Other encounter sets in this scenario: The First Day, The Forest, Myconids
Residents involved: Theo, Judith, Rachel
Available experience: 1 (Twisted Hollow location) + 2 (Ursine Hybrid) + 1 (save Bertie) + 1 (resolution) = 5XP
| Size of the Encounter Deck | 28 |
| # Enemies | 12 |
| # Willpower | 2 |
| # Agility | 7 |
| # Intellect | 2 |
| # Fight | – |
| # Damage | 9 |
| # Horror | 6 |
| # Doom | 3 |
My take on this encounter deck: There is a lot of enemies in this one. Even if we don’t count the Forest Watchers as “real” enemies, we are left with more than one third of the deck being out to attack and hurt us. Plus that big bear of course. This is counteracted a bit by the mechanics around the pursuit zone which make it so the players will not immediately get swarmed.
Then there’s the fact that there’s barely any willpower testing in this deck and what little there is isn’t particularly potent. Instead the treacheries mostly care about agility. There are two more willpower tests on locations, but agility and intellect are tested there as well. That is not to say that willpower is completely irrelevant in this scenario. The agenda will test willpower of the lantern bearer each time it flips and increases the darkness level, with increasing difficulty. So maybe consider handing the lantern to someone else than Finn.
We got a solid amount of both horror and damage sources in the deck, especially damage is well represented with almost one in three cards going after our health. It should at least be mentioned here that Swarm, the Day One specific treachery, can be payed for in resources instead, making it much less of a threat.
The doom cards are few, but with a recurring doom threshold of only 3 every Forest Watcher is very likely to be a priority.
My take on the scenario as a whole: Overall i like it. The way the locations path around and the board periodically resets makes for a cool exploration feel. However, a notable strike against the scenario is that there is quite a bit of luck involved in how the location placements work out with several spots where you can just get unlucky and lose a lot of time. During the first act you can struggle to find a Lair location to spend your clues on. The second act is the most consistent one as you can use clues to find your path through the locations pretty well… as long as you don’t trigger a reshuffle from a darkness level increase. The third act is just a complete crapshoot with the resign location being able to spawn literally next to the start … or only turning up after having already looked at ten other ones. The random factor in the last bit can be frustrating as it can be the deciding factor between making it or not.
I am not a huge fan of the pursuit area, but it does its job of preserving the enemies in play even when their locations are returned to the Woods deck. You consistently have to be afraid of enemies turning up, often even multiple at a time and that makes for a suspenseful scenario. The bear is a terrifying enemy and taking it down is not only very satisfying, but also adequately rewarded.
Nice scenario. Not a complete home run, but super solid and even after playing it four times now i don’t feel like I’d want to skip it in favor of a different night-time scenario.
Other scenario specific observations: The first decision you have to make for this scenario is whether to lie to Rachel in the Intro or not. Depending on your answer, you not only get a different token to the chaos bag for the rest of the campaign, but you also gain a different version of the lantern. Generally, the preferable option will be to tell her the truth, as the cultist token you get from that is for the most part much easier to handle than the Elder Thing token you get for lying to her. The “Beacon of Hope” that you get for telling the truth is, at least on the surface, also better than the “Faint Hope”:

Not only does the Beacon also shine into connecting locations, but it also can use its ability to ignore forced effects for other investigators and as a reaction instead of having to commit to it before revealing the location like on the Faint Hope.
That being said, there are two things that can make you go for the Faint Hope. Both lanterns have an ability on their backside that allows picking them back up after an effect makes you drop it. Using that ability costs an action on the Beacon but is a free trigger on the Faint Hope. That means that not only does it cost some time to pick up the Beacon, but you also have to spend longer in the dark because Faint Hope can simply be re-lit in the next player window instead of having to wait for a player’s turn. The other thing is that the ability to also shine into connecting locations isn’t completely an upside. While it is better for the most part, it can be beneficial to have enemies spawn closer to you so you can handle them better. Especially a Forest Watcher that spawns two locations away can be a problem.
Finally, before i get to the scenario specific additions to the encounter decks, a word on this big boi:

