, replacing it with another and flipping it to Drowned Graves (I discarded Steep Plateau, Soulless Cadaver, Throngs of Unfaithful and Curse of Downfallen and added Soulless Cadaver and Throngs of Unfaithful to the staging area. Encounter Phase. Deck #2 engaged Throngs of the Unfaithful and Soulless Cadaver (putting Magic Ring on the bottom of their deck). Combat Phase. Deck #1 exhausted Haldir to attack and kill the Throngs of Unfaithful (discarding Magic Ring from the bottom of deck #2 and putting Throngs of Unfaithful on top of the encounter deck). Added shadow cards. The Soulless Cadaver attacked Grimbeorn (drawing Throngs of Unfaithful for no effect), doing no damage. Deck #2 exhausted Armoured Destrier to refresh Grimbeorn. Grimbeorn and the Giant Bear attacked and killed the Soulless Cadaver. Deck #1 exhausted Elrond and Vilya to draw Bill The Pony and play it. Refresh Phase. Refreshed all cards. Deck #1 threat: 36. Deck #2 threat: 38. Deck #1 became first player and took control of Calphon. ROUND SEVEN. Resource Phase. Added 1 resource to each hero. Deck #1 drew Rosie Cotton. Deck #2 drew The Galadhrim's Greeting. Planning Phase. Deck #1 exhausted SoG to give Sam 2 resources. Deck #1 paid 2 from Sam to play Rosie Cotton. Quest Phase. Deck #1 exhausted Faramir to buff deck #2 and Rosie Cotton to buff Sam. Committed: Aragorn (for 5, naming Enemy), Arwen (for 4), Bill The Pony (for 1), Calphon (for 1), Elrond (for 3 without exhausting), Ethir Swordsman (for 3), Northern Tracker (for 2, adding 1 progress to each location in the staging area, exploring Steep Plateau and adding 3 progress to stage 1B) and Sam (for 5). Draw #1: Steep Plateau, adding it to the staging area. Draw #2: Drowned Dead, adding it to the staging area. Total Willpower: 22. Total Threat: 7. Added 2 progress to Flooded Ruins, exploring it and adding 2 progress to stage 1B, exploring it. Stage 2 added 2 copies of Lost Island from the top of the Uncharted deck and Shrine to Morgoth (Lost Island side up) and shuffled them and the Lost Islands in the staging area together before adding them to the staging area. Travel Phase. Travelled to a Lost Island, replacing it with another and flipping it to Shrine of Morgoth (I exhausted Warden of Healing and put Throngs of Unfaithful into play engaged with deck #1 and Servant of the Deceiver engaged with deck #2. Encounter Phase. No engagements. Combat Phase. Due to no cards remaining in the encounter deck no shadow cards were added. Throngs Unfaithful attacked Elrond, doing no damage. Servant of the Deceiver attacked Grimbeorn, doing no damage. Haldir attacked and killed Throngs of Unfaithful. Beorning Guardian and Giant Bear attacked and killed the Servant of the Deceiver. Refresh Phase. Refreshed all cards. Deck #1 threat: 37. Deck #2 threat: 39. Deck #2 became first player and took control of Calphon. ROUND SIX. Resource Phase. Added 1 resource to each hero. Planning Phase. Deck #2 paid 2 from Aragorn and 4 from Grimbeorn to play Beorn. Quest Phase. Deck #1 exhausted Faramir to buff deck #2 and Rosie Cotton to buff deck #2. Committed: Aragorn (for 5), Arwen (for 4), Beorn (for 2), Beorning Guardian (for 1), Bill The Pony (for 1), Calphon (for 1), Elrond (for 3, without exhausting), Ethir Swordsman (for 3), Giant Bear (for 1), Haldir (for 2), Northern Tracker (for 2, adding 1 progress to each location in the staging area), Sam (for 5) and Warden of Healing (for 1). Shuffled the encounter discard pile into a new encounter deck. Draw #1: Soulless Cadaver, adding it to the staging area. Draw #2: Lingering Malevolence, deck #2 discarded Light of Valinor from the bottom of their deck and The Galadhrim's Greeting from their hand. Total Willpower: 31. Total Threat: 14. Added 8 progress to Shrine of Morgoth, exploring it (Total VP: 5) and winning the game.
  7. silverthorn

    Solo campaign using Jenny.

