Strength in Numbers
Strength in Numbers is the third scenario of Session 2 of the Arkham League. It was first published on March 11, 2009.
Knowledge leads to corruption...
Requirements
Setup
Setup the base game as normal. Add the Madness and Injury cards, the unique items, and the monsters from Dunwich. Add all of the Black Goat expansion.
Only the following Investigators may be used:
- Vincent Lee
- Wilson Richards
- Jim Culver
- Sister Mary
- Dexter Drake
- Gloria Goldberg
- "Ashcan" Pete
- Jenny Barnes
- Marie Lambeau
- Michael McGlen
- Mark Harrigan
- Rita Young
The following locations begin the game closed:
Special rules
No clue tokens start on the board, and no Investigators start with any clue tokens. For every 3 clue tokens you wish to keep at the bank, every investigator must take a corruption card. Any investigator with 3 or more corruption cards must take a cult membership. Any investigator with a cult membership may not trade with any investigator without a cult membership. Any time an investigator passes an evade check on a cultist, they must take a corruption card. Calvin must be taken as an ally, he replaces a unique item. Only investigators with a starting unique item may take him. All cultists move every round they are in Arkham.
Notes from the FAQ
The herald is not put into play... yet.
Cultists move on black, when they move. This move supersedes any other movement they may do.
No, the +4 win condition is no longer a valid path to victory. It may return, but it will say so in the rules.
Clue banking works the same as Scenario 2, provided you are willing to corrupt yourself to gain those clues. The clue tokens must be banked in sets of three, and yes they are the clue tokens from the previous scenario.
All characters from an expansion begin the game with the items listed on their card. The scenario will mention if this is not the case.
When adding Dunwich, only the listed things are used. No board, no common items, no Mythos... not yet anyways.
Clues banked at the bank do count towards the maximum that can appear.
Any time an investigator has 3 or more corruption cards, they must take a cult membership. This can be during setup, or during the game itself.
Story
As I approach my humble accommodations, there appears to be a crowd gathered outside. I ask the group what is going on, but no one seems to know precisely what happened. I make my way to the front of the crowd, only to find McGlen being put into handcuffs. I push forward and ask the police officer why McGlen is being taken. "This clown is behind those disappearances. I found him in the woods carrying a damn machine gun!" I try to explain to the officer that McGlen is innocent, but I get pushed out of the way. The car pulls away and McGlen is taken to jail. "Seems a shame. Cops got nothin' to pin on him but for his gun and being in the woods. I'm gonna miss that big lug." Ma heads back into the boarding house, head held low. I head inside and up the stairs to my room. I can only hope that Jenny and Joe have found something...
The evening passed quickly, dinner provided by Ma. I spent most of the time in my room, worrying over the return of Jenny. The night grew long, and my fear begins to overtake my thoughts. What if she is hurt, kidnapped? What if those creatures did make it here? What was that noise? Why am I am here? How am I going to find Ella? These thoughts dance through my mind, refusing me the solace of slumber. I toss and turn for what seems an eternity. The moon staring down on me through the window seems to have a grimace, its ever growing face seems pained. Tonight it is at half strength, though its light is shining full force upon me. A knock upon my door sends me under the covers. "Who is it?" I fear the answer. No response. The rapping resounds again. "Who is it?" I hear muffled voices in the hallway, "McGlen, it's about Louie." I go to the door, "My name is Calvin Wright. Mr. McGlen was taken by the police earlier today." The voices, though muffled by the door, seem disturbed by this turn of events. I hear them argue, then the footsteps retreat down the hall. I listen to the footsteps fade away, then open my door. The hall is empty. I approach Jenny's room. Though it is unbecoming of a man to interrupt a lady's slumber, I fear I must know if she is safe. I knock softly. No answer. I knock a bit harder, and begin to worry. I knock fairly loudly, loud enough I fear I may disturb my fellow boarders. The doorway creaks open, and a sliver of Jenny's face appears. "Yeah?" I say that I am merely checking to make sure she is safe, and excuse myself. I head back to my room, and sit on the bed. I lay my head upon the pillow, and find myself asleep as soon as I do.