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Surviving Avi's Fan League :-)


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#41 Avi_dreader

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Posted 17 December 2013 - 10:50 AM

 

 

Did you like the scenario?

 

 

Well...let's say that Shub-Niggurath is not among my favorites Ancient ones :-).

 

I did not experience the scenario as a whole either...since I did not "suffer" the dramatic turn of events when the doom track reaches 6. I let you know on the rematch after christmas. :-)

 

I've always liked shub :') makes fighting monsters more exciting for me.  Even though I realize that's not the most crucial aspect of game strategy, it's always been good for drama.

Hopefully you'll get a win, or a more entertaining defeat for Christmas ;') whichever you enjoy.


Edited by Avi_dreader, 17 December 2013 - 10:51 AM.

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#42 eagermind

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Posted 05 January 2014 - 11:03 AM

Finally I had time to retry Scenario 10 in Hard mode :-)

 

Joe, Marie, Michael, Roland and “Please do not get devoured before time” Sister Mary  against Shub-Niggurath and her horde of Dark Youngs.

Starting items:

Sister Mary : Holy water, Cross, Bind Monster & Summon the beast within – Expert Occultist Skill.

Joe: 45 automatic, Molotov Cocktail & newspaper task -  +1 Fight

Marie: Voice of Ra, Enchanted Knife,  Wither & Red sign of Shudde Mell – Mystic gift skill

Michael: Tommy gun, Dynamite and Migo brain case- Marskman skill & 4 monster trophies.

Roland:  Elephant gun, Book of the believer, Ally: Asenath Waite (+1 speed/+1 sneak & 10$)-  + 1 Lore Skill.

 Sister Mary & Joe start at the train station instead of their normal starting place.

First Mythos -Gate at whateley farm with 3 cultist DY.

1st Turn:  Roland reads the book of the believer gaining 1 clue & Mists of Releh spell, then he moves to Independence Sq to collect clue.  Marie gets money from Michael and goes shopping to the Magick Shop. Sister Mary gets 1$ from Joe and travels to Backwoods county  in order to block the cultists DY movement next turn. Joe goes to Historical society where 2 clues wait for him. He spends his time there reading some old books that reward him with an extra skill( +1 luck) but he is delayed.  Finally Michael goes to The silver twilight lodge where he bumps into Ruby Standish who joins his team. Mythos:  Gate opens in the Graveyard releasing a Star spawn& Serpent People that move to Rivertown. The Dark Young cultist move to  Backwoods County threatening Sister Mary. Terror level increases by 1.

2nd Turn: Marie buys the second spell and passes her PS.  A blessed Sister Mary uses her holy water to kill the first Cultist DY but she cannot bind the other two and ends up at the hospital with an injury and 2 corruptions.  Since the Dunwich Horror will wake up anyway when the doom reaches 6 I am going to take a risk and let these two remaining DY go through a vortex and avoid having too many corruptions that made me lose my first try on this scenario. ….. Well, Joe who was delayed in the Historical society meets professor Armitage but he is not interested in helping him. Michael kills the Star spawn roaming the rivertown streets and passes his PS.  Finally Roland gets the clue at Hibb’s and passes also his PS.   Mythos:  Gate opens at the woods with a Lloigor and Colour out of space. The cultists DY go through a vortex. Terror level reaches 3. Sister mary’s corruptions get activated gaining 2 more. 

3rd Turn: Sister Mary goes to Science building where she is forced to discard her blessing L. Marie uses her witch blood to remove one doom token and then onto gathering clues. He gets her 3rd one in the Unnamable. Roland goes through a gate in the graveyard and after exploring the other world he is allowed to come back to Arkham.  Joe decides to go on a suicide mission. The woods is quite a dangerous place, but he manages to sneak past the Lloigor and Colour of of space and he is able to knock  down the Dark druid unconscious before jumping onto the gate to the Plateau of Leng.  He wakes up in a strange maze and gets delayed trying to find the exit.  Finally Michael  goes to the Unvisited Island where there are two clues. He is then initiated as a member of the cult. They force him to drink a foul liquid that revolves his stomach but he gets 2 clues in the process. Then he wakes up slightly dizzy and stars at the  sky  discovering a new constellation and thus getting another clue that brings him up to a total of 6 clues. Mythos:  Gate at the Witch House releasing a goat spawn which moves to Southside streets and a Elder thing. The dark druid movest to Uptown. Sister Mary ‘s corruption speak to your friend gets activated and  Marie ends up with a cult membership

