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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.
 
 
THE STORY THUS FAR:
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.
 
 
THE STORY CONTINUES...
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? What variants should we introduce?
 
Looking forward to hearing your suggestions!
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Austin Fleming
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colmmccarthy wrote:
Innsmouth with Cthulhu, and Father Dagon and Mother Hydra is a fun combination.


Make sure to use the Arkham Nights promo version of Cthulhu!
 
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Oscar R.
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colmmccarthy wrote:
Innsmouth with Cthulhu, and Father Dagon and Mother Hydra is a fun combination.


Done, and we'll definitely be using the Arkham Nights version of Cthulhu.

I'm thinking of adding a rule where you can only place Clues on the Feds track if you're in a location. That way players can't avoid drawing Innsmouth encounters (which are generally pretty bad but also sooo thematically rich) by simply spending Clues in the street.

Aside from that and raising the costs of things, I'd say we're set.

Should we do something like gates and monsters in Innsmouth counting toward the gate and monster limit?

Increasing the amount of gates to win by sealing to 7 or 8?
 
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Jacob Busby
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Door to Saturn (Arabia) + Yibb Tstll + Tulzscha

Yibb means you can't have more than five clues. Door means that wasted clues go out of the game until restored, and Tulzscha spawns cultists that will undo any gates seals you do score.

Arkham Nightmare + Cthulhu + Dark Pharaoh

It's pretty hard to heal in the Dreamlands, as you have to sacrifice one stat to heal three points of another. Cthulhu gives you even less Sanity and Stamina to play with in the first place, and the Pharaoh stings you whenever you get a UI or a curse.

Lovecraft Country + Magnum Innomandium + Lilith

Lilith keeps sticking Ghouls and Ghasts in the Tenements, Magnum ensures they move every turn and the vortex in LC means that you have to stay on top of them.
 
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Oscar R.
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I'm moving the conversation over to our Sessions topic (follow this link). I didn't realize I had double-posted in two separate boards.

Check it out to see how we did on Cthulhu!
 
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Awake Land
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OO: Simultaneous Abhoth + Yog-Sothoth (Remember devoured when lost in time and space inside gates!)

And: add the Dunwich board w/ the Dunwich Horror Herald.

No gate sealing allowed, close all to win.
 
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