Work in Progress: Arkham’s Finest, part 2

Intro

There’s still at least another week to go before i’ll get my hands on the Drowned City Campaign, so I’ve instead been spending some time towards moving forward with this set of custom investigators. The first set of five that I did was reasonably well received, so i wanted to do another set. Maybe eventually finish off the whole cycle of 20 alternate investigators with the Core “5-class 2-sideclass” style of deckbuilding. For this set, the class pairings i chose to do are:
Alternate Tommy (Guardian-survivor)
Alternate Lucius (Seeker-rogue)
Alternate Sefina (Rogue-mystic)
Alternate Diana (Mystic-guardian)
Alternate Darrell (Survivor-seeker)
As before, the idea is to create investigators that allow using the card pool opened up by these combinations in a way that’s different from the official investigators. I am also going to stick to a skill split of two 4s, a 3 and a 1 as this opens up the most freedom for deckbuilding and doesn’t minmax them into a corner by railroading them with a 5.
None of these five new investigators are done at all yet, they are all in different stages of the design/development process. But that by itself might already be interesting enough to write about.

Margaret Grady, The Railroad Worker

Maggie never had the luxury of an easy life. Growing up in a Yorkshire mining town, she early on had to contribute, fixing machinery and helping out with anything from scavenging for scrap to setting detonation charges. During the war, she was lucky enough to be able to leverage her skills to get out of the mines and find work on the railways, travelling the country and keeping the trains running. But when the men returned from their duty, her job was gone and with it her desire to stay. Left with no place to go, she crossed the ocean to America, making a living in Arkham’s scrapyards and repair shops. Folks around here talk about strange things, bizarre and outlandish. Maggie doesn’t put much stock in stories like that, but she knows trouble when she sees it. And if it comes for her, she’ll be ready to put it back in its place.

Skills and soak:
4/1/3/4
7 health, 7 sanity

Deckbuilding:
Guardian 5 + Survivor 2

Investigator ability:
Reaction, when initiating an attack or evasion attempt, shuffle X cards from your discard pile back into your deck: Gain +X skill value. If X is 5 or more, then the attack deals +1 damage or the evaded enemy doesn’t ready during the next upkeep.

Signature:
Frantic Search (event), 0 cost, she has 3 copies of these
Draw two cards, then discard 2 non-weakness cards from your hand.
Reaction, after discarding Frantic Search from your hand: Play it.

Weakness:
Hoarder (treachery)
Revelation – Take 1 horror. For each 5 cards in your discard pile, take an additional horror.

Notes:
Of the five, Maggie is the one closest to being finished in terms of concept and abilities. Some numbers may need to be playtested more, but this looks promising to me and like it’s significantly different from what already exists. Her interaction with the discard pile is not about returning cards from the discard to her hand or into play, it’s just about getting cards there from anywhere. She uses discarded scraps to get things done, repurposing them in a pragmatic way. This is in contrast to the Survivor character, the Salvager, in this set who is instead very deliberate about what he interacts with. My working title for Maggie was “The Scrapper” first, then “the Jury-Rigger” later until i finally went to fleshing out the actual character and ended up with The Railroad Worker.

Edward Lemay, The Underworld Chemist

Edwin once sought knowledge for its own sake, unraveling the mysteries of ancient texts and unknown relics. But knowledge has a price, and one disastrous experiment cost him everything: His career, his reputation, and the lives of those who trusted him. Cast out from his peers, he found reluctant refuge in the underworld, where the O’Bannions keep his lab stocked in exchange for his expertise. They mostly ask for drugs. Sometimes, they bring him artifacts, expecting answers. But Edwin’s true work continues in secret, piecing together the fragments of his ruined research. He tells himself he is close to understanding what went wrong that day and that the ends justify the means. They just have to.

Skills and Soak:
4/4/3/1
6 health, 8 sanity

Deckbuilding:
Seeker 5 + Rogue 2

Investigator Ability:
Reaction, after playing another card with Researched or Customizable: Add a resource to Field Lab, as inspiration. Then, tick a checkbox on Field Lab’s upgrade sheet. (Max two ticks per game)
Reaction, after completing the Research task on an asset for the first time: Add two resources to Field Lab, as inspiration.

Signature:
Field Lab (asset)
Customizable, Permanent. Uses (0 inspiration).
Can not be upgraded except through the investigator ability. (Max 10 ticks in total)
Upgrade sheet:
Field Lab gains:
O – At the start of the game, place two resources on Field Lab, as inspiration.
O – When taking a test on a Researched or Customizable card, you may spend 1 inspiration to gain +2 skill value for that test
OO – Inspiration on Field Lab can be spent as if they were uses on any Researched or Customizable card you control.
OO – You may spend an inspiration to gain an extra action on your turn which can only be used to play or activate a Researched or Customizable card. (limit 1 per turn)
OOO – Once per game, you may reveal a Researched card from your hand, search your collection for a card that shares a name it, then swap those two cards.
OOO – Your Deckbuilding Options gain “One other Customizable player card from any class, up to level 3”.
OOO – At the end of the game, gain any inspiration left on Field Lab as bonus XP that can only be spent on upgrading Customizables or Researched cards.

Weakness:
Uninspired (treachery)
Revelation – Add to threat area. You can not use action, reaction or free trigger abilities on assets you control.
Action: Shuffle Uninspired back into your deck
Free trigger, remove two inspiration from Field Lab: Discard Uninspired.

