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Blood spilled in Salem

By Colin Towle (Shiver02) · added 21 Sep 2017

Download — 292 MB

My verdict

4.5
Background story
5.0
Visual experience
5.0
Overall experience
4.83
Average

What readers say

4.39
23 votes since 2017

Rate it from 1 to 5

4,358
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292 MB
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Comments

Frigof · 2017-09-24

Hey ! I played trough it and it was really good. Would it be possible to get the source material for the scenario ? I am really interested in translating it to french.

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Colin · 2018-03-29

send me an email at towle.colin@gmail.com and I'll get you the files :)

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zzorba42 · 2017-09-25

Great level, lots of great original mechanics and the enemies all have great theme.

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Mythos Storm · 2017-10-22

How did you interpret the playing of the notebook and the eye , I found this confusing?

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Colin · 2018-03-29

In case this helps future players (minor spoilers ahead!) : the Eye gets moved from player to player and can also be confiscated the Notebook can also be confiscated but can also be picked up by anybody at that location (hence why it's in the threat area as opposed to their play area)

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Dedalus · 2017-10-25

I really enjoyed the theme and the production values in this scenario, but I was very disappointed with how the gameplay turned out. All of the ideas in the scenario are extremely interesting individually (the roaming cops, the omens, the item loss treachery card, the cursed eye of pohd, and more). But when they were all put together, they led to a frustrating slog of an adventure.

We played with four players. The encounter deck is very enemy-dense, so it was not uncommon for each investigator to have one or more enemies to deal with every single turn. These enemies are more of a nuisance than a threat; almost all of them either have only one hit point, or have a fast parlay ability, or will not follow you into certain locations. But the sheer density of enemies along with their ease of removal means that not only are you devoting 2/3 of each turn to combat interactions, but you're devoting 2/3 of each turn to uninteresting, routine combat interactions. An encounter deck with more events and fewer monsters could have made this work better. There is also an enforced need need for frequent trips back to City Hall, which further reduces the amount of interesting decisions a player can make in a turn - often times it takes two or more investigator rounds to get back, given the amount enemies on the board.

I would very much encourage the maker keep working on scenarios, because this one had a lot of really good things going on. But the ideas in this scenario would have worked better if they were spread across several scenarios (for instance, leave only the omens in this one, then have another one with the cops, and another one with the other stuff, etc.).

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Paul Dunbar · 2018-08-07

Just finished a play-through and we came to the same conclusion. So many of the mechanics were fantastic, but the number of actions we spent dealing with the encounter deck was just too much to deal with at a time for us to appreciate the overall board and what was going on in the scenario's act/agenda.

We think that one of two things would make an enormous difference:

  1. Remove one of each enemy card, replacing it with something that's more of a single test w/ an effect.
  2. Append "and discard one omen" to the end of the skull effect.

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Tomasz · 2020-11-22

I was a bit worried reading above 2 comments, but we played today (2 investigators, standard, 19XP) and in our case it was perfectly fine with original rules. There was an above average number of enemies (I woluld't say that too high though), but still we won with a good margin even though one of two investigators was weaponless Wendy (1 Fight). Mayby we had some good luck , but just wanted to say that for us it was a very good adventure.

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Will Dennis · 2017-11-28

im eager to play this but the set-up felt a little daunting with all the locations. anyone seen a suggested layout for it? sorry just being lazy LOL

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Colin · 2018-03-29

The latest version has a guide with a suggested layout to solve this!

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Matt · 2019-10-12

Hi everyone! I enjoyed this scenario quite a bit! I’m going to be featuring a playthrough of this on my YouTube channel in a couple of weeks. Great times!

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Matt E · 2019-11-04

Hi again! I have posted my video playthough of this scenario. It's located here:

https://www.youtube.com/watch?v=Tg1fQENJQqY

Reply

Tomasz · 2020-11-22

Quick rules question. Does Rev. John provide +1 bonuses passively, just for standing at his location, even before taking control of him? Or he has to be controlled and occupy ally slot to provide these bonuses?

I know that we can interact with scenario triggered/reaction abilities on asset cards, but not sure about stat bonuses (that are outside of these triggered abilities).

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How did your investigators fare?

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