Alien Machinery

Set Size5
Number of unique Cards2
RoleEnemy, Stalling
Threat LevelMid to High
# of scenarios2
Appears in: Drowned Quarter, Grand Vault

My take: The star of the show here is of course the Persistent Construct, and it is indeed an enemy that you’ll want to be aware of when it’s around. Having a plan for handling it will make things go a lot smoother, while an inability to deal with an enemy that can’t die can even make the Construct the primary threat of a whole scenario. It clearly shares some design DNA with the Vengeful Serpent from Return to TFA, but ends up playing very differently. Vengeful Serpent creates spikes of danger when they return from the victory display in pairs or triplets, while the Construct simply creates a consistent low power threat that is very hard to deal with completely.
The other card, Infernal Machinery is more hit or miss in how much it really adds to the board. There will be times when you can ignore it completely, but when it is relevant, it can be fairly obnoxious.
Overall a very interesting set of cards. I think it works to the design’s advantage that they are only used twice all campaign, more than that and the Constructs would probably overstay their welcome and end up demanding too severely to be addressed by players in their deckbuilding. As is, they appear in only two scenarios, one of which has a built in way of leaving them behind and the other which can completely be skipped.

# in the encounter set: 3

Threat: Mid to High

This is a menace and very hard to get under control. Your first Persistent Contruct of the scenario is just going to be a regular 2/2/2 enemy and no big deal… but once you have defeated one, you won’t be able to defeat another, at least not in a conventional way as that defeat will just spawn the Construct from the Victory display. Effectively, defeating the Construct just will let you evade it instead.
If you aren’t able to distance yourself from the enemy, this will cost you a lot of actions and the occasional damage from an attack by the Construct as you need to defeat or evade it several times. This does actually make it one of the more impactful enemies in the campaign and drawing two of them early in a scenario can really put a large strain on the investigators.
True solo and two player groups can get lucky and not draw a second one of these until late in the game, but for three and four player groups this is definitely something you have to expect to deal with. If you do draw a pair of these early on in a scenario, then small groups do get more heavily impacted by the action drain these represent though. So the variance on the random draw seems more pronounced to me with lower player count.
In the Grand Vault, the moving platform and the shifting location connections that come with it allow to strand Constructs in locations where they can’t reach you. This is something to be aware of for sure as it can solve a lot of headaches. The Drowned Quarter doesn’t give you an out like that, in fact its 3×3 grid of locations leaves little room to run away from hunters at all as paths are always rather short. Any sort of player card that can evade enemies and keep them exhausted for longer (like Disguise or Slip Away) is very useful here, as are more specialised tools that can shuffle back the enemy into the encounter deck (Close Call) or tie them down for longer (Fend Off). Finally, a way to have them all permanently go away is to defeat them all at the same time, for example with a Dynamite Blast or Storm of Spirits as that will not allow them to bring each other back.
Notably, the Forced ability on the Construct doesn’t replace the defeat, so any triggers you have for defeating enemies can be repeatedly farmed by wailing on these buggers. This means you can make up for the actions they cost you by triggering anything from Roland’s or William’s investigator ability over Ancestral Token to Microscope, even turn the Construct’s ability into a net gain for you. By the same token, if you gain momentum from evading enemies (Lucius, String Along, Pickpocketing) or oversucceeding (Lucky Cigarette Case, Antikythera), then you can turn the fact that you always have this thing around you into a positive, too.

# in the encounter set: 2

Threat: Low to Mid

Infernal Machinery doesn’t have the same urgency as many other treacheries as it doesn’t immediately threaten you with anything harmful. It often doesn’t even stand in the way of working towards advancing your act. What it does however is hinder you from achieving your secondary objectives by locking you out of interacting with Glyph cards. The other people on your team still can, and sometimes that will be enough, but the requirements for the various skill tests on Glyphs are broad enough that you’ll usually find Infernal Machinery to be in the way of getting things done eventually.
It also stops you from taking advantage of your Artifact cards, which depending on the ones available to you can be more or less relevant. On a campaign that starts in the East, you won’t even have an artifact yet when you see this card in Drowned Quarter. By Grand Vault you may have picked up the Barrier Core or the Grisly Mask. On a campaign starting in the West, you are looking at having the Obsidian Claw or Shard of Y’ch’lecht disabled when you first get this treachery. Obviously, having the Obsidian Claw power down is a bigger deal than any of the other artifacts and is worth taking care of as a priority to regain the action advantage gained from the artifact.
With a difficulty of 4, discarding the treachery isn’t easy, but any investigator at the same location can do it. And we’d generally assume that someone on the team can pass an intellect(4) test.