Notes:
I went into the design with the idea of Seeker-rogue being the investigator that cares about Researched cards firmly in place. By also pulling in Customizables (which share a lot of the flavor of Researched cards imo) this got to the point where i centered the whole character mechanically around a signature asset that will get upgraded over time by following what the investigator wants you to do. This is fairly narrow in terms of what the investigator enables, but i feel like that’s fine considering that Lucius is already very open-ended. Lucius existence also makes it fine to me that we have a rogue subclass investigator with agility 1 here, despite that being something that used to irk me about Leo Anderson for a long time. The flavor of an underworld chemist came about as a way to justify the rogue access and i think that works reasonably well. The rogue customizables all work well with him too.
I didn’t think terribly hard yet about what abilities he gets exactly on the upgrade sheet of the signature, for now i just threw some things on the wall to get the point across. I could see a lot of details change here still, but i think as far as early design goes, this holds up fine enough to develop on.

???, The Hustler???

Notes:
I’ve not gotten terribly far with the Rogue-mystic yet, but i do have some ideas in my head that i am going to use as a start. Basically, i want to go for a reverse on Dexter thematically. Where Dexter is a real magician who happens to also go on stage, this new character is of course a rogue first, mystic second. So i am not thinking rabbits out of a hat here, but shell games and coin tricks. No immaculate stage for wealthy customers, but hustling people out of their money in back alleys.

The existing card that comes to mind immediately is Sleight of Hand and chances are i want their ability and/or signature to synergize with that event because that just feels right to me. Since Sefina is keyed towards playing with events, i think The Hustler should be based on assets, an idea that aligns with the Sleight of Hand card.

My best idea for a possible investigator ability would be something like:
Reaction, after an asset you control leaves play: Activate an action or free trigger ability on that asset without paying any costs. (limit once per round).
Basically, giving all assets the ability on the new Remington gun from Drowned City. I didn’t properly explore how interesting that would be though. And what sort of thing one could use it for beyond just getting a free action and/or use out of stuff.

In any case, still lots to find out about this person!

Imani Chande, The Lionheart

Imani lived a quiet, devout life in the bustling coastal city of Mombasa, where cultures intertwined. She worked hard, prayed faithfully, and never imagined her life would take an extraordinary turn. That changed when she stumbled upon an ancient mask tucked away in the dusty corner of a trader’s storeroom. Calling itself Qalb al-Asad, “Heart of the Lion”, the mask came to her in visions and dreams, urging her to take up its mantle as a protector of the innocent. Though it did not demand her obedience, its presence weighed heavily on her spirit, offering both strength and a calling she could not ignore. Over time, Imani embraced this purpose, leaving behind her old life to face dangers others could not. Her journey has brought her to Arkham, where the mask’s whispers grow louder, warning of an approaching darkness.

Notes:
This design already made the jump over from just text editing into the Strange Eons Editor, but that’s not to say that it’s the design that is the farthest along. It’s just the one i have been tinkering with for the longest time. This is a design that started with the article where i mused about alternatives to what FFG is doing with doomplay. I ended up exploring this area a bit further and came up with an investigator that gets rewarded for taking up more than their usual share of encounter cards. Neatly, this lines up with Diana’s deckbuilding and also works as a contrast to Diana who wants to cancel stuff instead of taking on extras. I am also going with 4 combat here so this Mystic gets to explore the combat side of her guardian subclass more than Diana. Being able to fight properly aligns very well with the protector flavor as well. Overall i am very happy with how this concept for Imani ended up, i feel like it’s far superior to the one I suggested in that doomplay article. Now if only i could come up with a more interesting weakness than just a random weakness enemy. I am also considering giving her a second signature card, because just having a permanent asset on its own is not super interesting in this case. Still a good amount of polishing to do with this character, but what i have is solid enough that i am probably only going to tweak some corners on it. My only regret is that she can not take the Martyr’s Vambrace which sadly is Guardian 3. I briefly considered making her a Guardian 5 Mystic 2 instead because of that, but then she couldn’t take Deliverance which i also think would be really cool with her. Oh well.

Felix Keenan, The Salvager

Living in the streets, Felix grew up learning that the things people throw away can be more valuable than what they keep. A discarded love letter, a torn-up ledger, a half-burned map… each scrap told a story, and Felix had a knack for piecing them together. What started as a way to make ends meet turned out to be sought after by both the police and Miskatonic University. With a little luck and the right tools, he could restore faded ink, mend brittle paper, even pull images from ruined film. Such insights could incriminate a person. Or open ways to knowledge that most would deem lost. But some knowledge was buried for a reason, a lesson that young Felix would soon learn…

Skills and Soak:
4/3/1/4
6 health, 8 sanity

Deckbuilding:
Survivor 5 + Seeker 2

Investigator Ability:
Reaction, after moving a card from the discard to your hand or into play: Search the top 3 cards of your deck for a card that shares a trait with the returned card and draw it. Shuffle the deck. If no card was drawn this way, gain a resource. (limit 1 per round)

Signature:
Rummage (event), cost X
Discard the top X cards of your deck, then return one of them to your hand. Any weaknesses discarded this way are shuffled back into the deck. (X is max. 9)

Weakness:
Treasure to Trash (treachery)
Revelation: Discard Treasure to Trash (to the top of your discard). While in your discard pile, cards below Treasure to Trash can not be returned to play or hand.

