Sunday, July 6, 2025

Local Eldritchlife Preservation Act

 During my Kuhmo visit, we had a 4 player Arkham Horror, 3rd edition.


Scenario was the main guy itself, Cthulhu and the Echoes of the Deep.

Investigators chosen were:

Diana Stanley, Redeemed Cultist

Mark Harrigan, Soldier

Zoey Samaras (sp?) Chef

Stella Clark, Letter Carrier 


I played Diana. I wanted the lightning skill in favor of the extra action point, but at least in this scenario that seemed like a mistake. Throughout the game I was able to land a couple of solid lightnings, yes, but most of the time when there was a juicy target, there was already two Doom tokens on the space. Blasting that would have meant spawning an anomaly.

However, fairly early Diana was able to grab Blessed from the observatory. This made her quite the warder. And Stella had one automatic success most of the time, and even Zoey had enough lore for the trio to keep anomalies on the board to the minimum.

Mark Harrigan was... delayed. Sure, his contributions were valuable - him delayed usually meant a monster or a cultist carcass (or two) somewhere, before listening to an exciting football match from the radio with an old man in the park.

Because investigators were so efficient at removing monsters and doom tokens, Cthulhu kept sleeping without a slightest care in the world. It wasn't until newspapers ran out when game picked up pace.

However, by then my investigator - the redeemed cultist - had reached an absolute monster of a build. Her character ability gave her a +1 for as many dice as there were doom on her space. She was blessed, which meant 3+ successes if there was Doom. She also had Rabbit Foot for a single re-roll, plus Lucky Charm for an option to re-roll multiple dice. She had Lucky Cigarette Case to give +1 to a roll, so a success with 2+ if there was doom in her space.

That was impressive and all, but she went completely bonkers when she received True Magic (+3 lore for spell actions) and Astral Projection. She was able to, for example, observe all her clues to the scenario sheet and then astral project herself to observatory to advance scenario. She only had to do that once, though, because when it was relevant, Zoey was camping at the observatory, until she went to kill some elite monster that spawned from three doom tokens on scenario sheet. She became blessed. Mark Harrigan became blessed, too. Stella Clark, well, she wasn't blessed, but she was the letter carrier, and had one guaranteed success most of the time.

However, as the newspapers ran out, investigators didn't have THAT many turns to stall around, unless they picked up pace.

And they did. Stella got the pocket watch, which made her super efficient at the scenario. And if Diana had already been bonkers with her kit, she absolutely broke the game when she picked up Leo de Luca as an ally. She had become a proper octopus with at least eight tentacle remnants, so spamming Astral Projection wasn't a problem. Astral Projecting a warding action wherever needed, then moving and warding another space with Leo was silly strong. In the last turns she also picked up Token of Faith so that in case remnants ran out, she'd stay net sanity neutral for a long time if she removed at least two doom tokens even if she used two astral projections.

Despite all this, investigators were racing against the time. There were seven doom tokens on scenario sheet, when mythos phase decided to spam the board with monsters and anomalies. However, the monsters that investigators had become, were able to stabilize the situation and go seal Cthulhu's gate when there was eight doom tokens on scenario sheet. 

My best guess is the gate was sealed to protect Cthulhu from Diana, Mark, Stella and Zoey, according to Local Eldritchlife Preservation Act.


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