Polyphemus
United States
flag msg tools
By Homer. You should read it. I'll wait here.
badge
Avatar
mbmbmbmbmb
Monsters of the Lost Coast Adventure

Complete the scenarios, in this order:

The Satyr
The Xulgaths
The Ghoul
The Attic Whisperers
The Hell Hounds

Reward: Each character picks a non-named Ally of their choice from the box.

Something evil is stirring underneath the once peaceful town of Sandpoint, and the signs of it are everywhere: bandits are becoming bold under a new leader, a mild mannered alchemist has taken to making and selling poisons to ready buyers, and a dragon is feeding on the neighborhood livestock. But these are not the only signs of things to come. Monsters long absent from Sandpoint are making an appearance, and only the brave adventurer will be able to root them out and defeat them. Help the citizens of Sandpoint by ridding the Lost Coast of these new threats, or the town will never withstand the evils to come!

The Monsters of the Lost Coast adventure can be run before, after, or intermingled with the Perils of the Lost Coast adventure. It uses cards from the Base set and Character Add-On Pack, and a couple from Set 1. There is no need to mix Set 1 in the box, just pull out the few cards that are required for the adventure. If Set 1 is already mixed in, replace any Set 1 cards found in locations, which are not specifically called for in the adventure, with random pulls of the same type from the box. Note: there are only one of each of the Satyr, Xulgath, Ghoul, Attic Whisperer and Hell Hound cards in the box, to this point.




The Satyr

Legends tell of a fey beast, with a human head and body, horns of a ram, and the lower legs of a goat. These mythical beings are said to have an unnatural charisma, and a penchant for seduction. From the tales being told by the young adults of the Lost Coast, one such creature has walked out of folklore and into the woods near Sandpoint. Can the brute be stopped, before more unfortunates fall to the power of its charms?

# of Characters: Location
1: Woods
1: Farmhouse
1: Wooden Bridge
2: Waterfront
3: Warrens
4: Academy
5: Treacherous Cave
6: The Old Light

Villain: Satyr – regular villain rules apply.

Henchmen: None – Add random cards from the monster deck instead of henchmen and mix in the Satyr, then randomly add to locations as normal, to bring each location deck to ten cards.

During this Scenario: There are no henchmen, but locations can be attempted to be closed once, when there are five or less cards left in the location deck. If this check fails, you can’t attempt again, accept as allowed per the normal rules.

Reward: Each character chooses a random blessing from the box.




The Xulgaths

The Xulgaths have been around since before the other races knew how to use tools, but failing to evolve, have been outdistanced by their onetime slaves. They still exist underground, however, fighting amongst themselves, and keeping their race as a whole right where it’s always been; at the level of savages. At times a leader raises its reptilian head, and sets its sights on the world above, and one such has been called by the awakening evil under Sandpoint. Adventurers are needed to take down the upstart leader and his warriors, before they rally other tribes around themselves and become too much of a force for Sandpoint to stand against!

# of Characters: Location
1: Warrens
1: Woods
1: Treacherous Cave
2: Desecrated Vault
3: Shrine to Lamashtu
4: Throne Room
5: Thassilonian Dungeon
6: Deeper Dungeons

Villain: Xulgath (Check to Defeat +2) – regular villain rules apply.

Henchmen: Xulgath – regular henchmen rules apply.

During This Scenario: Place the Xulgath card by the blessings deck. Use Bandit cards for the Henchmen and Black Fang for the Villain. When a Henchman/Villain card turns up, set it aside, and replace it with the Xulgath card. After the encounter, place the Xulgath card by the blessings deck again, until needed. If it was undefeated, shuffle the Henchman/Villain card that was set aside back into the location deck, per the normal rules.

Reward: Each character chooses a random weapon from the box.





The Ghoul

Sightings of a pallid, emaciated being have been reported by many who have travelled by the Sandpoint Cemetery in the past few weeks, with most instances occurring around midnight. The undertaker also reports finding graves that have been dug up, apparently by hand, with the bodies nowhere to be found. Father Zantus is all too familiar with the habits of ghouls, and is asking for help from anyone willing to hunt the creature to ground and end its cannibalistic ways, before it creates more of its kind!