Notes:
Recursion is of course a major theme in Survivor, so having one that gains additional value from returning stuff to hand or play seems like an obvious thing to do. Felix gains rewarded with even more card draw or resources for doing this. I originally considered stranding Felix with 1 intellect, to make him completely different to Darrell and just have him focus on the card selection side of Seeker. But i think the 4-3-1-4 line overall works better to have him work in different roles. There is a slight concern about the weakness being the first card to actually care about the order of cards in the discard pile, but the rules clearly state that the order is not to be changed… until now it just didn’t actually matter. So i think that’s fine and i feel like the weakness is mechanically interesting enough to justify that slight inconvenience. I’m not terribly convinced by that signature though.
I am also not completely settled on the background and flavor of Felix yet. I tried to force it to be clearly survivor first by turning him into sort of a street rat that digs through trash to find people’s secrets, but maybe an actual forensic scientist works better here?

Moving on from here

There’s still plenty to do with these, from finishing up concepts over tweaking designs to preparing the cards in the editor. And playtesting of course. So it’ll likely be some time before these are finished up and ready to print. No idea yet when you’ll be seeing these next, i expect that my forays into the new campaign are going to take over my Arkham time soon anyways. But it’s a thing that i’ll keep on cooking on here and there.
If you have any suggestions or ideas, definitely let me know, though!

Overview: Use of Chapter 1 Core Encounter Sets

Intro

This is a quick overview of the Chapter 1 campaigns and which Core Encounter Sets they use. And the other way around, of the Core Encounter Sets and which campaigns they are used in.
Since chapter 1 is complete, this is now a definite list.

Campaigns and their Core Encounter Sets

  • The Dunwich Legacy:
    • Agents of Yog-Sothoth
    • Ancient Evils
    • Chilling Cold
    • Dark Cult
    • Locked Doors
    • Nightgaunts
    • Rats
    • Striking Fear
  • The Path to Carcosa:
    • Agents of Hastur
    • Ancient Evils
    • Chilling Cold
    • Dark Cult
    • Ghouls
    • Locked Doors
    • Midnight Masks
    • Rats
    • Striking Fear
  • The Forgotten Age:
    • Agents of Yog-Sothoth
    • Ancient Evils
    • Chilling Cold
    • Dark Cult
    • Locked Doors
    • Midnight Masks
    • Nightgaunts
    • Striking Fear
  • The Circle Undone:
    • Agents of Shub-Niggurath
    • Ancient Evils
    • Chilling Cold
    • Dark Cult
    • Devourer Below
    • Locked Doors
    • Midnight Masks
    • Nightgaunts
    • Rats
    • Striking Fear
  • The Dream-Eaters:
    • Ancient Evils
    • Chilling Cold
    • Dark Cult
    • Ghouls
    • Locked Doors
    • Nightgaunts
    • Rats
    • Striking Fear
  • The Innsmouth Conspiracy:
    • Agents of Cthulhu
    • Ancient Evils
    • Chilling Cold
    • Dark Cult
    • Locked Doors
    • Midnight Masks
    • Nightgaunts
    • Rats
    • Striking Fear
  • Edge of the Earth:
    • Ancient Evils
    • Chilling Cold
    • Locked Doors
    • Striking Fear
  • The Scarlet Keys:
    • Ancient Evils
    • Chilling Cold
    • Dark Cult
    • Ghouls
    • Locked Doors
    • Midnight Masks
    • Nightgaunts
    • Striking Fear
  • The Feast of Hemlock Vale:
    • Chilling Cold
    • Ghouls
    • Locked Doors
    • Midnight Mask
    • Rats
    • Striking Fear
  • The Drowned City:
    • Agents of Cthulhu
    • Ancient Evils
    • Chilling Cold
    • Dark Cult
    • Locked Doors
    • Midnight Masks
    • Nightgaunts
    • Rats
    • Striking Fear

Core Encounter Sets and their Campaigns

  • Agents of Cthulhu:
    • Innsmouth
    • Drowned City
  • Agents of Hastur:
    • Carcosa
  • Agents of Shub-Niggurath:
    • Circle Undone
  • Agents of Yog-Sothoth:
    • Dunwich
    • Forgotten Age
  • Ancient Evils:
    • Dunwich
    • Carcosa
    • Forgotten Age
    • Circle Undone
    • Dream-Eaters
    • Innsmouth
    • Edge of the Earth
    • Scarlet Keys
    • Drowned City
  • Chilling Cold:
    • Dunwich
    • Carcosa
    • Forgotten Age
    • Circle Undone
    • Dream-Eaters
    • Innsmouth
    • Edge of the Earth
    • Scarlet Keys
    • Hemlock Vale
    • Drowned City
  • Dark Cult:
    • Dunwich
    • Carcosa
    • Forgotten Age
    • Circle Undone
    • Dream-Eaters
    • Innsmouth
    • Scarlet Keys
    • Drowned City
  • Ghouls:
    • Carcosa
    • Dream-Eaters
    • Scarlet Keys
    • Hemlock Vale
  • Locked Doors:
    • Dunwich
    • Carcosa
    • Forgotten Age
    • Circle Undone
    • Dream-Eaters
    • Innsmouth
    • Edge of the Earth
    • Scarlet Keys
    • Hemlock Vale
    • Drowned City
  • Midnight Masks:
    • Carcosa
    • Forgotten Age
    • Circle Undone
    • Innsmouth
    • Scarlet Keys
    • Hemlock Vale
    • Drowned City
  • Nightgaunts:
    • Dunwich
    • Forgotten Age
    • Circle Undone
    • Dream-Eaters
    • Innsmouth
    • Scarlet Keys
    • Drowned City
  • Rats:
    • Dunwich
    • Carcosa
    • Circle Undone
    • Dream-Eaters
    • Innsmouth
    • Hemlock Vale
    • Drowned City
  • Striking Fear:
    • Dunwich
    • Carcosa
    • Forgotten Age
    • Circle Undone
    • Dream-Eaters
    • Innsmouth
    • Edge of the Earth
    • Scarlet Keys
    • Hemlock Vale
    • Drowned City

