
We did it!
The first Drowned City playthrough is in the bags and aside from the weird factoid that i apparently refer to myself as “We” in a write-up when i play multiple characters, there’s a bunch of more useful impressions left hanging in the air. Time for us for me to collect my thoughts and try to put everything into words.
If you are just here for the final verdict, let me not bury the lede: I definitely rank it in my Top 5 of campaigns, but it doesn’t break into my Top 3 of TFA, Carcosa, Innsmouth. I would put it on #4 right now, ahead of Hemlock Vale at #5. It’s a good campaign, i didn’t dislike a single scenario and i will absolutely replay it many times. But it’s also not exceptional in the same way that my Top 3 are in some regard. To shamelessly steal borrow a phrase i just read a few minutes ago on reddit, it’s “Not Victory 2, but definitely Victory 1”.
The playthrough was not just about playing the campaign itself, but also to give two decks built on the very limited cardpool of Drowned City + Core a chance. And i think the takeaway there is that you can still build some deceptively powerful decks from that. And yes, i ended up shooting a basic .45 Auto at Cthulhu in the end, but it did get the job done. I won’t pretend that my playthrough here is in any way representative of a new player’s who got their first expansions, 10 campaigns worth of experience in playing the game and building decks does count for something after all. But still, i think this does demonstrate that (especially in light of current doom saying around the lack of reprints) those old sets of yore might not be as essential as some people think. You don’t need to buy Dunwich, Carcosa or Edge of the Earth to play Drowned City – and i feel like that’s an important takeaway here.
A Quick Disclaimer
Before i get into more details, i want to make clear that these are just first impressions. I only do my encounter set and scenario review pages on this site after three plays and that’s for a good reason, as you rarely get a full impression on the first go through. So take anything that follows as something i might very well change my opinion on in the coming weeks.
I’ll just go over my write-ups now and comment on what i think stands out.
One Last Job
Somehow, i managed to start off the campaign with a wipe, having everyone defeated at the hand of the gangs. Overall this is a somewhat chill scenario however and the enemies don’t pose a problem until the climax as you are meant to parley them, not fight them. The scenario works very well as a sort of playable backstory, using almost only Core Set cards to establish Arkham as a place in the story and only faintly hinting at what is to come. It provides a good contrast for the alien stuff that is coming up, but at the same time, this makes it work not at all as a mechanical introduction. The best scenario openers have usually been the ones that inform the players of what’s going to be expected of them going forward. Pit of Despair introduces floods and Deep Ones. Riddles and Rain shows off both main factions of Scarlet Keys. Untamed Wilds drops you off right in the jungle, with snakes, exploration and serpentfolk. One Last Job does none of that and i think that’s missing a bit of a trick there. It makes the scenario detached from everything and feel a bit … irrelevant … to anything else going on. Overall i’d call this an okay scenario, but when specifically comparing it to the openers of the other campaigns, it’s one of the weakest. Do i prefer it to Hemlock Vale’s situation which pretty much doesn’t have an opener? Yes, i think i do.
The Tasks
The next thing after One Last Job is picking the Tasks, so let’s talk about those. I found the impact of specifically the No Place Like Home task to be fairly huge as it informed much of my movement all throughout the campaign. Michael was simply the one who had to reveal locations and i only did so with Lucius in a few exceptions. On the other hand, Lucius task was being the one who’d clear all clues off of locations and that had nearly no impact at all on my decision making, after all this was his job (and his alone) anyways. This was of course a result of my investigators being so binary in their roles, Michael couldn’t find a clue to save his life. If he was even slightly flexy, then Plumb the Depths would certainly have mattered more as i would have needed to pay some extra attention to it.
The tasks are an element of this campaign where i think that it really requires a replay or three to get a firm grasp on what i think about them. I do like that they take up a lot of decision space and i can imagine that playing the campaign with different tasks will add to the replayability by introducing different circumstances. On the other hand, i could also see them becoming too distracting or too dominating, overshadowing the mechanical drive from the scenarios? Really not sure on this one.
Either way, i did like that each task has one scenario where it matters a bit more and asks a trade-off. Either get extra progress, but a severe penalty for the scenario. Or lose progress and gain a boon. I was deathly afraid of mental trauma, which made these a non-choice for me but i could imagine these work especially well if you missed your task once or twice and need a catchup mechanism.