    THE DUNWICH LEGACY SCENARIO 3.1 - THE ETERNAL SLUMBER (STANDARD DIFFICULTY WITH JENNY BARNES). Assets 1x Green Man Medallion:Hour of the Huntress (Books) 1x Beat Cop (Core Set) 2x First Aid (Core Set) 2x Switchblade (Core Set) 2x Hard Knocks (Core Set) 2x Leo De Luca:The Louisiana Lion [1] (Core Set) 2x Arcane Studies (Core Set) 1x Jenny's Twin .45s:A Perfect Fit (The Dunwich Legacy) 2x Liquid Courage (The Dunwich Legacy) 1x Dr. Henry Armitage:The Head Librarian (The Dunwich Legacy) 1x Dr. Francis Morgan:Professor of Archaeology (The Dunwich Legacy) 1x Adaptable [1] (The Miskatonic Museum) 1x The Necronomicon:Olaus Wormius Translation (The Miskatonic Museum) 2x Lone Wolf (Blood on the Altar) 2x Lockpicks [1] (The Path to Carcosa) 1x Trench Coat (Heart of the Elders) Events 2x Elusive (Core Set) 2x Think on Your Feet (The Dunwich Legacy) 2x Cheap Shot (A Phantom of Truth) 2x Coup de Grâce (The Depths of Yoth) Skills 2x Opportunist (Core Set) 2x Unexpected Courage (Core Set) Treacheries 1x Amnesia (Core Set) 1x Searching for Izzie (The Dunwich Legacy) Enemy 1x Sacrificial Beast (Books) The campaign log contained: I rescued Dr. Francis Morgan. I took custody of the Necronomicon. Professor Warren Rice was kidnapped. The O'Bannion gang has a bone to pick with me. The students were rescued. Gained XP: 8. Used XP: 6. Remaining XP: 2. I entered play with 5 resources, the permanent Adaptable and a opening hand containing Cheap Shot, Green Man Medallion, Lone Wolf, Opportunist and Switchblade. I paid 2 XP and set up the scenario by setting cards aside, putting Cairo Bazaar, Expedition Camp, Museum of Egyptian Antiquities, Outskirts of Cairo, Streets of Cairo (with Jenny and 2 clues) and Temple Courtyard, placed the Brotherhood cards under the scenario reference card, put one resource on Strength of the Abyss and shuffled the encounter deck. Round one began with the investigation phase, which comprised paying 1 to play Switchblade, investigating (drawing 0 and claiming a clue) and paying 1 to play Lone Wolf. At the end of the round I gained 2 resources and drew First Aid. Round Two began with my gaining 1 resource and agenda 1a gaining a doom before I drew Abyssal Reach (drawing -2 and just passing). In the investigation phase I investigated (drawing Skull and failing), investigated (drawing 0 and claiming the clue) and paid 1 clue to randomly draw Farid and play him at the Cairo Bazaar. I ended the round by gaining another 2 resources and drawing Dr. Henry Armitage. Round Three began with my gaining another resource and agenda 1a gaining a second doom before I drew Terror Under The Pyramids (drawing 0 and passing). In the investigation phase I moved to the Cairo Bazaar, paid 4 resources to parley with Farid (drawing +1 and adding him to the victory display) and investigated (drawing -1 and claiming the clue). At the end of the round I gained 2 resources and drew Searching For Izzie (playing it at Expedition Camp). Round Four began with my gaining a resource and agenda 1a gaining a third doom before I drew Eclipse (drawing -3, failing and taking 2 horror). My investigations comprised moving to Streets of Cairo, moving to Outskirts of Cairo (adding 1 clue) then moving to Expedition Camp. I ended the round by gaining 2 more resources and drawing Liquid Courage. Round Five begn with my gaining another resource and agenda 1a gaining a fourth doom before I drew Swarm of Locusts (drawing -1 and losing 1 resource). In the investigation phase I investigated (drawing -4 and failing), investigated (drawing Skull and discarding Searching For Izzie) and moved to Outskirts of Cairo. At the end of the round I gained 2 more resources and drew Elusive. Round Six began with my gaining another resource and agenda 1a gaining a fifth doom before I drew Abyssal Reach (drawing 0 and passing). In the investigation phase I paid 1 clue to randomly draw Dr. Layla El Masri and play her at the Expedition Camp, moved to the Expedition Camp and discarded Liquid Courage, Dr. Henry Armitage and First Aid to parley with Dr. Layla El Masri, adding her to my victory display. At the end of the round I gained 2 resources and drew another Elusive. Round Seven began with my gaining a resource