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Campaign · 2 parts

The Search for Kotorovic mini campaign

By Michael Hawkins · added 20 Apr 2020

Download — 178 MB

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My verdict

4.0
Background story
4.5
Visual experience
4.5
Overall experience
4.33
Average

What readers say

3.89
9 votes since 2020

Rate it from 1 to 5

4,496
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337 MB
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Get part 1 here Get part 2 here

“The power of math!

Victor Yaroslav has hired You to find his good friend, Alexandre Kotorivic. Kotorivic was An astrophysicist working on some very advanced ideas. The job pays well, and you owe Yaroslav from way back. He gives you Alexandre’s address and urges you to hurry. His work was of the utmost importance...”

Files

1
Part 1
178 MB Download
2
Part 2
159 MB Download

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Comments

dimelotu · 2020-04-21

Very professional custom campaign. I just miss a proper AO enemy :(.

Reply

Mike hawkins · 2020-04-24

You get to one, eventually!

Reply

Kos · 2020-05-02

Some minor typos.

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Kos · 2020-05-02

Looks nice, hope to play it soon. Part 1 errata:

errata kotorovic (assuming language conforms to https://www.merriam-webster.com/dictionary/)

kotorovic-1

  • diffi entry hard: misses dot on end.
  • (1) he was dead already: add a dot.
  • Family -> family (cp Agenda 2a)
  • (3) add blank line after 1st.
  • side-story -> side story (4): cannon -> canon

kotorovic-2 (9) and the lock -> and that the lock (9) but a gunshot -> by a gunshot (9) ever die -> never die Sodium Chlorate

  • well ventilated -> well-ventilated (8): dimension one -> dimension and one (8): more buttons -> . More buttons (10): privilage -> privilege (10): add dot after display pile

kotorovic-3 Mama Penka:

  • Matriarch for the ages -> of the ages.
  • control room -> Control Room

Simon Penka:

  • Simon subtext: "often welcome" clashes with Setup "always welcome" (cp Agenda 2b)
  • is successfully attacked -> has been successfully attacked
  • fluff text: Listen Friend -> Listen, friend
  • remove dot after Victory 0.

agenda 1b:

  • lead investigators -> lead investigator's

kotorovic-4 Act 1a:

  • Alexadre -> Alexandre
  • shut it -> shut-in
  • looking -> searching: looking seems reserved to Simon in this scenario;

act 2a:

  • Bloody -> bloody. Bloody is not a keyword, nor part of Simon's chants
  • /"monument" -> remove monument, stick to building, synonyms are not helpful. it is only a monument in the eyes of Simon in a figurative sense.

Act 2b:

  • Kotorovich -> Kotorovic

kotorovic-5 act 3b:

  • after you explain -> after you introduce yourself and..
  • will be coming -> will arrive
  • Gain -> gain

act 3a:

  • belong in -> belong to
  • weird temperatures -> temperatures themselves are not weird.-> weirdly varying temperatures
  • covered in mirrors -> covered with mirrors
  • super lives -> super resides.
  • has answers -> answers you are looking for

act 4b:

  • ruining? you mean running?

act 4a:

  • remove dot after Doormen.
  • you can't interfere with a room itself. Probably you mean the machine?
  • must not be interfered with -> is not to be interfered with.
  • gauages -> gauges

Janitor's Closet:

  • succesful -> successful.

kotorovic-6 Room 14:

  • spacing between number and skill icon inconsistent with that of the other cards. no spacing conforms to FFG style but a space makes it more readable -> make all spacings consistent please.

Control Room

  • if he didn't want to answer the door, he wouldn't have -> The tenant at first didn't want to answer..
  • the shroud -> the shroud value, isn't it?
  • (style suggestion) for something that -> for something, something

The Office

  • lies ajar is not English. -> is ajar (remember the wording of the joke lol)
  • anybody -> anyone

Second Floor Stairwell

  • is hidden = more of an active moving something to make it hidden -> lies hidden
  • better (styling active): A heavy metal door opens up to reveal the stairway.

Room 14

  • succesful -> successful
  • 4 padlocks -> word -> four padlocks

kotorovic-7 Room 22

  • subtext should be capitalized, or at least a dot at end. Compare w/room 23

Room 23

  • text should not be italicized but regular. It is a description, not a quote, cmp/ Fourth Floor Stairwell.