# of Characters: Location
1: Desecrated Vault
1: Sandpoint Cathedral
1: The Old Light
2: Apothecary
3: Warrens
4: Thassilonian Dungeon
5: Treacherous Cave
6: Mountain Peak

Villain: Ghoul – regular villain rules apply.

Henchmen: None – Add random cards from the monster deck instead of henchmen and mix in the Ghoul, then randomly add to locations as normal, to bring each location deck to ten cards.

During This Scenario: Place the Ghoul card by the blessings deck. Use Black Fang for the Villain. When the Villain card turns up, set it aside, and replace it with the Ghoul card. After the encounter, place the Ghoul card by the blessings deck again, until needed. If it was undefeated, shuffle the Villain card that was set aside back into the location deck, per the normal rules. There are no henchmen, but locations can be attempted to be closed once, when there are five or less cards left in the location deck. If this check fails, you can’t attempt again, accept as allowed per the normal rules. Place an unused location card after the 20th card in the Blessings Deck. When you get to this card, remove it, and shuffle an Ancient Skeleton henchman into each open location deck, treating them as Ghouls, without the ability to close locations upon defeat.

Reward: Each character chooses a random item from the box.




The Attic Whisperers

While Sandpoint has been peaceful for generations, life there has never been easy, and over the years some children have died before their time. The evil under Sandpoint has awakened several of these poor, unfortunate souls in the form of Attic Whisperers. A conglomeration of old toys, clothes, an animal skull and dust, these undead beings want eternal companionship, and they’re willing to do anything to get it. The children of Sandpoint are in danger, and at least one child has already succumbed to the monster in her house, making the Attic Whisperer she’s tied to even more powerful, in its desire to keep her under its spell. Adventurers are needed to put these vile abominations down, before they all grow stronger off the most helpless people in Sandpoint!

# of Characters: Location
1: Village House
1: Town Square
1: Temple
2: General Store
3: Waterfront
4: The Rusty Dragon
5: City Gate
6: Prison

Villain: Attic Whisperer (Check to Defeat +2) – regular villain rules apply.

Henchmen: Attic Whisperer – regular henchmen rules apply.

During This Scenario: Place the Attic Whisperer card by the blessings deck. Use Ancient Skeleton cards for the Henchmen and Pillbug Podiker for the Villain. When a Henchman/Villain card turns up, set it aside, and replace it with the Attic Whisperer card. After the encounter, place the Attic Whisperer card by the blessings deck again, until needed. If it was undefeated, shuffle the Henchman/Villain card that was set aside back into the location deck, per the normal rules. Place an unused location card after the 20th card in the Blessings Deck. When you get to this card, remove it, and add two to the Check to Defeat of all Attic Whisperer henchmen.

Reward: Each character chooses a type of boon, other than loot, and draws a random card of that type from the box.




The Hell Hounds

As if having a dragon feeding off their livestock wasn’t enough, now something new is draining the lifeblood of Sandpoint’s herders. But whereas the dragon was just a shadow, a flash of wings, and one less cow or sheep at the end-of-day count, this is something far more gruesome. Herders have reported finding bits and pieces of once large animals, with what little remained scorched and crispy, like the grass around the scene of attack. There have also been sightings of giant wolf-like creatures, with flaming eyes and fiery pelts. Whatever they are isn’t of this world, and Sheriff Hemlock is asking for help tracking them down, and ending the threat they pose, before they start feeding on the population of Sandpoint!

# of Characters: Location
1: Woods
1: Treacherous Cave
1: Wooden Bridge
2: Farmhouse
3: The Old Light
4: Shrine to Lamashtu
5: Desecrated Vault
6: Warrens

Villain: Hell Hound (Check to Defeat +2) – regular villain rules apply.

Henchmen: Hell Hound – regular henchmen rules apply.