The Drowned City: Tasks

Intro and General Mechanics of the Tasks

Someone asked about the Tasks on Discord earlier:

Sure. Why not. I am spinning my wheels until we i get the campaign anyways, so i might as well do this.
The tasks are a new thing from The Drowned City. The way it works is you get an opportunity early on in the campaign to choose one of eight tasks. Tasks have a weakness and an asset side, starting out as a weakness. If you meet the requirements noted on the card, you get to mark progress towards completing the task. Near the end of the campaign, you check if you made enough progress which requires 5 marks. If you did, you get to flip the card to its asset side for the rest of the campaign. At that point, there are two more scenarios left, so basically you work over the course of that campaign towards getting a significant advantage for the finale and penultimate scenario. You have six scenarios to get those 5 marks. If you don’t get enough marks in time, you will be failing the task which will have additional consequences to not being allowed to flip the card – I do not know which ones, only that there are some and that you will want to avoid them! There are supposedly some other interactions with the tasks (and the marks you get for them) in the campaign book, but i do not know specifics and don’t really want to before i get to play the campaign myself. For the decision on which tasks to pick it shouldn’t matter, i think.

So let’s take a look at each of these tasks (there is a total of eight of them) and see what we can tell about them to hopefully answer questions like the one quoted above.


Note: I do not own the Campaign Expansion myself yet, and i do not have any wildly campaign-specific knowledge or spoilers to share here. I will be going off of photos of these Task cards, which were shared on reddit.

The Tasks

These are the images that were shared by user wowincredible9 on the arkhamlcg subreddit. The same person shared some other stuff as well (such as the cards in the non-scenario specific encounter sets) but i didn’t look at them and don’t plan to do so until i am actually playing the campaign myself. Just mentioning this in case you look up their posts yourself, there might be more spoilers there than you want to see.

Let’s just walk through the tasks one by one.

No Place Like Home

The Task: Reveal 7 locations. For each additional player in the game, this threshold goes down by one. So in a four player game, you’d only need to reveal 4 locations to get a mark.
The Reward: Permanently gain an extra action that can only be used to move.

This is very generically useful, every investigator can make good use of a free move. Fulfilling the condition to flip the card is probably easiest to do with a clue investigator or flex, as a fighter will usually have to go where the enemies are. And enemies do not appear at unrevealed locations all that often. That being said, the reveal trigger is not limited to one per turn, so you could use your fighter to move three times to reveal 3 locations in one of their off-turns where they don’t have anything to fight right now.
Solo players have it easy here of course, since they are (barring scenario related shenanigans) always going to be the ones that reveal new locations. So completing this task comes at no real cost to them.
In a group, some slight coordination is going to be required to ensure that the one with this task ends up being the one who goes into unrevealed locations first. But that seems very manageable to me.

Who wants this? Honestly, who doesn’t? An extra action is a pretty huge payoff and even if it’s restricted to just movement, that’s still one of the most common actions to take. This seems like a great universally useful task that you would either want because you get an overly good payoff from extra actions (Amanda for example) or just as a fallback because you don’t need any of the rewards from the other tasks (Preston for example doesn’t really care about +1 to a skill or a bit of extra money).
It’s worth keeping in mind that depending on the scenario, 7 locations might be more or less easy – it’s going to depend on how large the location grid for the scenario is in total. Since the campaign is more or less walking in Innsmouth’s footsteps (including the flooding mechanic which wants a larger board to really do its thing), i would expect this to be not too much of an issue. But there may be a scenario or two where getting those 7 locations is more tricky because there might be only 8 or 9 in total.

Walk in Faith

The Task: This tasks wants Elder Signs to be revealed. It doesn’t have to be from you, anyone revealing the token will count towards the task’s completion. To advance the task, the team needs to reveal an amount of Elder Signs equal to the number of players.
The Reward: You get +1 Willpower. Also, whenever an Elder Sign is revealed by anyone, you may heal a horror at the location of that investigator.

If all you use your willpower for is encounter protection, then the +1 isn’t bad but also probably not as good as some other option from another task. So the willpower reward makes this mostly interesting for Mystics that use their willpower as their active skill.
This task is a bit different from the others in that fulfilling it isn’t something that you necessarily need to do yourself. In fact, it’s perfectly possible that you complete it without ever revealing an Elder Sign yourself.
Getting the task done can be influenced in a couple of ways. The most foolproof ways are playing Mateo or including things like Blessing of Isis and/or Eucatastrophe in your deck. All of these can just treat other tokens as Elder Signs which (to my understanding) would qualify for the task.
Using chaos bag manipulation can also tip the scales in your favor. As can just straight up doing more tests. If an investigator (like Winifred or parallel Skids for example) just takes three or more tests every turn, they are bound to get an Elder Sign or three over the course of a scenario without any further manipulation.
Of course, the task doesn’t stipulate that you need to reveal the Elder Sign for a test, so anything from Voice of Ra to Rod of Carnamagos can also get the job done.