You really, really want to defeat it eventually. Not just because of the XP, but also because if you do so, it will earn you a log entry that is going to help you in a big way in The Longest Night… and you really want every edge you can get for that. Now this is easier said than done, of course. Defeating the bear during act 2 is just going to throw it into the pursuit which is not what you want at all. So evasion is going to be the way at first. The only window you have to get this thing into the victory display is going to be during the final “Back to the Vale!” segment. Hopefully you’ll be able to prepare some big guns and burst damage events until then. At 5 fight, Retaliate and a truckload of damage it’s not going to go down easy. Consider using evasion as a way to turn off the Retaliate, allowing you to take riskier attacks and/or not agonize over the tentacle token as much. Defeating the bear becomes harder in bigger groups due to the player health scaling, but at +2 per player it’s at least not outrageous. And for what its worth, the reward for pulling this off does scale with the number of players too. Good luck!
Scenario specific encounter cards

Threat Level: Low to Mid
Obviously, the big X in the middle of the statline is going to determine how difficult this one is going to be. At X=1, this is barely worth talking about while at X=3+ things become more interesting. The scenario is over once the darkness level reaches six, so X=5 is the maximum and that’s quite the bundle of health on an enemy that is in the encounter deck four times. At that point, evasion becomes the more prudent approach to handling it because at darkness level 4 to 5 you are hopefully on the final stretch of the scenario anyways and only looking to make your way to the exit. I quite like Alert on this enemy from a design point of view, which is there anticipating this flip from an enemy you want to defeat to one you want to evade.
Its ability to make you drop the lantern to the ground when attacked is one of the few things in this scenario that favors the “Faint Hope” version of the lantern over the “Beacon of Hope”. While the latter requires a full action to pick up again, the former can just be re-equipped and flipped to its Lit side for free in the next player window.
Overall, this enemy is not terribly scary on its own, but considering the amount of enemies in this scenario it can become part of a critical mass. It also becomes notably more dangerous if evasion is not an option. Fighting through these while they have high health will slow you down in moments where it’s most critical to get going.

Threat level: Very High.
“The empty location farthest from all investigators.” That is scary text in this scenario and often will mean four or more locations away. Personally, i went with the Ancient Evils effect for this each of the three times i have drawn it so far. I don’t anticipate this changing unless the timing really works out in a way that I draw this while the locations just reshuffled themselves. That being said, this scenario applies a lot of time pressure, the doom clock is tight enough as it is and suffering an extra doom is going to matter. With 3 or 4 players you will probably want to do your most to avoid having to take the doom here and instead go and retrieve the lantern. I’d tell you to hold a cancel for this one, but it is Peril to make that as difficult for you as possible. Nasty card.

Threat Level: Low to Mid
An agility test at the threat of damage, pretty standard. A potential difficulty of 5 is nothing to underestimate though and a good reason to stay in lantern range. It does allow you to pull an enemy from pursuit instead of taking the damage, but that is often not going to be a great option. Not only is grabbing an enemy going to slow you down because you have to handle it somehow. But since it goes by highest fight value, that’s usually going to be a problematic enemy too, like the Stag or a Stalking Hybrid. Or the bear.

Threat Level: Low
The “willpower or horror” counterpart to Lurking Fear. Actually, the only willpower test in this encounter deck. Much of the same applies here. Pretty standard if you simply stick to the lantern, just like Lurking Fear. However, i think the alternate way of paying for a fail here is a more reasonable ask here. If you are using the “Faint Hope” lantern, picking the thing up again can be done without an action so you might even be able to treat this as a near-freebie. But even if you use the “Beacon of Hope”, paying an action here seems situational worth it as a way to prevent taking 2 horror. For that reason, i think this is a considerably less scary than its agility/damage equivalent.
On a side note, I find it unusual that the Terror traited card with Fear in its name is the one that deals damage, while the Hazard card is the one that deals horror.



