You then finally get a powerful boost from the tasks for the finale, in the form of a stack of XP and an ability. Or, if you fail, you get trauma and a bad token (and just a few pity XP). That’s a real threat and i think the stakes need to be this high for the tasks to matter, so that’s good. The payoff is fine, but next to the artifacts and story allies it’s not as huge as one would assume near the start of the campaign when the tasks are chosen.
Overall, these are an interesting addition to the campaign. Not something i have a desire for porting over to other campaigns like i’ve seen talk about on Discord. But as a campaign gimmick, this works.
Obsidian Canyons
This scenario was one of the high points of the campaign for me, i very much enjoyed the way the locations moved around and how i was able to manipulate them. It came with a heavy setup tax that made the whole thing take about two or three times as long to set up than any other scenario in this campaign, but at least to me, the play was worth it.
The jump from the simple One Last Job to this mammoth of a scenario is definitely jarring however and i wouldn’t wish this on any new player checking out a real non-Zealot campaign for the first time. There is a noticable increase in complexity for the scenarios coming from west to east and starting at the east has you go through it in reverse order: from most complicated to most simple. And that’s just kind of weird? I feel like these could have been put in an order where either way through R’lyeh would have made for a better progression curve.
I am not a new player however, so i got to appreciate this scenario in all its overblown weirdness. It’s important to point out that the fiddlyness imo stopped at the setup, during gameplay everything was smooth to handle and flowed well. A leap forward from things like the mines in Hemlock Vale or even TFA’s Boundary Beyond where i still tend to fuck up the location connections once or twice each play despite having played it like two dozen times now.
I am looking forward to seeing this scenario when coming from the other side, as that will add a whole additional stage to it with a fourth row to search through for the locations you need.
Artifacts
Obsidian Canyons is the scenario that earns you the infamous Obsidian Claw, so let’s talk about the artifacts. Over the course of the campaign i have seen five of these:
Obsidian Claw: Gives a free movement per turn, up to two locations away.
Shard of Y’ch’lecht: Ignore the first attack by a Deep One or Star Spawn each round.
Tidal Tablet: Free move if your location gets flooded.
Barrier Node: Tanks 1 point of damage each turn for free.
Horror in Clay: Star Spawn enemies prey on you.
Even setting aside the Horror in Clay which is deliberately one that is more of a burden than a boon, these artifacts are clearly not made equal. They don’t need to be. Of course, there’s no requirement for story assets to be balanced against each other. That being said… that Claw is a bit much, isn’t it?
I think what bothers me about these is that they start in play from turn 1 on. That allows them to just dominate your game through all of the campaign and with exception of Doom of Arkham I, where i was forced to let go of them for a second, i never even considered to use something other than the Claw for Lucius. Like, there wasn’t even a sliver of a choice there, that thing stands heads and shoulders over any other story asset or even any level 5 card in the whole existing card pool. It’s an utterly absurd card to get on my scenario 2… to the point where i suspect that coming from the west is simply going to make for a better campaign experience because you don’t get all your movement solved instantly. If it at least was only added to your deck instead of being a quasi-Permanent, there’d at least be some requirement to still care about that aspect for the investigator that has it.
Of the non-Claw artifacts, i think the Barrier Node is pretty neat. We think highly of Jessica Hyde and Peter Sylvestre as allies that can soak for you forever and this gives the ability to do so for health to non-Survivors. Great little artifact. The Shard can serve as a way to take some of the sting from The Inescapable or the Star Spawn Elites away if you struggle with them more than i did, so it definitely has a place too. The Tidal Tablet however seems pretty weak and i don’t even see it competing with the Diving Suits that are available from the start.
Overall, hunting for these artifacts seems worth doing. Even if you don’t plan to get all of them to unlock the special ending, they do have their value. Maybe the Tablet looks better if you don’t already have both a Claw and Ruby for free movement, either? I doubt it, but maybe.
The artifacts all have an extra ability on them that can be unlocked with the translation of glyphs, but i’ll talk about that when i get to the glyphs.
Court of the Ancients
The elevator ride down the archive. I do like scenarios that are easy to just finish, but leave it to you to decide how much extra you think you can do in the time offered and this delivered on the premise really well. A standout in this scenario for me were the enemies which are reasonably threatening and offer a lot of variety between the Aloof Observer, the huge Colossus in the lift and the freaky Keepers. I didn’t do exceptionally well here either and probably left a good amount of secrets and VP in the archives that i would want to grab on my second go here.
One elegant piece of level design here: This was my scenario 3 and the thing went very linear: Start at the top, move down until you get the required glyphs and clues to enter the altar at the bottom, plunder it and leave. If you come from the other side and this is your scenario 6, you start at the bottom, have to move up to get the glyphs and clues, down again to open the Altar and up again to leave. I think that’s a cool way to increase the scenario complexity without having to add anything extra to the setup.