Who wants this? I don’t think this is all that hard to achieve, especially since every investigator can contribute to it. At low player count you probably want to get some insurance against high variance but otherwise you can probably expect this to get fulfilled almost by itself. The horror healing on the completed task is solid (especially if you do end up with ways to get the Elder Sign more often), but probably not the reason to go for this task. This is mostly just a way to get +1 willpower for your spellcasting which makes it interesting for most Mystics.

Toe The Line

The Task: Take at least as much damage as you have health. If you take more than 1 damage, you still only get to count one towards this task.
The Reward: You get +1 combat. Your maximum health increases by 2.

This actually seems fairly difficult to achieve. Even if you have only 5 health, that means getting damaged 5 times. For someone like Tony, that would mean getting damaged 9 times. Which actually is a lot, probably more than what comes at you naturally so you will probably end up having to intentionally provoke attacks of opportunity from enemies.
Damage prevention will mean that you don’t make progress on your task, but thankfully you can at least use soak. Healing is of course the other way to make sure you don’t get defeated while exposing yourself to danger.
You could use cards that damage yourself (like Blood Eclipse, Toe to Toe or even Dynamite Blast) to make sure that you don’t end up a damage source or two short of getting your progress mark at the end of the scenario. Even better of course if your gameplan already involves getting hurt, like Daniela, Calvin or anyone who does a thing with Survival Knives, Guard Dogs and/or Thorn Armors.

Who wants this? Getting a permanent +1 combat is a huge deal for fighters of all kinds, but they are also the ones that usually tend to have a lot of health, in turn it’s more difficult for them to finally flip this task. The likes of Daniela or Calvin are definitely the ones who can use this the best. Getting +2 maximum health is actually incredible for Calvin as he can boost his combat and agility even further then, effectively turning this into a +3 combat/+2 agility boost at his top end. But the +1 combat is already enough of a prize that it’s probably worth getting beat up for with any fighter. Smoking Pipe can be a great way to hedge your bets, too.

Good Money

The Task: Whenever you gain resources, you are able to set one of them aside on this task. Set aside at least 5 resources over the course of the game to gain a mark.
The Reward: Start each scenario with an additional 5 resources.

This seems like the easiest of the tasks we have looked at so far. That being said, it’s also the only one that actually asks you to invest something, the others were all doable without altering your play (at least in theory… i suspect that Toe the Line will effectively cost some actions through having to provoke AoOs or similar).
Usually, early game resources are much more valuable than late game resources. So skipping 5 of your resource incomes near the end of the scenario shouldn’t be a huge order. Worst case, if you find you are closer to the finish line than expected, this even allows you to take resource actions that you can then skip towards whatever progress is still needed on the task.
Any investigator should be able to reliably fulfill this one. There are certainly some investigators for whom this is easier than others, like anyone who just builds up some assets in the first few turns as opposed to event based investigators. And to our advantage, those same investigators are also the ones that profit the most from starting with 10 resources instead of 5.

Who wants this? Anyone whose strategy is based around playing a bunch of assets to the board early, then profit off of those for the rest of the scenario will deeply appreciate starting with deeper pockets. This includes almost all guardians and mystics, as their weapons and spells are notoriously hard on their budget. They are also the ones who have the toughest time getting extra resources from their cards. So if your fighter or spell user doesn’t really feel like dealing with the requirements of Toe the Line or Walk in Faith for the +1 to their most relevant skill, then this can be an excellent alternative.
Any Geared Up enjoyers will likely also enjoy this task.

Prove Your Worth

The Task: Do not fail more than three tests by 2 or more.
The Reward: Gain three charges of an ability to cancel a (non-tentacle) token revealed at your location.

Oh, this one is a bit scary. No matter how prepared you think you are, failing tests is a reality for most investigators. Just the mythos phase alone will make sure that you see your share of tests that you may not be entirely equipped for. And of course, there’s always the tentacle in the bag to spoil your day.
You do get 3 fails that don’t count, but this still feels like a task that is mostly out of your hands where you need to be a bit more lucky than usual. That being said, there are some ways to influence your chances. For one, testing continuously high, both with your active skill that you use during the investigator phase and with your willpower/agility during the Mythos. If willpower and/or agility are also the skills you use during your turn, then this can be advantageous because you likely won’t be exposed to many intellect or combat tests by force. Well, unless you play true solo of course. If you need to be good at everything, then this will make it much more likely that you botch some tests.
The other way to get ahead on getting this task done is avoid taking tests alltogether. Still, it’s going to be difficult to avoid the tests on treacheries.

Who wants this? I’m not sure that anyone really does, to be honest. The reward doesn’t strike me as equally good as getting +1 to a skill, a wad of starting cash or an extra move. It’s nice that you can use this failsafe on any investigator at your location, but not canceling the autofail hurts. Considering that the reward isn’t *that* great and that the task is one of the most (if not even the most) difficult to fulfill, Prove Your Worth doesn’t really seem all that appealing to me.

Do No Harm

The Task: Heal horror or damage from an investigator or ally, five times.
The Reward: Gain +1 agility. Also, whenever you heal an investigator or ally, gain a resource.

Man, Carolyn with this could be stinking rich. Whenever seeing something related to healing, the investigators that immediately come to mind are Carolyn and Vincent and both of them would indeed have an easy time meeting this task. As would anyone with an ally that heals itself, no matter if it’s Peter, Jessica or Girish.
The possible reward of +1 agility would make this a nice pick for rogues, but they aren’t really in the business of healing aside from a sip of Liquid Courage here and there. It could probably be done, but would require leaning on a sideclass in most cases. The more likely home for this is Survivor, where Peter Sylvestre not only serves as an easy way to get the healing condition fulfilled, but also stacks his agility bonus with the one from Do No Harm.
Guardians might also be interested, as they have some of the best healing around and usually struggle a bit with resources. While agility is not their best stat, the bonus would at least do a little bit defensively. But the real price would be a way to get some extra income on the side for playing your Soothing Melodies, Ready for Anything or whatever other healing you find. Or well, you could just stack this with Carolyn’s investigator ability and then see what this money could possibly buy you.

