Just a reminder of the investigators that everyone is playing:

Myself: Skids O'Toole

Jimmy: Agnes Baker

Cory: Daisy Walker

Mike: Roland Banks

In Midnight Masks, we had to run around and collect clues from various locations as per usual, then turn in enough clues to unlock a “cult member” that we could interrogate. There are 7 total cult members that you can investigate, any of which that the group fails to investigate “get away” (aka, they’ll be back in the last part). The past couple of times that I’ve tried this scenario, I/we managed to get a couple of the cult members taken care of before things get crazy and we have to resign or else we’ll die.

What shocked me about this play is that for it being the second time playing, everyone took to their given role really effectively. Jimmy and Mike realized that they are responsible for taking out the baddies and monsters (Mike using his strength, Jimmy using his magic and spells). This helped us out, as this scenario introduced the ability for cultists to have doom tokens on them. By keeping the number of enemies on the board low, it helped keep the Agenda from advancing too quickly, as these extra doom counters didn’t stay out very long.