4th Turn: Michael kills the Elder thing guarding the gate at the witch House and travel to the dreamlands where he fights a monster and is rewarded with a magical sword.  Roland seals the first gate at the Graveyard.  Marie after using her witch blood a second time  goes to the Black Cave. She refuses to donate money to the Cult then she is expelled and moves to the street.  Sister Mary gets the clue at Independence square and Joe continues with his misadventures in the Plateau of Leng this time losing some sanity. Mythos:  A gate opens at the Unvisited Isle with a scary Servitor of Outer Gods and Crawling One. Hexagons move black that means the goat spawn moves onto Rivertown with Marie and the Crawling one on Merchant district streets.  Sister Mary’s corruptions are activated again. This time she gains 2 clues and goes insane becoming xenophobic

 5th Turn:  Roland sneaks past (Mists of Releh) the goat spawn and goes to Merchant district killing the Crawling one there. Then Marie casts Implant suggestions moving the goat spawn southwards resulting on having a clear path to the gate to the Abyss in the Unvisited Isle where she heads to.  Sister Mary rushes to The Science builing to collect her 5th clue. Meanwhile Joe, Michael and Marie struggle on their encounters on the other worlds. Mythos:  Gate in the Science Building pulling Sister Mary through. A shoggoth and a Mummy emerge from the gate. Sister Mary’s corruption is activated again and Roland gets a Cult Membership. She still has 4 corruptions though.  4 doomers.

6th Turn: Roland goes to the Curiosity shop and buys…an Elder sign J.  Joe & Michael seal their gates and the girls continue visiting other worlds. Mythos: Gate opens at  Marsh Refinery  with a DY Cultist and a Moon beast. The Lloigor & Colour out of space activate driving Joe insane.  Mythos card is a nasty one. It is The Ancient one’s Servants that adds one extra doom token because there is a cultist in Insmouth. The doom track reaches the fatal 6. The Dunwich horror awakes and an extra Cultist/Dark Young is added at the opened gates (Unvisited Isle, Science building and Marsh refinery).

7th Turn:  Roland casts mists of Releh and evades the Dark Young and jumps into the gate at the Unvisited Isle to the Abyss (then he can come back through the other abyss gate at the Marsh refinery).  Marie fails her dice roll and cannot seal her gate. Michael goes to South church and blesses Marie. Meanwhile Joe recovers at Arkham Asylum. Sister Mary is still in the other worlds. Mythos:  A double doomer rumor hits the table..”One Thousand Young”.  All monsters move.  The Dark youngs move actually three times (Dark druid)The Dunwich horror adds another doom token…OMG 3 doomers on one turn bringing the doom track to 9. The cultist and Dark Young in Insmouth go through a vortex . Terror level reaches 5 and Deep one track reaches 2.

8th Turn: Sister mary & Marie seal their gates. Marie gets a corruption. Michael swaps places with the Moonbeast in Insmouth and Joe buys a fancy weapon in the curiosity shop. Meanwhile Roland continues exploring the Abyss. Mythos:  Gate at the Black Cave.

9th Turn: And Finally Roland comes back from the Abyss and seals the last gate with Elder Sign…and gets a corruption

Victory by seals:

10 doomers

Terror level : 5

Corruptions: Sister mary 4, Roland 1, Marie 1.

 

Looking forward to next scenario against Y'Golonac.


Edited by eagermind, 05 January 2014 - 11:09 AM.

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#43 Julia

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Posted 05 January 2014 - 11:45 AM

Wow! Congratulations! A fantastic victory scored in Elder God mode, you can be proud of your achievement! Great control over the game, and letting the cultists go seems like a wise choice (don't remember exactly the rules; I'm just wondering why Avi has left such a loophole in the Scenario). Additionally, you have an impeccable taste when choosin' Elder Sign to shop for :) Y'golonac shouldn't be too tough! Hope you can enjoy it as well :)


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#44 Avi_dreader

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Posted 05 January 2014 - 08:37 PM

Actually, that only killing one of the cultist strategy did not occur to me when I designed the scenario :'D Anyway, I guess I'm okay with it (since realistically I didn't expect anyone to let the DH wake up anyway, but if you're willing to have its track at two, fine with me).  I kind of want to modify it so that you add a DH token to the DH track at terror 3 now.  Not really sure if it's worth the energy for the slight tweak though.  Actually, nah, your DH awoke anyway, I'm fine with that :')

Anyway, congrats :') knew you could do it.  On to the next challenge!  Bite the hand that bites!


Edited by Avi_dreader, 05 January 2014 - 08:38 PM.

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#45 eagermind

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Posted 26 January 2014 - 02:09 PM

Scenario  11 on Elder god difficulty.

 

The same investigators as usual starting with the following items:

 

Michael : Dynamite, Tommy gun & King in Yellow – Skill- Marksman & 4 monster trophies.