Third Floor Stairwell

  • placed from -> apparently placed by

Room 22

  • Residence, Locked -> Residence. Locked

kotorovic-8 Room 31

  • no sense -> (styling) -> no sense at all

Cockroaches

  • Aloof should not be italicized cmp with FFG mat.
  • Creature, Resident -> Creature. Resident. -> if they get moved, should the middle digit not be 0 instead?

Unnatural details

  • Madness -> Madness.

the rest of the cards suffer from same as above, a ctrl-a find and replace will fix those.

Reply

Crayne · 2020-12-27

We're playing several fan adventures in a row and started with this. We played both adventures yesterday with Alternate Agnes (Mystic 5/ Survivor 2) and Tony (Rogue 5) with 0 XP. It costs one to play, so we reduced end XP by 1.

Overall we liked the experience. The fluff is very cool, descriptions of places and all. We also liked some of the unique mechanics on encounter cards (like those "friendly" tenants) and the option to choose between 2 skills.

Spoilers ahead!

Some issues we had in first scenario:

  • Setup doesn't mention a starting location, we assumed the lobby.
  • Agnes and Tony have int 2-3 and speed 2-3 so anything related to these skills was hard for us, like key to room 23 and insecticide. We never tried to visit room 14 for this reason. Agnes used"lucky" in Office so room 23 was no problem, but Tony needed like half the game to get insecticide.
  • Tony's player felt useless until close to the end, as roaches are unkillable but aloof and Simon's mechanics heal/ respawn him. When they lose aloof and gain hunter, pushing roaches into another room doesn't make a difference if you don't leave the location as "hunter" means they move and still attack you.
  • I'd recommend the following solution: If roaches are never aloof they'd be a bigger threat, we simply ignored them the whole game. If they additionally exhaust on being defeated there'd actually be a point in doing that after they gain hunter.
  • Simon disengaging on being attacked, combined with his extra doom seems pretty harsh. I think the adventure provides enough time to still succeed but extra doom feels very bad so players will not attack him as result. So you could remove his disengange while also reducing the amount of total doom.
  • Abigail Hensworth seems out of place. Besides getting clues and turning into a hunter without dealing damage/ horror, she served no purpose. Maybe roaches attack her if they're at her location and players take trauma if she dies? Or gain victory if they save her instead? She could have a parley option for players to take control of her or move her to an adjacent location.
  • During last act it seems much easier and more rewarding to kill both bosses (3 XP) than getting clues from the control room. If the agenda advanced by simon moving to the lobby, Mama Penka spawns during the enemy phase and moves to control room during the same mythos phase. So she makes investigating harder and her extra doom is bad. As result players will kill her as fast as possible, which is 3 actions with her 6 HP. Next turn simon will come over. With 2 players you can either spend 6 actions for the clues which will probably fail a few times with shroud 7, or kill simon in 5 actions (assuming 2 damage weapons) and much lower difficulty.
  • I'd recommend to lower the shroud in control and not have Mama Penka move there the same turn she spawns. You could also add 2 XP if players win through clues (which is harder than defeating Simon and Mana Penka).

No issues with the second scenario. We liked the rising pressure depending on distance to specific locations and how close mechanics were to what was actually happening. Most the time, Arkham feels very abstract.

  • 3 XP first and 2 XP second adventure seems a bit low compared to official side adventures. Both adventures could have 2-3 victory locations that either are not relevant to winning or harder to investigate (like room 35 or the janitors closet). Yikilth could have victory 2 as... bad things happen if you stay too long. Random victory locations in 2nd adventure could be added to victory display instead of being discarded.

Reply

Mike · 2021-05-16

This is all AWESOME feedback and I dig it! The roaches are more to make certain encounter cards harsh in the beginning. I didn’t want players to be able to just kill them and make those encounter cards weaker. But I definitely see your point about some characters feeling a bit lost/useless for the first half. I will think on how to reconcile that. and I think your idea about the increased XP for success via clues is inspired. I will just pretend that was the plan all along ;)

Reply

Kos · 2021-02-11

If the designer can't spell Kotorovic / Kotorivic, why should we bother downloading this?

Reply

Mike · 2021-05-16

Oof. Not wrong, but a bit harsh on the typo.

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How did your investigators fare?

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