Stowaways

Set Size6
Number of unique Cards2
RoleDoom, Willpower
Threat LevelLow to Mid
# of scenarios2
Appears in: Apiary, Court of the Ancients

My take: The cards in this set are very interesting to me, as they do not pose a huge threat all by themselves the way a huge enemy or impactful treachery would do. But they do creep up on you and if you keep them on the board for a couple of turns you will probably find that they impacted your decision making significantly as you had to play around them to avoid adding doom to the agenda.
As one of the only sets of cards in the whole campaign dealing with doom mechanics, the doom from these cards has to stand on their own. And i think they do so without being too overbearing.

Number in the encounter set: 3

Threat level: Low

As far as enemies go that introduce some doom mechanic to a scenario, the Stowaway Drone is fairly harmless. Mostly this is because it requires another enemy to work with and that one can’t even be an Elite. So mostly you’ll be fine just ignoring the Drone and caring about the other enemies in the scenario instead.
That being said… while the Drone doesn’t pose much of a threat by itself, it does a solid job of making other cards more relevant. For example, Apiary Tenders would be very tempting to ignore in the Apiary scenario if it weren’t for Drones being able to make them more of a priority. And Infected! from this set is of course also able to trigger off of any Drone that is kept on the board.

Number in the encounter set: 3

Threat level: Mid

This card routinely caused me some headaches as it forces players to break formation unless they can get rid of it. An action and a willpower test is not a huge ask, but it does often become a priority. With three copies of the treachery in the encounter deck, the possibility of them stacking up is also not to underestimate. While each investigator can only have 1 of these, there is nothing stopping multiple investigators from becoming infected and then each one adding a doom to the bard when they are forced to meet up.
In the Apiary scenario the Stowaway enemies are everywhere, so especially investigators that seek out enemies will want to get rid of this treachery rather sooner than later.
Thankfully any doom added to the board by this card doesn’t go directly on the agenda, but on the treachery itself. So even if you do end up triggering its Forced effect, you do get a chance of discarding the doom alongside Infected! before the agenda advances.

Doom of Arkham II

Other sets in this encounter deck: Domination, Elder Mist, Flood, Agents of Cthulhu
Relic: –
Glyphs: –
XP: The Doom of Arkham II: 3 (locations) + 9 (Cthulhu) + 4 (Star Spawn) + 5 (resolution, “Arkham in ruins”) = 17XP
Blind Playthrough: Doom of Arkham II

The Drowned Quarter

Other sets in this encounter deck: Alien Machinery, Cosmic Legacy, Deep Ones, Elder Mist, Flood, R’lyeh, Undersea Creatures
Relic: Barrier Core
Glyphs: 2
“Sum”: Undersea Parasite, spawned at Coral Reef
“Knowledge”: Obsidian Relic, found at Ancient Gallery
XP: 1 (locations) + 2 (Glyphs) +2 (Leviathan) +1 (Eel) + 2 (resolution “power diverted”) = 8XP
Blind Playthrough: Drowned Quarter

Obsidian Canyons

Other sets in this encounter deck: Cosmic Legacy, Elder Mist, The Inescapable, R’lyeh, Nightgaunts, 1 or 2 random Star Spawn
Relic: Obsidian Claw
Glyphs: 5
“Wave”: at Glyph Orrery, found at Obsidian Cliff
“Darkness”: at Eroded Frieze, found at Western Wall/Ancient Dome
“Stars”: on Sky Relic, found at Ancient Canyons
“Elder Thing”: at Western Athenaeum
“Plant”: at Eastern Athenaeum
XP: 4 (locations) + 2 (glyphs) + 1 or 2 (Star Vampires) + 1 or 2 (Star Spawn) = 8XP (East)/10XP(West)
Blind Playthrough: Obsidian Canyons

Court of the Ancients

Other sets in this encounter deck: Domination, Dreams, Elder Mist, The Inescapable, R’lyeh, Stowaways(west) or Pilgrims (east)
Relic: Shard of Y’ch’lecht
Glyphs: 5
“Sleep”: from Court Keeper 1
“Dream”: from Court Keeper 2
“Life”: from Ancient Vault 1
“Cthulhu”: from Ancient Vault 2
“Y’ch’lecht”: from Glyph Orerry
XP: 1 (Ancient Altar) +1 (Tyrant) +5 (Glyphs) +1 (Observer) + 1 (random Star Spawn, west only) = 9XP(west)/8XP(east)
Blind Playthrough: Court of the Ancients

