The Gathering Play-by-play (Night of the Zealot 1/5)

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Curse of the Rougarou Play-by-play (Night of the Zealot 2/5) 0 0 0 1.0

Bogoran · 40

I've started a two-handed solo campaign which I'm live logging on the Mythos Busters podcast discord server. You can join the server here, and politely ask an admin there for access to the live report channel if you want to share your own!

Below is the transcript written live while playing through The Gathering. I think I will publish additional decks with the XP spent moving forward, and put the next scenario (Curse of the Rougarou) log there.

The Gathering

Round 1: Our heroes find themselves trapped inside Skids' study. Daisy goes straight to investigating, but after missing an obvious clue pivots to reading her Old Book of Lore. Skids checks his jacket pockets and finds a Machete and a Flashlight, then gets lucky and finds a clue all on his own.

Round 2: Evil advances an extra tick, and Daisy can't drown out mysterious voices in her head. Daisy decides to peek under the rug and we're in business. Through to the hallway. Skids scrounges for items in the hallway and digs into an Emergency Cache.

Round 3: Made dizzy by the shifting surroundings, each investigator drops a possession. Daisy's favorite bag is forgotten on the floor. Skids is hearing voices now, and evil accelerates again. Skids heads to the attic, and finds some extra resources while brainstorming how to break the barrier. Daisy slides down the stairs to the cellar and makes some progress thinking about how in the world ice can be used against fire.

Round 4: Grasping Hands catch Daisy off guard, and suddenly her life is in significant danger. Skids turns on his flashlight and fully explores the attic. Despite finding a Magnifying Glass which always helps her think, Daisy is puzzled by this ice/fire situation. Skids finds some unopened mail in the attic and it's a third notice about his crippling debt.

Round 5: Chills overcome Skids and he drops his flashlight which had a little battery left. Evil marches forward an extra step again. Daisy finally has an idea and rushes back to the hallway, where Skids meets her. Together they break the barrier to the parlor.

Round 6: Despite the monstrosity now bearing down on Skids, Daisy overreacts to some rats at her feet and shouts a spell she'd recently read about. After a blinding flash the rats are gone without a trace. She runs into the parlor and explains the situation in the hallway to Lita. Skids dextrously leaps aside from the ghoul's lunge, freeing him up to write a quick check for that unpaid bill. Daisy's situation grows more complicated as a cultist leaps from the shadows. No one can explain how he got into Skids' parlor but there's no time to dwell on it.

Round 7: It had definitely seemed too quiet earlier. Rats swarm Skids while a small ghoul pounces on Daisy. With the help of Lita, Daisy knocks out the ghoul and runs to the hallway as Lita takes blows from the muttering Acolyte. At Lita's command Skids begins unloading his .45 Automatic rounds into the Priest. Each shot lands, and after it staggers from the first two, the third leaves a clean hole between the eye sockets of its mask. The priest falls to the ground, motionless.

Though the conspiracy in town seems like just the ravings of a madwoman, Skids isn't too interested in cleaning the corpses out of his house and lights it ablaze.

End of The Gathering

For those keeping score, I earned just 4 Victory Points (two locations cleared plus the Ghoul Priest), for a total of 6 XP to spend. Skids moves forward with Lita and a mental trauma.

1 comments

Dec 24, 2016 OzValdo · 677

Nice walkthru man .....