Less elegant was the high variance from a huuuuge encounter deck where you are supposed to find specific cards in, but can just end up finding the same Omen treachery over and over and over and over again.
Overall an enjoyable scenario! Not as outstanding as Obsidian Canyons, but still very good.
Glyphs
So let me just lead with my gripe about Glyphs: There’s too damn many of these things. I get that they wanted 26 of them so they can match them to our alphabet and write “Cthulhu fhtagn” and the like in cypher on various encounter cards. That’s cute and all, but this is just too many to care about. Thing is, they even made an effort to diversify how you get them: Some are on a treachery that attaches to a location, some on a location itself, some on an enemy, others on an asset that you can carry around until you can manage the difficult test on it. That’s all very well and nice, but when you have 5 delivery mechanisms and 26 glyphs, you still end up with 5+ repeats for each mechanism. And that just gets a bit repetitive to see the xth Ancient Vault or Orrery, all with the same illustration on them. This didn’t bother me at all during the first two or three R’lyeh scenarios, but in the later half of them my reaction to finding a glyph was more like “Oh, yet another one of those” and that’s sort of the opposite reaction that one would hope to get from finding strange things in the sunken city of R’lyeh.
The other thing about the glyphs that i found just a bit frustrating: At the end of the campaign, i had 19 of the 26 glyphs uncovered. I still didn’t get to unlock even a single of the extra abilities on the artifacts. Unlucky? Maybe. Feels bad? Definitely.
That’s not to say that these aren’t worth hunting for either, though. More often than not, they’d be tied to Victory points which makes a lot of sense considering that the whole conceit of the campaign is that we are going through the Drowned City to uncover these glyphs. Anchoring a big chunk of our victory points there ties the backstory to the game mechanics very well.
I still would have preferred fewer of these glyphs and instead have them matter more. Aside from being a vehicle for being sort of “stretch goals” for VP i have to say these were a bit of a miss for me.
The Great Vault
This one worked really well for me. The idea of the central location that needs all the ones around it active to be accessible is neat, as is the whole conceit with the floating platform that allows you to make the way around it. Along the way there’s stretchgoals again, actually the inside of the central location is a stretchgoal itself and there’s a stretchgoal within the stretchgoal of defeating the Inescapable inside of the Core. Lots of layers to it and it’s easily understandable what’s going on and just fits together mechanically very well. Flood matters for the first time here and while i’m never in danger of drowning due to the platform being around, the Flood encounter set is threatening enough (in particular the Deadly Torrent) to make me rethink staying in the water for too long.
Another good one and also one where i have more to achieve on my next playthrough.
The Inescapable
The Inescapable is a big chunky Star Spawn that just won’t stay dead. It even returns from the victory display, through the treacheries that are in its special encounter set. Well, at least it does so potentially. My team of investigators was in the fortunate situation where agility(2) tests weren’t too much of a problem most of the time and if i remember correctly i never had the Inescapable return to the board due to the Still Behind You treachery. And even when he was on the board, Lucius was able to keep him down very well. A different team of investigators could easily have a very different experience here.
I grew a bit tired of the dude by the end of the R’lyeh portion of the campaign, but to be fair that is sort of the point and there is a way to permanently shut him down during The Great Vault.
I think he’s overall a nice addition to the campaign and at least for my money, he’s a notable improvement on previous similar recurring enemies like TCU’s Spectral Watcher or Edge’s Terror from the Stars.
And yeah, i am ready to eat my words as soon as i try to do the campaign with an investigator that has a 1 in agility.
The Apiary
My favorite scenario from this campaign. I like the location mechanics, the funky stowaway enemies and the general Alien(s) vibe. The texts even dip into some body horror that is genuinely a bit unsettling. The finale against the Broodmother is a bit toothless, as the enemy can’t leave its nest and can be pretty handily defeated through damaging its minions. For the same reason, the rotating location that happens there also doesn’t really matter all that much. But that doesn’t take away from my overall very pleasant experience with the Apiary to that point. Making your way through the corridors is just the right amount of unpredictable and weird.
Andy and Ruby
When prompted for which route to take, i went west instead of east, mostly because Ruby seemed like the more interesting character to follow on the blind run. This gave me her story asset, a very good ally that is truly worth her ally slot and 4 resource cost.