Who wants this? This is easy enough to achieve and the bonus is solid, so this likely will find its fans. As mentioned, the survivors that use their agility for more than just encounter defense are probably the best ones at making good use of this task. If there’s someone who chose Dreams of Destruction or Toe the Line in your team, then there’s even a bit of synergy here, as you will be rewarded for your Do No Harm task while helping your teammate not to get defeated by their own.

Dreams of Destruction

The Task: Take at least as much horror as you have sanity. If you take more than 1 horror, you still only get to count one towards this task.
The Reward: A permanent additional arcane slot and 2 points of extra maximum sanity.

Anyone interested in an extra arcane slot usually has a good amount of sanity, meaning they will need to take horror decently often to qualify for advancing this task. However, taking horror is overall easier than taking damage, as there is a decent amount of horror dealt to players through certain Mystic spells from Shrivelling and Ward of Protection to . I suspect that this task is a lot easier to complete than Toe the Line because of that. Just like with the Smoking Pipe for Toe the Line, the inclusion of Painkillers in your deck can get you far towards reliably getting this task done.

Who wants this? I certainly have to mention Calvin again. While he usually won’t care much about the arcane slot, he can get +2 willpower and intellect from the increased sanity which can really supercharge his capabilities as a seeker. For everyone else, you are likely going to be more interested in the arcane slot than the sanity, though. Notably, this is the only extra slot offered by one of the tasks and it is one for which a neutral permanent card doesn’t exist either. So this is definitely valuable. And for a spell user that already gets high willpower through other means, the extra spell slot might even beat out the +1 willpower they could get from Walk in Faith. I also want to highlight Agnes Baker here. Not only does she has a super easy time getting this done, considering her gameplan already includes dealing horror to herself. But since she uses her sanity as a sort of resource to deal damage, the extra maximum sanity even comes in extra handy. So Agnes could use all parts of the reward extremely well while at the same time getting it done almost for free.

Plumb Up The Depths

The Task: Discover the last clue on a location, five times per scenario.
The Reward: You gain +1 intellect. Also, after discovering the last clue on a location, draw a card.

So far none of the tasks really screamed “Seeker support”, so here’s one that is just tailored perfectly to the needs of a Seeker. It’s definitely not subtle, this is insanely good for anyone that finds clues through their intellect. Just the +1 intellect is huge, but the card draw is absolutely more than just a little bonus on top.
And getting the task done is quite trivial for a primary Seeker as well. Not sure that this really needed to be tailored quite as hard to them, but oh well. At least you now know which task to take if you are the primary cluever.

Who wants this? If you are using intellect to discover clues on a regular basis, this is the task to take. There will be very few cases where anything else is even close to being this easy to fulfill for a cluever while also being this rewarding. Out of all the tasks, this is the biggest no-brainer, completely obvious in who may want it while being useless for anyone else. The only competition comes from No Place Like Home.

Summary

Alright, so where does this all of this leave us. Let’s look at a few common archetypes and which tasks they are likely going to be interested in. The following is very generalized, of course:

The Cluever: Anyone that uses intellect to find clues wants Plum up the Depths or maybe No Place Like Home. Investigators that use other means to find clues will lean more strongly towards No Place Like Home.
The Healer: If you heal players and allies as part of your gameplan, then Do No Harm is an obvious payoff.
The Fighter: If you use combat to defeat enemies, then Toe The Line is great. Good Money is definitely a worthwhile consideration as well and No Place Like Home is at least a Maybe.
The Evader: Evasion based investigators could get their +1 agility from Do No Harm, but I’d actually like the free movement from No Place Like Home a lot for an investigator in this role.
The Spell Caster: Mystics who use spell assets with their willpower to do whatever they need. They have a wealth of options, as both the +1 willpower from Walk in Faith and the extra cash from Good Money are extremely attractive for them. The extra arcane slot from Dreams of Destruction can also severely open up the ceiling for how much power they can put on the board.

Thoughts on Marion and George after a full campaign

Intro

I just finished my second campaign with the new investigators, playing Marion and George (on a full card pool) through Path to Carcosa. The first campaign was Edge of the Earth with Lucius and Patriciafred and I already talked a bit about how that went.
Both of my decks for Marion and George worked quite well and i was very happy with how the investigators played. So i figured i’d write up a little after-action report.

Campaign summary

The campaign ended in a win, sealing away H—–, stopping him from escaping. The first two scenarios were a bit wonky, as those are scenarios that require high numbers that i wasn’t always ready to meet. But I also needed to get adjusted to how George plays, somehow that gave me real problems for the first two scenarios. His play rythm is just very different to what one is used to. Marion on the other hand felt very natural to play.
In any case, once some upgrades were in the decks and I got my bearings on how to pilot these two investigators, things went overall very smoothly and neither enemies nor investigations really were much of a problem. As usual with Carcosa, there was a bit of anxiety around starting into Unspeakable Oath, but it turned out just fine. Everything after that was … well, i wouldn’t call it easy, but i was able to manage well enough to not get into too much trouble.

