Darkham Horror: Dissection

Introduction and Spoiler Warning

This is a full, in depth-guide to Darkham Horror, a fanmade Arkham Horror Card Game campaign by Frostmaze. This article discusses potential XP, story paths, secrets, and FULL SPOILERS, so be warned!

Experience

Available XP per scenario/interlude:

Scenario 1: Beneath the Manor: 4 (locations) +1 (The Collector, in the encounter deck) +2 (2x Evil Within, in the encounter deck) +1 (Tablet token) = 8 XP total
Scenario 2: The Study of Life: 2 (locations) +1 (Gibbering Phophet) +1 (The Collector, in the encounter deck) +1 (The Necromancer) = 5 XP total
The Hamlet: Resupply Point 1: 5 XP from the Guildhall, or -3 XP cost for two different cards of specific traits
Scenario 3: The Blind Leading the Blind: 3 (locations) +2 (Shuffling Horror) +1 (The Collector, in the encounter deck) +2 (2x Evil Within, in the encounter deck) +1 (Manor Treasurey, in the encounter deck) +1 (Tablet token) = 10 XP total
>Scenario 4: Wolves at the Door: 1 (Brigand Sharpshooter) +1 (Two gates fully defended) +1 (Brigand 12-Pounder or Warlord VVulf) +1 (Victory via Act a/b or e/f) or +2 (victory via act c/d) +2 (bonus experience to last investigator who used the World Egg if you have the necronomicon) = 5 or 7 XP total
Scenario 5: Lost in the Woods: 2 (locations in the encounter deck) +2 (locations) +1 (The Collector, in the encounter deck) +1 (Wizened Hag, in the encounter deck) = 6 XP
The Hamlet: Resupply Point 2: 5 XP from the Guildhall, or -3 XP cost for two different cards of specific traits
Scenario 6: Summoning Courage: 3 (locations) +1 (The Collector, in the encounter deck) +2 (2x Evil Withins, in the Encounter deck) +1 (Manor Treasurey, in the encounter deck) +2 (Shuffling Horror, if not previously defeated in Scenario 3) +4 (acquiring all three scenario goals) OR +2 (acquired 2 or 0 scenario goals) = 13 XP, or 11 XP if the shuffling horror was already defeated
Scenario 7: Rising Tide: 7 (locations) +1 (The Collector, in the encounter deck) +1 (Uca Major, in the encounter deck) = 9 XP
The Hamlet: Resupply Point 3: 5 XP from the Guildhall, or -3 XP cost for two different cards of specific traits
Scenario 8: Heart of Darkness: 2 (Heart of Darkness) +1 (The Collector, in the encounter deck) +2 (2x Evil Within, in the Encounter deck) +5 (Successful resoltuion) = 10 XP

There's a total of 77 potential XP - or 80 if you take the XP discounts from the resupply points - before entering the final scenario. You won't get most of that XP - scenarios 3, 6, and 7 in particular have a lot of XP and it's very hard to get all of it - scenarios 3 and 6 in particular are all about trying to get as much as you can before resigning. Still, you can expect to reach around 40-50 XP by the end of the campaign.

Campaign Breakdown

Supplies

Scenarios 3, 6, and 8 all have players purchase supplies ahead of time - with scenarios 3 and 6 giving chances of earning more supply points for the future. The number of supplies you get depends on your player count - while scenario 3 gives more supply points to higher player counts, the later scenarios give fewer to higher player counts, making up for the fact that they have an easier time earning more supply points, and get more beenfit from them. Additional supply points are earned by collecting Legacy points in scenarios 3 and 6, which can later be spent for supply at a ratio of 3 points to 1 supply for each party member. That's a huge benefit, and especially nice to have for the brutal final scenario.

Scenario 3: 12 (locations) +5 (treachery encounter cards) +2 (enemy encounter cards) = 19 legacy
Scenario 6: 7 (locations) +5 (treachery encounter cards) +2 (enemy encounter cards) = 14 legacy

Despite the high number of legacy points in each scenario, you're unlikely to get most of it - there are a huge number of locations to explore, and the treachery encounter cards each take 2 actions to cash, and only at the starting location.

While the starting number of supplies depends on player count, there's some ways to get additional points in addition to Legacy points. If you succeed in acquiring all clues from the Hamlet in scenario 1, each investigator gets +1 supply point during each restock point. Visiting the Campsite before hand gives +4 supply points, although it's essentially at the cost of 5 XP, and visiting the Tavern lets you remove a Flaw, Humanoid, or Monster weakness from your deck at the cost of 3 supply points.

Torches (3 points each, 2 available) can cancel the light level lowering - essentially giving you three extra turns of doom. They can also be used preemptively to raise the light level, but doing so gives Victory -1. Food (1 point each, 1i available) gives four uses of an action that draws a card and gains a resource, and can also block some treacheries. Bandages (1 point each, 2i available), and Laundanum (1 point each, 2i available) each give a one-shot action of healing 2 damage or horror respectively, and can heal investigators or allies. Starting at scenario 5, Medicinal Herbs (1 point each, 2i available) are available and give a single use of +3 to one skill test. For the final scenario Holy Water (2 points, 1 available) is available which can remove one treachery, and the Aegis Scale (1i points, 1 available) which can cancel all damage or horror that would defeat an investigator.