Now that i am finished with the campaign, i also know about Andy, the alternative that would have accompanied me had i started in the east. And he doesn’t measure up to Ruby.
Now, as i mentioned before, the options do not need to be balanced at all. But combine it with the circumstance that we get the Claw early on in the Eastern expedition and we just get movement handed to us for two investigators. One could make an argument that this is necessary to make Obsidian Canyons playable as a scenario 2, but i’d argue against that with my earlier note about Canyons not really feeling like it should be scenario 2 in the first place.
Having a movement enabler on either side of the campaign instead of two on one side and zero on the other would have made more sense to me at least from what little insight i have after one play of the campaign.
And it’s not like Andy is a bad ally either, his intellect bonus is by itself more valuable than the agility bonus on Ruby. But he does of course share his spot with Milan and Lawrence, both of which arguably have better secondary abilities… while Ruby doesn’t have that sort of competition in the card pool.
It’s just a bit unfortunate that the two are out of whack in terms of power this much, even if it might make some sense to give you a shot in the arm if you decide to tackle the high-complexity scenarios first.
The Drowned Quarter
This scenario is optional, you are allowed to just skip it and go ahead to the Western Wall. I was thirsty for some Deep Ones however, so this was an easy choice. The encounter deck promised to deliver on this as well, with encounter sets for Deep Ones, flooding and undersea creatures. And then it just didn’t really come together. I blasted through the scenario fairly quickly and while i got to play around with flood tokens a lot, there was barely a fish person in sight. Only cards that alluded to them… and then never went off.
I have a feeling that playing this as your scenario 3 will be a lot more interesting than as your scenario 6 however, so i don’t want to be too harsh on it right now. After all, i barely have seen any of its scenario specific cards yet. And i seem to have gotten a really weird draw on the random order of locations. But at least for now, this is the scenario from this campaign that ranks lowest for me so far. It’s not that it’s bad, like i wouldn’t want to skip it on replays the way i sometimes just turn 1 resign on Undimensioned and Unseen or Wages of Sin. But it also failed to leave much of an impression beyond delivering the artifact that i liked best design-wise out of the bunch i’ve seen.
Fishpeople (and other tribal stuff)
There were several instances in this campaign where enemy traits mattered. The one i paid attention to straight away was Deep Ones – i am a huge fan of these enemies in Innsmouth and while i knew they’d play only a small role in Drowned City, i was still looking forward to seeing what this campaign would add to them. And the answer is… not much. And what there is, kind of didn’t work, at least at 2 players? There’s a treachery that goes off on engaging a Deep One… and i never drew another one of those every time after gaining that treachery. There’s even a Elder Deep One that boosts all others around him… that never entered play with others on the board. The main reason for that seems to be that there are only two other Deep Ones aside from the Elder (the Young and the Thrall) and Drowned Quarter doesn’t even use both of them. Maybe this works better in a full party where double the amount of encounter cards gets revealed per turn than it did for me. But this element fell completely flat for me, similar to the “collect 3” treacheries from Circle Undone which also barely work in lower player counts.
Another fluke for me were the Pilgrim cultists in the scenario with the elevator. I got an Aloof cultist leader near the start of the scenario only to never see another cultist again for the rest of it. Meh.
The Apiary uses the Stowaways in a major way and that works much better. Drones seek out Tenders to place doom on them and cause extra attacks and the Mother interacts with her swarm as well. That was well done.
Finally, Star Spawn get called out on a couple artifacts and treacheries. Not in a huge way, but it did end up mattering here and there and was fine.
The Western Wall
The Western Wall and the Drowned Quarter felt very similar to me, in that they have the same vibe of making your way through locations, manipulating flood tokens and fighting the occasional Deep One. The encounter decks are very similar as well and i wish these two were spaced out more instead of right one after the other to make these similarities less obvious. That gripe (and the Deep One related rant i just made) aside, this is a solid scenario. The location mechanics require dipping up and down levels, the shroud values constantly increase and you get to do a bit of nice exploration here with fairly simple mechanics. I quite like the thought of going here as a scenario 2 and getting the introduction to R’lyeh mechanics here that One Last Job didn’t provide. As a scenario 7, it didn’t really hold up the way that i expect Obsidian Canyons to do when coming from the other side, but it was not bad either.