and adding a doom to agenda 1a before I drew another Eclipse (drawing +1 and passing). In the investigation phase I paid 1 clue to randomly draw Professot Nathaniel Taylor (playing him at the Outskirts of Cairo), moved to the Outskirts of Cairo and discarded Green Man Medallion, Opportunist and Elusive to parley with Professor Nathaniel Taylor, adding him to the victory display. At the end of the round I gained 2 resources and drew Arcane Studies. Round Eight began with my gaining a resource and adding a final doom to agenda 1a (advancing the agenda, shuffling two copies of Abyssal Revenant and the encounter discard pile into the encounter deck, adding 1 strength to the Abyss and advancing the act, which created the Exploration deck and removed all clues in play) before I drew Dark Sacrifice and added it to my staging area. In the investigation phase I moved to the Expedition Camp and explored, drawing Dunes of the Sahara and moving there. At the end of the round I gained 2 more resources and drew Unexpected Courage. Round Nine began with gaining another resource and adding a doom to agenda 2a before I drew Sandstorm (drawing 0 and passing). In the investigation phase I investigated (drawing -1 and failing), investigated (drawing Tentacle and failing) and investigated (drawing -2 and failing). At the end of the round I gained another 2 resources and drew Dr. Francis Morgan. Round Ten began with my gaining another resource and adding a doom to agenda 2a before I drew Abyssal Reach (drawing -4 and banning me from playing cards this round). In the investigation phase I really, really randomised the chaos bag, then investigated (drawing Skull and failing), investigated (drawing +1 and claiming the clue) and moved to Expedition Camp. I ended the round by gaining 2 resources and drawing Coup De Grace. Round Eleven began with gaining a resource before I added a doom to agenda 2a and drew another Abyssal Reach (drawing +1 and passing). My investigations comprised Exploring, drawing Sands of Dashur, putting it into play and travelling to it, exploring, drawing Desert Oasis, putting it into play (adding 1 clue) and travelling to it and discarding Elusive and Arcane Studies to investigate (drawing Elder Sign and succeeding). I ended the round by gaining another 2 resources and drawing Hard Knocks. Round Twelve began with gaining another resource and adding a doom to agenda 2a before I drew Swarm of Locusts (drawing -2 and discarding 2 resources). My investigations comprised exploring, drawing Faceless Sphinx and playing it (with 1 clue), then moving to it, investigating (drawing 0 and claiming the clue), paying 3 clues to advance the act (adding a damage token to each Cairo location and playing Neith on Streets of Cairo) and moving to Desert Oasis. In the enemy phase Neith moved to Outskirts of Cairo. At the end of the round I gained another 2 resources and drew Jenny's Twin .45's. Round Thirteen began with my gaining a resource and agenda 2a gaining another doom before I drew Eclipse (drawing 0 and passing). In the investigation phase I discarded Switchblade and paid 10 to play Jenny's Twin .45's (with 10 ammo), moved to Sands of Dashur and moved to Expedition Camp. In the enemy phase Neith travelled to Expedition Camp and attacked me, doing 2 horror. At the end of the round I gained 2 resources and drew Cheap Shot. Round Fourteen began with gaining a resource and adding a final doom to agenda 2a, advancing the agenda (shuffling the encounter discard pile into the encounter deck and adding another strength to the abyss adding a damage and a horror to me) before I drew Terror Under The Pyramids (drawing -1 so I discarded Dr. Frances Morgan). In the investigation phase I paid 1 from Jenny's Twin .45's to fight Neith (drawing -1 and doing 2 damage), paid 1 from Jenny's Twin .45's to fight Neith (drawing -1 and doing another 2 damage) and paid 1 from her guns to fight Neith (drawing Elder Sign and killing Neith, which advanced the act. Given a choice I opted to destroy Neith so the following occurred: The curse of slumber was lifted. Dreamers in the abyss: 3. Brotherhood agents who escaped: Nassor, Dr. Wentworth Moore, Nadia Nimr, I gained 4 XP.
  8. silverthorn

