Lone Investigator v Essex Express

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
Lone Investigator 1 0 2 1.0
Inspiration for
Lone Investigator v Blood on the Altar 1 0 0 1.0

DavFlamerock · 116

Roland's going in at Dunwich Legacy.

The idea is to investigate as few times as possible, and discover all my clues via enemies, Working a Hunch, and Art Student. The student also gives me some sanity buffer, and by being expendable she and the Guard Dogs can cycle in and out as needed. It might be a little tight on resources but that's likely to only be relevant in the Clover Club quest.

Prepared for the Worst seems best in a Roland deck because it can help you get his epic pistol, but usually I think it's best as an Int/Str wild card. Shortcut and Dodge are vital to get around enemies, but frankly most of the deck is focused on winning skill tests, fighting, and discovering clues without investigating. For the Int checks that are required for non-clue purposes, Perception and Working a Hunch are there.

If you're wondering why the best allies aren't in this deck (Milan or L2 Beat Cop), it's because I wanted to be able to have access to the slot for Art Student, which required that I use only expendable allies (Guard Dog does a similar function). If you want to get either of those epic allies, go get a Charisma and go for it (I might get Charisma anyway if I can save any professors).

Upgrades to be determined by the events of the campaign...

============ Dunwich Legacy 1 Report - Roland poked around the campus looking for Dr. Rice, but found only students and birds. Eventually he got wind that the Janitor could get him into some of the more valuable rooms, but after searching the Administration, Student Union, and Science Building, he hadn't found the janitor... but he did find a horrible alchemical monstrosity! Roland tried his best to take the beast on head-on, but when it was clear he would lose his mind before he could bring it down, he fled back to the Student Union, where he found Jazz. With a horrible experiment between him and the Admin building, Roland opted to clear out the Dormitories and whisk the students to safety.

Then he went looking for Dr. Morgan. Not one for gambling, he wandered around trying to find answers at the bar while avoiding the gaze of the Pit Boss, but eventually it was no use. The Pit Boss ran out of patience and went after Roland, who casually murdered him. However, just as he spotted a friendly face in the crowd who might get him the information he needed, a conglomoration of spheres burst into the club and dissolved the club's lookout. With nowhere to run, Roland grappled with the beast and with his machete dissolved, it took him ages to finally bring the thing down. He got the info he needed and stumbled his way to the back of the club, but the building was in cinders and he needed a way out. Unfortunately, what he thought was the back door led only to an art gallery (an interesting art gallery, to be sure, but not a means of escaping the blaze). He went down with the house and had to be pulled from the ashes.

With all three professors kidnapped, Roland has only one thing left to do... travel to Dunwich and save them!

=============== To find out what the lost Prof Armitage knew, Roland went to the Miskatonic Museum to find the Necronomicon. The tone of this investigation was set immediately, when he blindly kicked the door and (+1) managed to bring it down in one blow. After that, it was a race to equip himself with his trusty pistol and a machete and plunge into the museum. It took him five exhibits to finally find the curator and the Necronomicon, but he was also forced to face down a Shadow-Spawned Hunting Horror three times, which he defeated handily with his weaponry. With only 3 cards left in his deck and a Beyond the Veil (which he could... technically survive thanks to the curator), Roland found what he needed and pocketed the evil tome to read on the train to Dunwich.

0 comments