Story Text
There’s some chatter online about there not being enough story text. Which is a wild thing to read after the community was ablaze for two years for being asked to read (allegedly) too much in Scarlet Keys and Hemlock Vale. Obviously, it’s not all the same people complaining now that were complaining then, but it’s still just a great example of how whatever you do as a designer, the community will appear unhappy because social media will always amplify the negative voices over the positive ones. Best thing they can do is put different focus on different things with each campaign. And after two campaigns with notorious amounts of story baggage, it makes sense to do one where the prose takes a backseat.
As for my take on the matter, i don’t mind the lack of lengthy introductions. I am aware that i am playing a game here and that i am showing up to do scenarios that take a conceit and run with it. Being told “There’s a platform here! You can use it to get around and turn on the gadgets so the thingamajig opens and you get the McGuffin!” works perfectly well for me, because that’s what i am here for. That being said, the Apiary where the descriptions get a lot more vivid do show that there’s definitely a place for some more fleshed out narration as well.
Overall, this isn’t a huge factor for me.
The Doom of Arkham I
This ended up being more of a playable interlude than a full scenario. Not to the same degree as the ones in Hemlock Vale, of course. But i don’t see how any group that made it through R’lyeh could struggle with the short trip around Arkham and then get the artifacts back from Tillinghast. Potentially this could be a very short affair if you find the Esoterica on your first or second location and then just keep investigating it for all the clues you need.
It does a good job of connecting One Last Job back to what is about to come however and i appreciated a bit of a calm before the storm.
Taking Tests
When it comes to taking tests during a campaign, we have had several ones that put a focus on specific skills (TFA, TCU) or required particularly high skill values (TSK, Carcosa, TCU again). Drowned City seemed to not be extreme in any way like that. Treacheries and effects were testing everything. But in exchange, many of these tests were fairly low difficulty. This is true for treacheries like Still Behind You (an agility test vs 2) and many of the shroud values on locations seemed to be rather tame as well.
As a result, i would assume that this campaign can be played with almost any configuration of investigators and even flexy investigators with flat statlines can expect a reasonable rate of success here.
This is very good and gives Carcosa a run for its money as the default suggestion for a campaign that you don’t need to have specific conditions in mind for. It also gives you the freedom to do some more fun things with your deck than just trying to get intellect or combat to 8.
The Doom of Arkham II
So what did i think of the fight against Cthulhu? It was fine. Possibly even good. Like some other campaign finishers, this one too gives you a whole host of story assets which i am never a huge fan of. But unlike with for example the Scarlet Keys finale, these assets don’t completely trivialize the scenario and you still need to defeat Cthulhu yourself. At least in the version that i played i had plenty of time to do so, being able to snipe at the big lumbering beast from the roof and defeat one or more of its parts per turn.
It was a solid finale, not overwrought with trying to throw too many fancy mechanics at it and i think that’s worth acknowledging. Introducing Cthulhu himself as the final adversary needed to be safe and it could have been a real stinker for many if he would have had similarly controversial mechanics as the final boss of Hemlock Vale, for example.
So i’d say this was well done. A bit on the easy side at the end, but i’ve got two more endings to see and this was just the basic one.
A preliminary ranking of scenarios
1: The Apiary
2: Obsidian Canyons
3: The Great Vault
4: Doom of Arkham II
5: Court of the Ancients
6: Doom of Arkham I
7: Western Wall
8: One Last Job
9: Drowned Quarter
This will definitely change a bit on replays. I think there’s a heavy slant towards the scenarios i played first here and i expect to think higher of Western Wall and Drowned Quarter when i am not able to just breeze through them.
The big takeaway here however is that while i feel like some mechanics don’t quite live up to what i hoped for (Glyphs being the primary one) i don’t actively dislike anything here. I have so far only been able to say that about Carcosa. And Innsmouth, almost.
Next up
I have some more initial thoughts about encounter cards and the like, but i want to wait with those until i have gotten the extra plays in. My plan right now is giving the campaign another two or three attempts. The first one is actually already underway, my custom investigators Sofia and Edwin finished One Last Job and are about to leave for the Western Wall. And once i feel more secure in my opinions, I’ll get started on doing the thing i originally created the Ancient Evils site for: Doing the pages with the encounter set and scenario deck overviews and reviews. So, lots of Drowned City stuff to come in the following months… should be interesting.




































































































































