    Solo campaign using Jenny.

    THE DUNWICH LEGACY SCENARIO II, THE MISKATONIC MUSEUM (STANDARD DIFFICULTY WITH JENNY BARNES). Packs: From Core Set (2) to Books Assets 1x Green Man Medallion:Hour of the Huntress (Books) 1x Beat Cop (Core Set) 2x First Aid (Core Set) 2x Switchblade (Core Set) 2x Hard Knocks (Core Set) 2x Leo De Luca:The Louisiana Lion [1] (Core Set) 2x Arcane Studies (Core Set) 1x Jenny's Twin .45s:A Perfect Fit (The Dunwich Legacy) 2x Liquid Courage (The Dunwich Legacy) 1x Dr. Henry Armitage:The Head Librarian (The Dunwich Legacy) 1x Dr. Francis Morgan:Professor of Archaeology (The Dunwich Legacy) 1x Adaptable [1] (The Miskatonic Museum) 2x Lone Wolf (Blood on the Altar) 2x Lockpicks [1] (The Path to Carcosa) 1x Trench Coat (Heart of the Elders) Events 2x Elusive (Core Set) 2x Think on Your Feet (The Dunwich Legacy) 2x Cheap Shot (A Phantom of Truth) 2x Coup de Grâce (The Depths of Yoth) Skills 2x Opportunist (Core Set) 2x Unexpected Courage (Core Set) Treacheries 1x Amnesia (Core Set) 1x Searching for Izzie (The Dunwich Legacy) Enemy 1x Sacrificial Beast (Books) The campaign log contained: I rescued Dr. Francis Morgan. Professor Warren Rice was kidnapped. The O'Bannion gang has a bone to pick with me. The students were rescued. Gained XP: 4. Used XP: 4. Remaining XP: 0. I entered play with 5 resources, the permanent Adaptable and a opening hand containing First Aid, Hard Knocks, Lone Wolf, Opportunist and Switchblade. I set up the scenario by setting cards aside, putting Administration Office, Museum Entrance (with 2 clues and Jenny), Museum Halls and Security Office into play and shuffling the encounter deck. Round one began with the investigation phase, which comprised: Paying 1 to play Lone Wolf. Investigating (drawing 0 and claiming a clue). Investigating (drawing 0 and claiming the final clue). I paid the 2 clues to advance the act, I took control of Adam Lynch, flipped the Museum Halls and advanced to act 2a. At the end of the round I gained 2 resources and drew Think On Your Feet. Round Two began with agenda 1a gaining a doom before I drew Cursed Luck, adding it to my threat area. In the investigation phase I: Moved to the Museum Halls. Moved to the Administration Office (adding 2 clues). Investigated (drawing 0 and claiming a clue as well as discarding Cursed Luck). At the end of the round I gained 2 resources and drew Elusive. Round Three began with agenda 1a gaining another doom before I drew Twist Of Fate (drawing -1 and taking 1 damage). My investigations comprised: Paying 1 to play Switchblade. Investigating (drawing -1 and claiming the clue). Moved to Museum Halls. At the end of the round I gained 2 resources and drew Opportunist. Round Four started with agenda 1a gaining a doom before I drew Terror From Beyond (I chose Event and discarded Think on your Feet and Elusive). In the investigation phase I: Paid 1 clue to put the top Exhibit Halls card into play. Paid 1 clue to put the next Exhibit Halls card into play. Moved to a Exhibit Halls, flipping it to Egyptian Exhibit and adding 2 clues. I ended the round by gaining another 2 resources and drawing Leo De Luca. As an aside, at this point I remembered that I had forgotten about Lone Wolf for the last couple of turns and decided to take it since I've got a high pile of resources anyway. Round Five began with agenda 1a gaining another doom and another resource being added to my resource pile before I drew Visions of Futures Past (drawing 0 and discarding Unexpected Courage and Dr. Francis Morgan). In the investigation phase I: Paid 5 to play Leo De Luca*. Investigated (drawing -4, failing and losing an action). Investigated (drawing 0 and claiming a clue). At the end of the round I gained 2 resources and drew Lockpicks. Round Six began with my gaining another resource and agenda 1a gaining a final doom (advancing the agenda, searching the encounter deck for the Hunting Horror, attaching Shadow-Spawned to