Arkham Chronicles S1E6: The Fate of the Vale

It was fun while it lasted.

Arkham Chronicles S1E6: The Fate of the Vale

Spoilers ahead! Maybe I should make a sign for this. 🤔

There's a special shorter prelude before the last scenario of the campaign where you get to roam the village once again. By now, if you're playing the campaign and haven't figured out Mother Rachel is leading a weird cult, I don't know what to tell you. You get to fight her in this prelude, obviously not putting her to rest but only severing her, and yours, connection to the world. You get a full reset after this prelude and the opportunity to spend your XP

  • Hank:
    • 2x Lucky ⏫Lucky-2 (4XP). Two simple upgrade since I knew the upcoming scenario would be the last.
  • Kate:
    • Microscope ▶️Ice Pick-3 (3XP). I don't use the microscope, let's replace it with something more useful.

As with many Arkham campaigns, your chances of making it out alive of the last scenario are low, either because of the difficulty, or because the right thing to do is to sacrifice yourself to prevent an evil outsider from entering reality. This campaign is no exception. You start this scenario with a special investigator card, representing that you've lost yourself in the colors.

As you can see in the image above, you are severely limited: stats are linked to the number of cards in hand, and you have lost your signature ability. This is compounded by the fact the token bag got progressively worse several times during the campaign. If you guessed there would be several discard effects in the encounter deck, you were right.

Your investigator card is shuffled, with a few of your cards, into a big Abyss decks containing the usual encounter cards. The first part of the scenario has you fish for your identity. It's thematically strong, but you might not like the idea of no longer playing your character. Looking for your card could be a long process since it's based on exceeding the success threshold of skill tests.

I managed to recover my investigator identities in a decent amount of time, but I ran out of juice in the second part of the scenario. I no longer had enough health or means to get the high number of clues needed to move to the third part, where I could have possibly saved the world. My team was driven insane by the myriad of colors created by an unknown extraplanar entity.

Don't worry, folks, I wasn't mad or disappointed. I have played this game enough to know making it to the final scenario can be itself a victory. This adventure ends, but there are always more to come!

An additional note for people unfamiliar with Arkham LCG. Even if I had won the last scenario of the campaign, I would have archived my investigator decks. In the standard rules, you always start a new campaign with brand-new decks without any experience point. Rebuilding new decks and devising new strategies is part of the fun.