Blood in Salem: Review and Rewards

This is a personal, largely spoiler free (or spoiler-vague) review of the Blood Spilled in Salem custom scenario by Colin Towle (Shiver02) for Arkham Horror the Card Game.

Blood Spilled in Salem is a standalone scenario where investigators are running around Salem attempting to stop a ritual by witches to summon a powerful elder god. Unfortunately, the scenario doesn't do much that's particularly clever or interesting, and is bogged down with odd encounter cards that heavily punish some builds.

Blood Spilled in Salem appears to start fairly standard scenario, moving across a grid of 9 locations. However, only two of those locations actually matter at the first - the rest are all filler. Once the clues are gathered from them, one player is given a hand slot item required to continue the scenario, where they have to pass an investigate test at each of those two locations, and now a third one to spawn more clues. And there the problems start - if you have investigators that require hand slot items, or are focusing on getting clues through other methods, you may very well be stuck. Without a character able to pass a base intellect test, you'll be stalled for some time.

This sort of arbitrary requirement reflects the scenario's mechanics as a whole. There's encounter cards that provide lots of item hate, including blanking hand slot items for a turn, or removing all of your items and requiring you to go to a central location to get them back. The encounter cards are extremely uneven - there's one that costs three actions to get rid of, and another that is more likely to do absolutely nothing if drawn late enough. Many of the enemies are also weak, or spawn away from investigators and have no reason to be engaged - especially with so many locations that just never need to be gone to. The "climax" of the scenario also involves a flood of more powerful encounter cards which can quickly overwhelm you - but if dealt with quickly enough, it won't be an issue. Because this encounter deck uses doom to tick up when things spawn to attempt to scale for players, this also ends up being an issue at strange doom counts - sometimes the cards will be dealt every 2 turns, sometimes they'll be dealt every turn.

With a 19 XP party, I found Blood Spilled in Salem on the easy and anti-climactic side. Even as my investigators were getting bogged down, I realized the action penalties on the enemies were too much of a pain to actually deal with, and so just sucked up the attacks of opportunity and dove for a clue win. It was an anti-climactic end, with no rael high point to the scenario.

The scenario also really wastes its theme - after saying that the Salem witch trials were against real evil witches, it pays lip service to the idea that innocent people were killed, and there was some dark or hidden past with that, and then does... nothing with it. A good witch shows up to help, and that's about it. It's the most flat, boring implementation you could imagine.

Finally, a negative resolution adds a elder thing token to the chaos bag - this could end up ruining certain effects when done in a campaign, so should be ignored if this is used as a side scenario.

Blood Spilled in Salem just isn't worth the time, as the scenario just doesn't do anything worth experiencing.

Rewards

Scenario Cost: 2 XP

Potential XP Gain: 2 (locations) + 1 (coven high priestess in the encounter deck) +2 (Ny-Rakath or successful completion) = 5 XP or 3 XP after cost

If you complete the scenario before agenda 3 flips, or after Ny-Rakath is summoned, all investigators can heal 1 mental trauma, and one investigator can add Agatha Parker to their deck

Agatha Parker is a 3 cost asset that takes up an ally slot, with 2 health and 3 sanity, and can be used as an action to automatically evade non-elite Monster enemies, and has a reaction that deals her one horror to cancel a non-elite monster enemy moving to your location.

Any investigator who has The Eye of Pohd in play at the end of the scenario (via an encounter card) also adds it to their deck. It's an accessory slot weakness that gives you +1 to your skill valve the first skill test each turn, but deals you 1 horror whenever you fail a skill test, and can only go away after you fail 3 skill tests.