it, spawning it at the Museum Halls and shuffling the encounter discard pile into the encounter deck) before I drew Ephemeral Exhibits (drawing a Tentacle and losing all my actions this turn). In the enemy phase the Hunting Horror moved to my location, engaged me and did 1 damage and 1 horror. At the end of the round I gained 2 resources and drew another Lockpicks. Round Seven began with agenda 2a gaining a doom before I drew Twist Of Fate (drawing +1 and avoiding ill-effects). In the investigation phase I: Used the Switchblade to fight the Hunting Horror (drawing -1 and inflicting 1 damage). Used the Switchblade to fight the Hunting Horror (drawing Elder Sign and killing the Hunting Horror). Investigated (drawing Elder Sign and claiming the clue). Moved to Museum Halls. I ended the round by gaining 2 resources and drawing First Aid. Round Eight began with agenda 2a gaining a doom before I drew Beyond the Veil (adding it to my threat area), which surged to Cursed Luck (adding it to my threat area). My investigations comprised: Paying 2 clues to put the next two Exhibit Halls into play. Moving to the last Exhibit Hall I put into play, flipping it to Athabaskan Exhibit. At the end of the round I gained 2 resources and drew Hard Knocks. Round Nine kicked off with agenda 2a gaining another doom before I drew Stalked In The Dark, which surged to Locked Door, which I attached to Museum Entrance. In the investigation phase I: Moved to the Museum Halls. Moved to another Exhibit Hall, flipping it to Nature Exhibit (adding 1 clue). I was forced to discard First Aid and Opportunist. Investigated (drawing +1 and claiming the clue and discarding Cursed Luck). Moved to Museum Halls. At the end of the round I gained 2 resources and drew Beat Cop. Round Ten began with agenda 2a gaining another doom before I drew Visions of Futures Past (drawing -2 and discarding Unexpected Courage, Arcane Studies, Amnesia (I discarded every card in my hand but Unexpected Courage) and Jenny's Twin .45's). In the investigation phase I: Paid 1 clue to put the top Exhibit Hall into play. Moved to the just-revealed Exhibit Hall (flipping it to Hall of the Dead and adding 2 clues). Investigated (drawing Elder Sign and claiming a clue). Investigated (discarding Unexpected Courage and drawing 0 so claimed the clue). At the end of the round I gained 2 resources and drew Liquid Courage. Round Eleven began with agenda 2a gaining another doom before I drew Locked Door, adding it to Administration Office. In the investigation phase I: Moved to the Museum Halls. Paid 1 clue to put the last Exhibit Hall into play. Moved to the last Exhibit Hall, flipping it to Restricted Hall (adding 2 clues and advancing the act, placing the Hunting Horror (with 1 resource attached to Shadow-Spawned) into play engaged with me. Used the Switchblade to fight the Hunting Horror (drawing +1 so doing 1 damage). In the enemy phase I took 1 damage and 1 horror from the Hunting Horror. At the end of the round I gained 2 resources and drew Dr. Henry Armitage. Round Twelve began with agenda 2a gaining a doom before I drew Visions of Futures Past (drawing 0 and discarding Elusive and Lone Wolf). In the investigation phase I: Used the Switchblade to fight the Hunting Horror (drawing +1 and doing 2 damage). Used the Switchblade to fight the Hunting Horror (drawing 0 and killing the Hunting Horror). Investigated (discarding Dr. Henry Armitage and drawing -2, so passing and claiming a clue). Investigated (discarding Liquid Courage and drawing 0 so claiming the final clue). This advanced the act and left me with the choice of keeping or destroying the Necronomicon. Bearing in mind who Jenny is I opted to take the Necronomicon, which meant that: I took custody of the Necronomicon. I added a Eldritch counter to the Chaos bag. I gained 4 XP. At this point a very recent relevant purchase IRL means that I'll be taking a side-trip from the main quest line.
  9. silverthorn

