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Subject: Control Our Arkham Campaign rss

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Oscar R.
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So a group of us got together and decided to play using Stormson99's campaign rules with an extra modification I found elsewhere that you play the next chapter with half the terror level rounded down of the previous chapter, as well as the Epic Battle cards should we ever fight an Ancient One.  However, we don't typically randomize the Ancient Ones with the expansions we're playing.  We either pick or randomize the Ancient One, then sculpt the expansions to play with around that.
We've done 5 Ancient Ones so far:
1. Glaaki (with Dunwich)
2. Cthugha (with Innsmouth)
3. Shub-Niggurath (with Black Goat herald and a One of the Thousand cult variant to spread more corruption)
4. Nyarlathotep (with Dark Pharaoh herald)
5. Atlach Nacha (with Kingsport).  
None of our characters (Marie Lambeau, Mandy Thompson, Jenny Barnes, and Leo Anderson) have been devoured or retired.  So far, they've all been a breeze; our only close call was with Nyarlathotep, when the Doom Track was one away from unleashing him.
Currently, we're very super-powered:
Marie Lambeau is using Zebulon Whateley, Seven Books of Hsan, Red Sign of Shudde Mell, Shriveling, Wither, and a Spirit Vessel to make her monsters worth even more.  
Mandy Thompson is using True Magick with Healing Stone, so she's gaining a Clue Token every round for free.
Leo Anderson is carrying a Shotgun and an Enchanted Blade/Enchanted Knife combo, and has Eric Colt.
Jenny Barnes is carrying a Lamp of Alhazred and a Tommy Gun, accompanied by her beefcake bodyguard/bedtime buddy Tom "Mountain" Murphy, as well as a Vision Quest to suck up clues faster.
We're also hoarding two Find Gate spells.  In this last campaign in Kingsport, Mandy Thompson acquired Captain of the White Ship, and since it's a status card, it technically carries over.  Our bank is depleted: everyone (except Marie, although she was recently deputized) has excessive amounts of money from Retainers, Deputy salaries, the Business Associates relationship between Leo and Mandy, and Jenny Barnes' trust fund.
Our only detriments are that Marie Lambeau has Schizophrenia and Jenny Barnes has Claustrophobia.  At this point, it's almost really unfair to the game.
So, we turn to you, the community, to tell us what we should do next to make us at least break a sweat!  We have all of the expansions and are willing to play with fan-made material, so you can go nuts.  We'll take (almost) all suggestions and incorporate them into our next chapter.
I'll be posting session progress each time we play.  We're getting together about two to three times a week, and our goal is to go through all 24 ancient ones, ending with Azathoth using all of the expansions.
One idea we're incorporating for this upcoming campaign is we're doubling the $ cost of everything, and increasing the cost of location encounters like South Church and Police Station by 1 gate/5 toughness of monster trophies.  This way it scales up to match our progress.
We're also considering drawing two mythos cards a turn, and resolving the gate opening of the first card only.  The concern in the group is the doom track climbing too quickly, although I think it should be fine.
So, we pose this question for you:
Who should our next Ancient One be, and with what buffs/detriments?  What expansions/part of expansions should we be using with that?
Looking forward to hearing your suggestions!
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Pat Donnelly
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One thing that might be fun is to use the King in Yellow set to add some tension. Even an uber powerful group can fall to the drawing of the third act. And if you carry over any blight curruptions of the townsfolk even if this level is a breeze the next will be harder.

If you got real creative, you may be able to try an Elder Sign crossover game. Just a thought.

Happy Gaming!
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Pedro Rama da Silva
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Hey really neat idea. hope you haver loads of fun running that campaign.

I think Tsathoggua is kinda devious, as well as Chaugnar Faugn. Especially if you use all the maps and such.

Keep posting, we'll keep reading. Thanks.
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Oscar R.
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Chapter 6 was played: Cthulhu from Arkham Nights with Innsmouth, the Father Dagon/Mother Hydra heralds, and the Miskatonic University institution. Everyone was outraged that I would suggest doubling the $ cost of everything and adding 1 gate/5 toughness cost to location encounters, so we played without it. Same for 7 sealed gates and drawing 2 mythos cards a turn, resolving only the gate opening for the first one. (My group tends to balk at anything disadvantageous; I'm the villain that goes "YEAH! SUPER HARD MODE!").

With Mandy's Captain of the White Ship/Find Gate combo that she carried over from Chapter 5, we closed the first 4 gates of the game within the first 4 turns, leaving the board empty and us reaching the victory condition. It was incredibly sad. So sad that we ended up vetoing our victory.

We agreed that the closed gates victory condition required 8 gates total to be closed before we counted gates. In addition, we started drawing 2 mythos cards each turn, where we did the gate opening on the first card and the entire mythos on the second.

It was at that point where the game got saucy. Doom tokens were being added quickly, and the Innsmouth board was also filling up. We were very very close for several turns to having the Deep Ones track filled until we were able to empty it out at the last possible minute. Everyone was in despair at the possibility of actually losing, and were saying that this was an "alternate universe" that Mandy stepped into with her White Ship by accident laugh

The game ended with a gate-close victory, with 11 of 13 doom tokens on the board. Mandy had an enormous stack of gates in her possession.

Three of our personal stories were completed. Leo's personal story is still unresolved so it'll be carrying over to the next campaign, though he'll likely complete it.

Jenny Barnes struggled a bit on this one due to bad dice rolls. She went insane once, and luckily had plenty of extra items to throw away. Then she was knocked unconscious and Lost in Time and Space, at which point she had to take an injury: Hearing Loss (-1 Sneak).

Marie Lambeau didn't do much. Leo did a fair amount of things.

In the end, Marie used her level up to get rid of her Schizophrenia, Jenny used it to get rid of her Claustrophobia (though she still has Hearing Loss), Mandy didn't get anything new to carry over so she has a miscellaneous point waiting to be used in something, and Leo acquired his second ally. Everyone except Marie now has a Find Gate spell. The bank is still depleted.

It became very apparent that we need to scale up. From now on, we'll be doing 2 mythos cards a turn with only the gate opening on the first.

A few ancient ones we're interested in doing next (although we're open to suggestions):

Hastur with the King in Yellow herald.
Yog Sothoth with the Dunwich Horror herald and the Dunwich board.
The Yibb-Tstll with the Tulzscha herald suggestion.

Also, when I had said we're willing to do fan content, I didn't realize fans made entire boards and cards. We don't have time or money to dump on something that intricate. Just some minor amount of printing is fine.

So, we ask you these questions:

1. Who's our next Ancient One/Herald/expansion combo?
2. Do you have any suggestions on how to scale up the game for us to keep it balanced?
3. Any other fun mechanics and/or variants?
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