The most important of all of these to buy is the Torches - these essentially cancel 3 doom when used, and so are must haves. The rest depend on what you need - there's enough damage and horror in the campaign that spending an action to remove 2 of it ends up being a pretty good trade. If possible, everyone should try to buy 1 Food - especially in higher player counts, as the Low on rations and Unprepared will cause damage, horror, resource, or card loss if you don't spend a supply from your food instead.

Expedition Members

During four points in the campaign, you'll come across one of the player characters of Darkest Dungeon - you'll have a chance to recruit them or kill them. Recruiting them allows someone to add a slotless ally to their deck, and also gives an additional asset. Killing them instead gives a different card, and adds a n Elder Thing token to the chaos bag permanately. The Elder Thing chaos tokens are especially nasty, and so recruitment is likely preferable!

In Scenario 2, if you parley with the Necromancer you can recruit Nashwa Hassan, a slotless ally who gives a bonus to Willpower and Intelligence and heals you whenever you draw a Skull token. She also brings with her the Alaq Shaira ritual, an arcane slot asset that attaches enemies that spawn on your location with a chance for them to be released at the end of the round.

In Scenario 2, if you defeat the Necromancer, you instead gain the Necronomicon. Taking up a hand and arcane slot, you can use it to Fight with Willpower or Intellect for 2 damage with backlash damage and horror if you draw a skull. It has limited uses, but you can recharge them by spending an action and drawing a weakness from your deck. Doing this also adds an Elder Thing token to your chaos bag for the remainder of the campaign.

In Scenario 4, if you Parleyed with the Brigand Sharpshooter, you can recruit Otto von Isenberg, a slotless ally who gives a bonus to Combat and Agility, and gains you two resources whenever you draw a non-negative symbol during a skill test. He also comes with Gluklich, a one-handed firearm that can be played fast, deals 2 damage, and adds your Agility to skill tests with it - although it usually exhausts after attacking.

In Scenario 4, if you defeated the Brigand Sharpshooter, you instead get the Hound Amulet. It's a accessory slot using asset that lets you evade non-Elite enemies you damage, or damage non-Elite enemies you evade - but will exhaust on its own when you reveal a chaos token with a non-negative modifier. Doing this also adds an Elder Thing token to your chaos bag for the remainder of the campaign.

In Scenario 5, if you evaded the Watcher in the Mist an equal or greater number of times than you defeated her, you can recruit Galena. She gives a bonus to Willpower and Agility, and lets you draw a card whenever you reveal an Elder Sign or Autofail token. She also comes with Athanasias, a slotless asset that lets you spend one of its two charges to have a chance of keeping an investigator at your location from being defeated.

In Scenario 5, if you defeated the Watcher in the Mist more times than you evaded her, you instead gain The Shard of Panestes. A 0 cost hand asset, it lets you Fight at Combat + Willpower or Agility, although with no bonus damage. It also lets you automatically succeed at a treachery (at the cost of shuffling back into your deck) if you draw an Elder Sign or Autofail token. Doing this also adds an Elder Thing token to your chaos bag for the remainder of the campaign.

In Scenario 7, if Captain Renaudin is still alive and you succeed at the scenario, you can recruit him. He's a slotless ally who gives a bonus to Intelligence and Combat, and heals you a horror whenever you draw a cultist or tablet token. He also comes with Rifi, a fast, 1 cost slotless ally with 2 health and sanity who lets you ignore retalite, alert, and attacks of opportunity - but shuffles back into your deck if you draw a cultist or tablet token. It's worth noting that even though you can add him to your deck, you can never actually use Captain Renaudin - he's set aside during the next scenario, and can never enter play.

In Scenario 7, if you successfully complete the scenario but Captain Renaudin is no longer in play, you instead gain Nihilistic Fervor. It's a skill card with 3 combat icons that allows you to automatically defeat a non-Elite enemy with an attack - but causes a cutlist or tablet to instead be an auto-fail during this attack. Doing this also adds an Elder Thing token to your chaos bag for the remainder of the campaign.

In the final scenario, all of the allies or the cards you could gain in front of them start set aside (but not the assets that came with the allies - you get to keep those!). During set points during the scenario, you'll have to draw a story card from one of the set aside cards. The ally cards are mandatory, difficult fights that you can kill, or instead Parley with to add those cards back to your discard (except for Captain Renaudin!) - so you're unlikely to draw them unless you're drawing a lot. The other cards, meanwhile, allow you to immediately reclaim the card - and two of them are treacheries that effect the entire party instead of monsters.

Helping to Rebuild

After Scenario 4, you're given the option to help rebuild any destroyed buildings from the previous scenario. If you don't, any destroyed locations can't be visited before Scenario 6. This has no downsides... until the very final scenario. During it, if you helped rebuild the hamlet, you add a Skull token to the chaos bag. If four buildings were destroyed, you also remove the highest numerical token - or an additional highest numerical token if eight buildings were destroyed.

If four buildings were destroyed, it's a pretty rough penalty, losing a +1 token and adding in what will eventually be a -4 one. The choice on this really needs to depend on what buildings are still around - with the Guildhall (which gives 5 bonus XP) likely being the most important, and as long as it's standing, you should be fine.

More on Darkham Horror:

Darkham Horror: Spoiler-Light Review

Darkham Horror: Advice and Overview

Darkham Horror: Dissection

Darkham Horror: Investigator Gallery