    Framsburg

    My bad, I seem to be suffering a mental block as far as this cycle goes.
  10. silverthorn

    Framsburg

    According to the UK Asmodee site the Framburg scenario is out this coming week.
  11. silverthorn

    Solo campaign using Jenny.

    THE DUNWICH LEGACY SCENARIO I-A, EXTRA-CURRICULAR ACTIVITY (STANDARD DIFFICULTY WITH JENNY BARNES).
  12. silverthorn

    Solo campaign using Jenny.

    THE DUNWICH LEGACY SCENARIO I-B, THE HOUSE ALWAYS WINS (STANDARD DIFFICULTY WITH JENNY BARNES). Packs: From Core Set (2) to Books Assets 1x Green Man Medallion:Hour of the Huntress (Books) 1x Beat Cop (Core Set) 2x First Aid (Core Set) 2x Switchblade (Core Set) 2x Leo De Luca:The Louisiana Lion (Core Set) 2x Hard Knocks (Core Set) 2x Arcane Studies (Core Set) 1x Jenny's Twin .45s:A Perfect Fit (The Dunwich Legacy) 2x Liquid Courage (The Dunwich Legacy) 2x Lone Wolf (Blood on the Altar) 1x Trench Coat (Heart of the Elders) Events 2x Elusive (Core Set) 2x Sneak Attack (Core Set) 2x Think on Your Feet (The Dunwich Legacy) 2x Contraband (The Miskatonic Museum) 2x Cheap Shot (A Phantom of Truth) 2x Coup de Grâce (The Depths of Yoth) Skill 2x Unexpected Courage (Core Set) Treacheries 1x Amnesia (Core Set) 1x Searching for Izzie (The Dunwich Legacy) Enemy 1x Sacrificial Beast (Books) I entered play with 5 resources and a opening hand containing Contraband, Coup De Grace, Hard Knocks, Leo De Luca and Switchblade. I set up the scenario by setting cards aside, put Clover Club Bar, Clover Club Cardroom, Clover Club Lounge (with Clover Club Pit Boss there) and La Bella Luna (with Jenny and 1 clue there) into play, then shuffled the encounter deck. Round one began with the investigation phase, which comprised gaining a resource, paying 6 resources to play Leo De Luca, investigating (drawing Elder Sign, succeeding and claiming the clue) and gaining a resource. In the enemy phase the Clover Club Pit Boss moved to La Bella Luna. I ended the round by gaining 2 resources and drawing First Aid. Round Two began with agenda 1a gaining a doom before I drew Something In The Drinks, which did nothing but surge to Mobster (who was spawned at La Bella Luna). My investigations comprised moving to Clover Club Lounge, moving to the Clover Club Cardroom, paying 2 to trigger the Cardroom (drawing -4 and claiming 2 clues) and paying 1 to play Switchblade. In the enemy phase the Clover Club Pit Boss moved to Clover Club Lounge. At the end of the round I gained 2 resources and drew Think On Your Feet. Round Three began with agenda 1a gaining another doom before I drew Twist OF Fate (drawing +1 and avoiding any ill-effects). In the investigation phase I paid 2 to trigger the Cardroom (drawing -2, claiming 2 clues and paying 4 clues to advance the act, putting the Darkened Hall into play and discarding cards until I spawned a Mobster there), moved to the Darkened Hallway (putting 3 copies of Back Hall Doorway into play), moved to a Back Hall Doorway (flipping it to the VIP Area and adding 1 clue) and investigated (drawing 0 and claiming a second clue, which advanced the act again (putting Dr. Francis Morgan into the VIP Area and advancing to act 3a “All In”. In the enemy phase the Clover Club Pit Boss travelled to the Darkened Hall. Round Four began with agenda 1a gaining another doom before I drew O'Bannion's Thug and spawned it in the VIP Area. In the investigation phase I parleyed with Dr. Francis Morgan (drawing 0 and taking control of him), moved to the Darkened Hall, moved to another Back Hall Doorway (flipping it to the Back Alley and adding 1 clue) and resigned. After checking the appropriate resolution I learned that: The O'Bannion gang has a bone to pick with me. I rescued Dr. Francis Morgan. I gained 1 XP.
  13. Like it says in the title (since I'm getting tired of using solo Jenny Barnes).
  14. silverthorn

    Solo campaign using Jenny.

    JENNY BARNES RETURNS TO NIGHT OF THE ZEALOUT (SCENARIO III: RETURN TO THE DEVOURER BELOW).
  15. silverthorn

    Solo campaign using Jenny.

    I've got bad experience of trying for more than two Cultists (every time I've gone for the third it's ended badly). I decided not to take the risk since I'm flying blind with these playthroughs.
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