The Grand Vault

Other sets in this encounter deck: Alien Machinery, Flood, The Inescapable, R’lyeh, Star Spawn
Relic: Tidal Tablet
Glyphs: 5
“Arm”: At Chamber of Records 1
“Earth”: At Chamber of Records 2
“Doom”: At Ancient Vault 1
“Weather”: At Ancient Vault 2
“Power”: At Ancient Vault 3
XP: 2 (locations) + 3 (glyphs) + 1 (Slitherer) + 2 (Star Spawns) + 1 (interlude, ignore red button) = 9XP
Blind Playthrough: Grand Vault

The Apiary

Other sets in this encounter deck: Cosmic Legacy, Elder Mist, The Inescapable, Striking Fear
Additional sets on West: Dark Cult, Pilgrims
Additional sets on East: Stowaways, “Infected Star Spawn” enemy
Relic: Grisly Mask
Glyphs: 5
“Air”: Squamous Parasite, spawned at Churning Chasm
“Machine”: Ancient Relic, found at Fleshy Paths
“Daughters”: Hidden Vault, found at Growing Fields
“Hand”: Corrupted Vault
“Time”: Fleshy Paths
XP: 4 (locations) +2 (glyphs) +1 (Amalgam) +2 (Mother, only East) +1 (Star Spawn, only East) +2 (resolution, pilgrims saved, only West) = 9XP(West)/10XP(East)
Blind Playthrough: The Apiary

The Drowned City: Glyphs

Intro

There’s a total of 26 glyphs to be found across the first seven scenarios of the Drowned City campaign. If you want to end on the alternate final scenario, Sepulchre of the Sleeper, you will require all of them by the end of the R’lyeh expedition. And to unlock an additional ability on the artifact relics that you can acquire during the campaign, certain glyphs are needed as well. 15 of the 26 glyphs are also tied to experience points earned, making most of them worth hunting even if you aren’t interested in the unlocks.
So here is an overview of the glyphs, where you can find them and which relics are fully unlocked by them.

One Last Job

1.) Depths: “decipher an alien language” at Tillinghast Esoterica (Obsidian Claw)

The Western Wall

2.) Parasite: From Seafloor Frieze, uncovered at Obsidian Foundations
3.) Stranger: At Shattered Ruins
4.) City: At Undersea Vault, uncovered at Sunken Stairway (Horror in Clay)

The Drowned Quarter

5.) Sum: Undersea Parasite, spawned at Coral Reef (Shard of Y) (Barrier Node) (Horror in Clay)
6.) Knowledge: Obsidian Relic, found at Ancient Gallery

The Apiary

7.) Air: Squamous Parasite, spawned at Churning Chasm
8.) Machine: Ancient Relic, found at Fleshy Paths 1 (Barrier Node) (Grisly Mask)
9.) Daughters: Hidden Vault, found at Growing Fields (Horror in Clay)
10.) Hand: Corrupted Vault (Barrier Node)
11.) Time: Fleshy Paths 2

The Grand Vault

12.) Arm: At Chamber of Records 1 (Tidal Tablet)
13.) Earth: At Chamber of Records 2 (Obsidian Claw) (Grisly Mask)
14.) Doom: At Ancient Vault 1
15.) Weather: At Ancient Vault 2 (Obsidian Claw)
16.) Power: At Ancient Vault 3 (Shard of Y) (Horror in Clay)

Court of the Ancients

17.) Sleep: from Court Keeper 1 (Grisly Mask)
18.) Dream: from Court Keeper 2 (Tidal Tablet) (Shard of Y) (Barrier Node)
19.) Life: at Ancient Vault 1 (Barrier Node)
20.) Cthulhu: at Ancient Vault 2
21.) Y’ch’lecht: at Glyph Orrery

Obsidian Canyons

22.) Wave: at Glyph Orrery, found at Obsidian Cliff (Tidal Tablet) (Horror in Clay)
23.) Darkness: at Eroded Frieze, found at Western Wall/Ancient Dome (Obsidian Claw)
24.) Stars: on Sky Relic, found at Ancient Canyons (Horror in Clay)
25.) Elder Thing: at Western Athenaeum (Obsidian Claw) (Grisly Mask)
26.) Plant: at Eastern Athenaeum (Shard of Y) (Obsidian Claw) (Grisly Mask)