During This Scenario: Place the Hell Hound card by the blessings deck. Use Bandit cards for the Henchmen and Jubrayl Vhiski for the Villain. When a Henchman/Villain card turns up, set it aside, and replace it with the Hell Hound card. After the encounter, place the Hell Hound card by the blessings deck again, until needed. If it was undefeated, shuffle the Henchman/Villain card that was set aside back into the location deck, per the normal rules. Whenever a Hell Hound is encountered in a location deck, every other character summons and encounters a Hell Hound of that type (Henchman/Villain) also.

Reward: Each character chooses a type of boon, other than loot, and draws two random cards of that type from the box. Keep one and return the other to the box.
6 
 Thumb up
1.25
 tip
 Hide
  • [+] Dice rolls
Aaron Sibley
United Kingdom
Ramsgate
Kent
flag msg tools
mbmbmbmbmb
This looks excellent. Well done. Will try them after completing the base 8 scenario's. Only have two left to do...
:D
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
David Ainsworth
United Kingdom
Manchester
Lancashire
flag msg tools
badge
Avatar
mbmbmbmbmb
Currently trying this out solo with a group who only did Perils of the Lost Coast so far. Merisiel died (though I do play where exploration isn't optional) in the first scenario which was unfortunate, but Sajan, Amiri and Seoni finished off the Satyr for her. I randomly drew Lini to replace Merisiel and will continue tomorrow (hopefully) against the Xulgath. Assuming Lini survives the next three scenarios I'll award her the skill feat from Perils of the Lost Coast so she's on par with the other characters (I won't be replaying it on this character run).

So far though, nice work.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Overgauss .
United States
Austin
Texas
flag msg tools
mbmbmbmbmb
Neat! I hope this trend continues!
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Polyphemus
United States
flag msg tools
By Homer. You should read it. I'll wait here.
badge
Avatar
mbmbmbmbmb
Thanks for the feedback! Please continue to post as you play, and let me know how everyone does. Also, I'm considering adding a fifth scenario to the adventure. Should I, or is four enough?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Polyphemus
United States
flag msg tools
By Homer. You should read it. I'll wait here.
badge
Avatar
mbmbmbmbmb
I edited the original post to include a fifth scenario, and tweaked The Ghoul scenario. Hope you enjoy them!
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
David Ainsworth
United Kingdom
Manchester
Lancashire
flag msg tools
badge
Avatar
mbmbmbmbmb
Just played through the Hellhounds, which cost me another character and my first loss. This time Lini died, unable to mitigate the damage the Henchmen Hellhounds were throwing out. I'm beginning to wonder if the Holy Candle is cursed - Merisiel had it when she died, and now Lini had just found one when she was burned alive.

Everything pre-Hellhounds is pretty run of the mill. That's not to say it's bad but none of it really added anything new to the game for me. I want to reiterate that I still enjoyed it and if it ain't broke you don't need to fix it, but each adventure felt very similar to the one before it.

That changed with the Hellhounds adventure. The fact that every Hellhound encounter summons a henchman/villain for every character is very dangerous, especially in a multiplayer game where you can't refresh your hand until your turn - the end of your turn, even. And with the Hellhounds ability to cause damage even after being defeated, it was even more brutal. It felt like an uphill struggle the moment the first Hellhound was encountered, with characters beginning their turns with no cards and bleeding health very quickly. Lini was particularly vulnerable, as she has to discard a card to stand even a small chance against a Hellhound, which is why she died. I dread to think what would have happened if I'd have stacked characters on locations with the 'hounds ability to hit everybody on a location after a fight!

I will replay Hellhounds later hopefully, with a fresh new character to replace my dead (I drew Kyra randomly which is cool because I've never used her before).
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Polyphemus
United States
flag msg tools
By Homer. You should read it. I'll wait here.
badge
Avatar
mbmbmbmbmb
Yeah, every Hell Hound encountered in a location deck summoning additional Hell Hounds for the other characters can be hard to overcome. If you want to adjust the difficulty down some, you can play it where a Hell Hound encountered in a deck summons one additional Hell Hound, which randomly attacks a character other than the one encountering the original Hell Hound. This will make it a bit less merciless. If anyone chooses to play it that way, please let me know how it goes. And thanks for the feedback!
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.