Roland: Food, alien statue, Ally – Thomas Malone- (Spell Shrivelling)- Skill- Dodge

Sister mary:  Holy Water, Cross, Dread curse of Azathoth & Flesh ward- Skill +1 Fight

Marie Lambeau: Enchanted knife, Voice of Ra, Wrack & spectral razor- Skill spot hidden

Joe Diamond : 45 automatic, Derringer & Ancient tome – skill +1 Lore.

 

The first 3 cultist appear at Unvisited Isle, Black cave & Independence square wich become corrupted.

The first mythos opens a gate at the Unvisited Isle releasing a deep one. At the same time a strange statue is destroyed causing a Dark young & Shan to appear at the Village commons (Dunwich).

 

1st Turn : Michael gives the King in yellow tome to Marie and some money as usual then she can go to buy some spells. The other 4 investigators start their collecting clues chores.  Joe collects two clues in the Science building and  the others get a clue at Historical society, Hibb’s & Silver twilight lodge. .  Mythos: Gate at the Witch House guarded by an Elder thing. The cultists start moving blocking the streets at French Hill, Eastown & Northside streets. I guess  I will have to kill some of them J.

2nd Turn:  Sister mary goes first this time and disposes of the cultist at the French hill streets with her spells., raising the terror level by 1. That means 2 corruptions tokens are placed at the Unnamable & Order of Dagon. And since the terror level  rises to an odd number both mythos cards are resolved  adding two gates at the afore mentioned places guarded by a Fire Vampire and Colour out of Space. At the same time a Mi-go and a Byakkhe are released in the factory district(Insmouth). The second mythos moves also the cultists again to the Northside streets and Miskatonic blocking Joe’s intended movement L.  Marie goes next. She reads the King in yellow gaining 4 clues and buys her second spell pasing her PS. Then Joe moves to Miskatonic and kills the second cultist raising the terror level to 2  corrupting the Woods in the process. Michael kills the Elder thing which had moved to the French hill streets passing his PS and finally Roland collects clue at the Graveyard. Sister Mary, Michael and Joe are in a street area during the encounter phase, then they roll a die on the Sheldong gang chart. This way sister mary gains 2$, lucky Joe gets an unique item which happens to be an Elder sign..yay! and Michael gets nothing. Mythos : Monster surge at the Unvisited Isle. At the same time a careless picnicker unleashes 2 monsters on the downtown streets… that means at the end of turn 2, Arkham is plagued with monsters: there are already 7 monsters and a spawn cultist roaming the main arkham board and 6 monsters on the other boards (but thankfully they are flying or statitonary monsters there).

3rd turn: Marie goes first and uses her witch blood ability. Because she does not have any money she casts first premonition; this way she can overcome the “Wanted” condition and moves 4 spaces to the Witch House where she kills the Dimensional shamble guarding the gate to Another dimension and travel to another world. On the way there she takes the Elder sign from Joe who is in MIsketonic and tosses it to Sister Mary in the French hill streets.  Then Joe goes north  evading the deep one roaming the Merchant district and with his 45 on his right hand and the derringer on his left one kills the fire vampire and the Ghast guarding the gate at the Unnamable and enters R’lyeh.  Michael is next and moves to Merchant District streets and kills the deep one.  Roland moves to the Black cave gets his 5th clue and passes his PS. Finally sister Mary moves to Unvisited Isle nuking the goat spawn and Ghoul there and goes through a gate to the Great hall of celeano where she becomes delayed . Mythos: Gate at Wizards hill guarded by a Wraith.

4th turn: There are only 2 investigators in Arkham: Michael continues cleaning the streets of monsters. This time he kills a goat spawn and a Leng spider roaming downtown streets.  He then rolls on the Sheldon gang chart and gains a puzzle box. Roland gets a gangster token because he is in a corrupted place and then moves to the train station.  He encounters there Bill Washington who offers him a ride. He gladly asks him to drive him to Wizard hill. He evades the Wraith guarding the gate and  goes to Yuggoth.  Nothing worth mentioned going on on other world encounters. Mythos: Gate  at Black cave releasing a Dark young.  Roland gains a corruption.  Old debts come due! The terror  level rises to 3… oh no! Two extra mythos cards are resolved:  The first one opens a gate at gardeners’ place together with a warlock. The place gets also corrupted. There are now 7 gates opened… the next mythos is a rumor that causes monster surge at the Witch House.  Roland gets an extra corruption card due to another crescent movement and the Wraith haunts Michael. The rumor is return to the old ways (common items might malfunction). We are at 5 doomers thanks to Marie.

5th Turn: Both Joe and Marie seal their gates . Michael evades the Wraith and collects the clue at Hibb’s. Meanwhile sister Mary and roland continue with their tribulations on the other worlds. Mythos:  Gate at Unnamable countered by Joe’s seal J.

