Picking up after playing through The Gathering, Ray joined to make the group a quartet. Ray played Wendy, while Carlo, Tom and I kept Daisy, Skids and Agnes, respectively.
This was not an easy scenario. Three players handled The Gathering really well — way better than my two player attempts previously — but we struggled to get any traction with Midnight Masks. Every other encounter card took away the resource we had to accumulate to advance to victory. Carlo thought it was just a rough draw, but I’m inclined to think it’s a deliberately tough scenario, with the intent that the players do the best they can and get out. Possibly it’s to teach players that knowing when to resign is important in campaign play like this. It’s certainly in keeping with the themes of Lovecraftian stories and role-playing. Most anecdotes about doing well in a Call of Cthulhu scenario — for relative values of well — end with “and then the survivors ran.”
Second time out with Agnes, I found her even more perplexing. She’s not a strong investigator, but that’s what I found myself doing. In retrospect, I should have looked more closely at her spells, as they’re more about dealing with enemies and interfering with the encounter deck.
Next time we play, I’ll keep that in mind as discover whether what we uncovered during “The Midnight Masks” will be enough to help us through the final chapter of this Arkham Horror mini-campaign.