The Approaching Storm: Overview and Advice

Introduction and Themes

This guide is a largely spoiler-free guide that talks about the general mechanics of the The Approaching Storm custom campaign made by Kristofer Bengtsson. If you're interested in learning what the campaign's unique mechanics are, and hearing suggestions for investigators and cards that are particularly well suited to the campaign, read on!

In The Approaching Storm, the investigators are asked by Professor Armitage to help with an investigation - and soon get sucked into a conspiracy where they have to prevent Baal, an ancient evil with control over flies and filth from being summoned into this world.

General Mechanics

Arbitary Agility and Willpower Tests

The Approaching Storm will often ask you to pass a test to continue - this is most often an Agility test, sometimes Willpower or Agility, and rarely Strength. You need to be able to pass these tests to continue - it's not a matter of doing side quests, it's a matter of needing to be able do these to move locations, engage enemies, or complete the act. And it's not like you can use clues or other things to help you, either - you have to make these tests raw.

Asset Hate

Encounter cards that target your assets are common. Worse, they sometimes require other players to choose what you're discarding... and have Peril. Don't load up on a single valuable asset, and have things you'll be willing to throw out.

Direct Horror and Heavy Damage

"Direct horror" appears far more often than you'd like to see on encounter cards. It's optional, but that's never good to have an option stripped from you. Having some kind of horror healing or extra soak to deal with it can really pay off. Likewise, there's a lot of damage, including from scenario 1. Consider more soak and healing than you otherwise might.

Enemy Groups

While the encounter decks have a good number of enemies, there's several times during the campaign where enemies will spawn on the act or agenda advancing - and sometimes multiple. Be prepared for multiple enemies to spawn at once, however that may be.

High Shrouds

Many of the encounter cards will attach to a location, increasing its shroud. One that pops up often will be removed if you investigate successfully - which is useful, because those encounter cards surge if there's already one on your location. Cheating clues off of locations is good, but just pumping your intellect up high is better. The best, however, is being able to lower shroud, especially for a period of time - many of the required actions to advance the Acts will have you test different, non-investigate things vs shroud.

Nasty Token Effects

The token effects in the campaign feel more like the effects from Hard difficulty on other campaigns. They often have low penalties, but extremely bad riders that always trigger - like taking damage or adding doom. Don't go looking for symbol tokens if you can at all help it, and cancel them if you can.

Deckbuilding Advice

The suggestions below aren't by any means required, or even characters I've necessarily played the campaign through. Rather, these are just observations of characters who might be particularly well suited to the campaign, including things that might not be top tier, but have a very strong synergy with the campaign mechanics.

Suggested Investigators

Mark Harrigan: Mark has stronger than normal stats, and can use Sophie to boost his skills. His card draw will also be helpful to find good skill cards to help you pass tests that otherwise block off progress.

Sister Mary: Sister Mary will struggle early on, but any way to boost the tests of other characters across the board will be handy. Having characters invest in bless using cards is also a great way to deal with the tests you otherwise can't pass.

Kate Winthrop Kate's ability just gives her a bunch of unexpected courages - and you'll need them. Kate can push herself to pass any test, including tough investigate ones, and her asset focused playstlye is robust here.

Minh Thi Phan: When the entire group has to pass an Agility test to continue, Minh's ability to let everyone use skills a bit better is going to be a lifesaver. Her ability to give skill cards to others can also save them in a lot of crucial places.

Trish Scarborough: Trish can take advantage of the small and aloof enemies who spawn to get extra clues and accelerate the game, and when large numbers of enemies spawn, she's great at helping to evade them to keep the numbers low.

Winnifred Habbamock While she won't be passing any agility tests, Winnifred can flex and won't struggle with any of the Agility tests thrown her way. Her love of skills will also prove invaluable to those who need the boost.

Jacqueline Fine: Jacqueline's main asset to the team is going to be helping them pass required tests through use of her ability, and avoiding some of the nasty symbol tokens. She's hurt by not being able to use cards like Sixth Sense, but a solid, reliable gameplan is better here.

Diana Stanley:With average stats, Diana can use skills to pass what she needs to, but her real strength is getting her Willpower really, really high here, and dealing with the fact that the scariness of encounter cards has some real big variance.

Calvin Wright: If the problem is passing tests, why not take the guy who can get 5 to everything? Calvin will have to be sure to have lots of soak here, but his ability to not struggle with any kind of test will really pay off.

Stella Clark: Stella's fail-forward style and use of cards like Quick Learner and Live and Learn can help her overcome a lot of difficult tests, and her good Willpower and Agility gives her solid defense.

Notable Player Cards

Take the Initiative: If you really need to pass a test, having a three wilds skill is a great way to do so. Take the Initiative never goes out of style, and is a reliable card through the campaign.

Breach the Door: There's a few crucial locations that have required tests based on the shroud of your location. When in doubt... cheat.

Hawk-Eye Folding Camera: Many of the scenarios have slow, steady starts, allowing you to gather clues peacefully before things really kick off and shrouds really shoot up. It's a perfect time to build up the Hawk-Eye.

Quick Study: You'd expect an Act that forces you to pass a specific test to allow you to spend clues to do so. That doesn't happen here - so bring Quick Study and just force it onto the act yourself.

.45 Thompson (3): It's a very niche card, but if there's ever a campaign for it, this is it - especially at higher player counts, taking advantage of encounter cards that allow people to choose who to spawn enemies on.

Skeleton Key: The Skeleton Key breaks several of the major roadblocks in the game, and especially for a team lacking in Willpower or Intellect is a must have.

Counterspell:When a symobl token can add doom to the agenda or hit someone for 2 damage, even on a success, just blocking out outright can save you a lot of trouble. Counterspell should be seen as even more crucial than Ward of Protection.

Delve too Deep: This feels like cheating to mention here, but this campaign doesn't play fair, so neither will I. The first two scenarios are low on XP and have very little of their threat come from the encounter deck. Delve too Deep is great to kickstart your decks.

Live and Learn: Having a second chance at tests that are blocking your progress can really be a lifesaver. It's especially good to have in hand against some of the Agility tests if you think you have a good chance of passing, but don't want to have to commit a skill ahead of time.

Granny Orne (3): Giving a virtual +2 to hard Willpower and Intelligence tests will be invaluable for any Survivor who wants their focus to be on clues instead of fighting. The Willpower tests will be more important than you might think.

More on The Approaching Storm:

The Approaching Storm: Spoiler-Light Review

The Approaching Storm: Advice and Overview

The Approaching Storm: Dissection