George Barnaby

(This deck on arkham.build)

This is the final deck that i had for George as i went into Dim Carcosa. Here’s some thoughts in no particular order, as they come to me:

  • 36XP to get all of this, but i actually spent 38XP over the course of the campaign. Early on i thought it would be a good idea to get three copies of Good Weather for 2XP. But while the card was fine (good, even) it didn’t really gel with the way that George played so i upgraded out of them again at some point. I actually ended up with one unspent XP in the end.
  • More than half of the deck is skills, which does make sense as you aren’t losing anything when discarding one while being able to trigger George’s investigator ability to put those cards in the boat. Trying to make it so that you’d usually only commit stuff from there instead of what you have in your hand was a major part of getting the most out of his ability. And with 20 skills in the deck (22 of you count Thorough Inquiry as well because it’s mostly there for its icons) you very rarely have to discard one of your assets. Actually, having to do that happened only two or three times to me all campaign.
  • Speaking of the assets, it’s a big stack of one-offs. You pretty much don’t ever need to double up on any of them (or aren’t able to in the first place) and you burn through your deck fast enough that one of each is easily better than having to skip some of them in favor of redundant copies of others. Much of these assets is focused on providing additional discard outlets that let you trigger your investigator ability outside of the upkeep and investigator phases.
  • Most of the campaign was played with just Carlisle as my ally. The Charisma and Pete were only bought after Black Stars Rise as tech for Dim Carcosa.
  • Something to highlight about this deck is the amount of card draw in it beyond the investigator ability. Perceptions, Resourcefuls and Eurekas replace themselves. Last Chance even draws 2 cards. Thorough Inquiry refills your hand, but after i had Nothing Left to Lose in my deck for that job, i pretty much stopped playing Inquiry. I kept it in the deck until the end for its icons, but i don’t think i actually played it again after Unspeakable Oath. The Nothing Left to Lose were absolutely incredible however and i would strongly recommend them as a way for George to enable turns where he can find and play his assets or just to recover from having to ditch his hands to Cast Adrift.
  • It took a bit before Gift of Nodens became worth including in the deck as i first needed to build up a pool of survivor skills worth recurring. But after buying Sharp Vision, Gumption and especially Last Chance(3), the one copy become very worth it. Using Last Chance to defuse willpower tests become a major thing in the final two scenarios and Gift of Nodens was a huge part of why that was feasible.
  • Bound for the Horizon was insanely good, Nautical Charts was also performing extremely well. I don’t think either of these are much of a surprise, they turn cards in hand into actions and clues. They are the main thing i would use to trigger my ability during the investigator phase.
  • Hunting Jacket was less great. I could’ve easily done without it. Putting cards under there makes it more difficult that round to get your upkeep discard from handsize. And the money was largely not needed. And with 7 health and 7 sanity, George didn’t need the soak that much either.
  • When Artistic Inspiration was good, it was very very good. But i had scenarios where it just sat on the table and i didn’t need it because committing skills simply got me to where i needed to be. Still, having the insurance of a +1 skill value on demand is a nice thing to have.
  • Lawrence Carlisle created stacks of money that i didn’t really need. I mean, fair enough… better to have than to want. At least he and Nothing Left to Lose made recovering from Paranoia a non-issue. The +1 willpower and costing 1 less than Milan to play are what i primarily want from him and that’s what he got me. He’s the only of the one-offs that i could have seen myself play a second copy of. Or maybe a Guiding Spirit so it could stack with Carlisle after i got Charisma. But yeah, he’s an important boost to intellect and was always a priority to get to the board after drawing him.
  • I had planned on getting a Dig Deep(4) for my deck to have a more productive outlet for my resources than losing them all in a Paranoia, but i didn’t have the XP for it in the end. Not buying the Good Weathers and the Hunting Jacket could have gotten that for me and it’d probably been a real nice card to have. Honestly even a lower level Dig Deep probably would’ve done more for me than the Hunting Jacket.
  • Notably absent is Forced Learning, a card that was talked about a lot in the context of George. I figured i do not need it to discard during upkeep and i’d rather keep a lean deck. This worked out, i think this deck would have been worse with a fatter deck, but a guaranteed upkeep trigger. Something to experiment with another time, though.
  • The Grim Resolves did very little for me. They are a wild icon so they are at least a safe card to discard. But unlike most signatures, they aren’t something you actively want to draw. I suppose this would be different if my deck had not been this many skills because then it could have come in clutch to get assets back that i had to discard. But that didn’t come up for me once all campaign, i never swapped a card in hand with one in the boat.
  • The weakness can be a bit of a pain in the first scenarios, but after a couple upgrades George recovers incredibly well from it. I had so many ways to draw extra cards and discard stuff that even after cleaning out my boat, i’d be back to 3-4 hand size back next upkeep. I had absolutely no respect left for Cast Adrift in the back half of the campaign as i was able to handle it very easily.

Overall i am very happy with how dynamic George plays. He’s also quite powerful. An investigator i am likely to return to again a couple of times that gives me a much more enjoyable experience of playing a Survivor-Seeker than Darrell does.

Marion Tavares

(This deck on arkham.build)

Same deal, here’s Marion as she walks into Dim Carcosa.

  • 42XP overall, three of which are from In the Thick of It.
  • George’s deck was 20 skills, Marion’s is 20 events. Shouldn’t be a huge surprise of course, i wanted to make sure that i can string together two events every turn. A bonus action and a bonus draw every single turn is just too huge of a payout to ignore, i want that as often as i can possibly manage.
  • And that did pan out pretty well. Obviously there are turn without enemies, but i ran enough events that were usable outside of combat to still get my cake most of the turns. And even if you only have one event to play without chaining another, you can still use your ability to draw a card. So that’s relevant, too. I didn’t track it exactly, but a rough guess would be that i got full value about 70% of turns, only the card draw 20% of turns and nothing 10% of turns.
  • One of the coolest things about this deck is how it starts the scenario. Spending your first action on a Stand Together(3), then chaining a Bankjob to it is incredible. Sets up both investigators and you still have an action left afterwards to play an asset. Very satisfying. And if you don’t have both in your start hand, you can always substitute one or the other with the ECache(3) on your Stick to the Plan. I got to do this start in every single scenario of the campaign. Although with level 0 Stand Together and ECaches in the first couple of them, of course. One could spend extra XP on this feature and also include Ever Vigilant(4), which would be hot especially in a 3 or 4 player group. But specifically for the pairing of a skill based and an event based investigator that didn’t seem like the play for me. Definitely something to keep in mind as an option though.
  • Cards on Stick to the Plan are One-Two-Punch, Emergency Cache, Breach the Door. Just a good mix of stuff, with ECache and Breach to add to an event chain when appropriate. Before One-Two-Punch was upgraded, i had Sweeping Kick there for a scenario or two. SttP is obviously great value for Marion, even more than it usually is. Handing her three extra events gives her a great kickstart to getting her event chains going.
  • Girish Kadakia is incredible. I usually don’t say this about unique allies that cost XP, but it might have been correct to play two of them here (replacing one of the Brands of Cthuga). He passed a bunch of tests for me that i would otherwise not have had any business even attempting. And his soak was instrumental in getting a 2 willpower, 6 sanity investigator through the Carcosa campaign.
  • It’s a bit scary how much worse Marion is at using One-Two-Punch than Nathaniel. Even if we disregard the +1 damage that Nathaniel gets, just the numbers you are taking the test at are a lot worse. With Nate, we start at 5 combat and can sort of assume that Boxing Gloves are around to bring us to 6 or 7. One-Two-Punch then tests at 7-9 vs whatever difficulty. Marion starts at 4. Testing One-Two-Punch at 5 skill is not comfortable at all, especially as you usually depend on it hitting to solve a problem. I had Ace of Swords, Wolf Mask and Girish to help out with it, which was definitely a lifesaver.
  • I usually tried to keep a Hunter’s Mark back in my hand as well until i wanted to play One-Two-Punch because the Mark would help with both tests and there’s a lot of 4 health enemies around in Carcosa that get defeated by this combo… without even taking an action as you can chain the One-Two onto the Hunter’s Mark which is Fast.
  • That being said, Sweeping Kick tests at 7 base skill, so does One-Two-Punch(5). And Toe to Toe doesn’t test at all. So it’s really only One-Two-Punch(0) that was a bit dodgy.
  • Crowbar was good, did exactly what i wanted it to. Picked up the spare clue here and there, and was super helpful especially in The Pallid Mask. But what was actually a bit surprising is how often i used it to finish off enemies. When enemies with 1 remaining health are in your threat area, you don’t really want to spend an event on it. Especially not after you already used your investigator ability that turn. So having a way to dispatch them without spending anything else on them was great and literally useful from scenario 1 to 8. Among the enemies that fell to the crowbar are three of the guests in Last King and the Beast of Aldebaran… twice. Good stuff.
  • Ready for Anything also made a very good impression. Drawing an enemy and chaining Ready for Anything into a combat event to defeat the enemy was always a great play. Between RfA, Overpower(2) and her innate draw, Marion had no troubles with finding her assets and keeping the events flowing.
  • The Brands of Cthugha(4) were a bit overkill. Crowbar already did their job of finishing off enemies. It was nice to have them on the board just in case i’d be out of combat events, but that never actually happened, i always had something ready for any enemy that showed up. So mostly they just sat on the board unused. I don’t think they are a bad idea to include as a safety precaution, but maybe just only one of them. Or two level 1s instead of dropping a full 8xp on something that you hopefully won’t need.
  • Despite loading up on cash in my first turn i ran into resource troubles a few times. Even had situations where i had to play One-Two-Punch without the Hunter’s Mark because i only had two resources left to spend. Double playing events every turn sneaks up on you in how costly it is, even if they only cost 1 resource most of the time, they basically eat up all income you have. And the stash from the first turn goes towards setting up the assets. A card that i overlooked and that could really have helped me there is Prophetic. Prophetic can pay for Spirit and Spell events, which covers a good amount of those in the deck. It can even get your combat value up for One-Two-Punch, so it solves multiple problems. Those would have been a nice inclusion to spend xp on instead of the Cthughas.
  • The signature skills were great and helped a lot with letting Marion appear to have a much better statline than she actually has. They are sort of like her boxing gloves, if that makes sense. Something that gives her a semi-permanent +2 to her combat (and intellect, for that matter).
  • The weakness is scary, but i found it surprisingly manageable. You have enough steam that discarding three events is doable without completely faceplanting you tempo. If you can discard a Winging It or Improvised Weapon along the way, that’s even better. Still, the weakness definitely deserves some more respect and it did feel more impactful than George’s for sure. I have to say though, being able to discard a weakness without spending an action feels nice.

What’s next

Well, i suppose the only two Drowned City investigators that i still have to play are Michael and Agatha. So that’s probably next on my agenda. I might do another writeup like this afterwards. And then hopefully we do get closer to the Drowned City campaign… i am itching to get back to some encounter card discussion on this site!