6th Turn: Both Marie & Joe get a gangster token since they start in a corrupted location.  The remaining cultist is at the French Hill, then Marie decides to stay at the witch House and kills the Formless spawn there.  Joe evades the Mummy at the Unnamable and rushes to the woods where there are 3 clues. It was a trap and  a gate and  a monster appear. He wakes up in the dreamlands. Michael collects clue at Velma’s dinner. Roland seals the gate at the Wizards Hill and Sister Mary uses the Elder sign to seal the gate at Unvisited Isle. 2 seals more to go J. Mythos:  Gate at the Marsh refinery releasing a deep one hybrid. Two doomers are added to the doom track because of the mythos headline :-(.

7th turn:  This time Sister Mary, Marie & Michael get a gangster token.  Sister mary moves to Merchant District streets to collect the clue lying there. Marie evades the cultist with wrack spell and kills the goat spawn in the French Hill streets.  Michael evades again the Wraith  and ends up in the Asylum where he recovers his sanity. Finally Roland travels to Cold spring glen to collect two clues lying there. Mythos:  Gate at Hibb’s. Roland greed corruption Is activated and gains  4 dollars and another corruption. There is a charity auction and he buys a cavalry saber with the money he just got.

8th Turn: Marie cast first cloud memory to gain 1 sanity. Then She evades again the cultist with Wrack spell and goes to the Science building where she collects 1 clue. She then discards her gate trophy for 2 clues bringing her to 5. She has to pay two sanity for that bringing her to 1 sanity.  Micheal stays at the Asylum and opens his puzzle box to gain one clue bringing him to 4. He loses though 1 sanity that he will recover since he is at the Asylum J. Roland goes to Gartner’s place and kills the Warlock gaining two clues and jumps into the gate to the Abyss. Sister Mary goes to the Asylum to recover some sanity. Mythos: Gate at the Science building swallowing Marie who wakes up in Another Dimension. A yithian goes through a vortex rising the terror level to 4. The devil reef gets corrupted.

9th Turn:  Joe comes back to Arkham this turn. Unfortunately he only has 3 clues, then he can only close the gate at the Woods. Michael is more than happy to remain at the Asylum playing with his puzzle box, but this time he is not as lucky and does not get any clue. Mythos: Gate appears at the Woods and poor Joe can just catch his breath before he is pulled again through a gate,  this time to plateau of Length. Crescent moons movement that means all investigators get a corruption card and Roland gets two.  I fail also the rumor and all common items are discarded. .

10th Turn: Roland comes back to Arkham and seals the gate at Gardners’ place. Michael gets his 5th clue out of the puzzle box and then gives the box to Sister mary. Joe & Marie are still in the other world. Mythos: It is a strange sightings card. All monster moves and investigators start getting red corruptions…

11th Turn:  ...and finally Marie comes back to Arkham and seals the 6th gate at the Science building.

 

Victory by seals

Doom track : 10

Terror level: 4

Corruptions: 16 (Michael 2, Roland 8, Sister mary 2, Marie 2 and Joe 2).

 

I kind of liked the scenario...but I was in tension the whole game. I think there were a lot of things to keep track of in this scenario (gangster tokens, corruptions, terror level, corrupt locations,..) and I hope I did not forget anything.

 I must say the added mechanism to resolve two extra mythos cards when the terror level reached an odd number was a quite nasty touch :-).

 

and finally the next one is the last scenario from the second Segment.....oh no...my nemesis comes next...I might play with 6 investigators against Atlach.....I can see the elder god difficulty makes a victory by sealing/closing gates more difficult. I have to think about it.


Edited by eagermind, 26 January 2014 - 02:24 PM.

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#46 Julia

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Posted 26 January 2014 - 09:00 PM

Uuuuuh, you risked to lose the game at turn 4 with 7 gates open... if that monster surge had been a new gate opening... :shiver: and 16 corruptions are totally crazy (especially for the 8-corruption guy :D)

Congrats for the victory! I think it was one of the toughest in this segment! C'mon, you're almost half way through the League! (I need to finish writing the bonus Scenarios, then :D)

 

Just a little correction on the rules: when Bill gives you a ride, technically you don't need to evade the monster guarding the gate (according to the new FAQ; still, I play the way you play, but maybe for League scenarios having an extra help could be important)


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#47 eagermind

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Posted 27 January 2014 - 10:25 AM

 (I need to finish writing the bonus Scenarios, then :D)

Bonus scenarios? uh..What?  :rolleyes:

 

 

Uuuuuh, you risked to lose the game at turn 4 with 7 gates open...

 

Well, let's say  I took a "calculated risk." :ph34r: .The gate limit is actually 8 according  the Reference sheets  that came with Miskatonic Horror. It is 7 gates using two expansions and 5 investigators, but 8 if the two expansions are Dunwich&Insmouth like I played  :). I guess those sheets are right, aren't they?Anyway I always play with them next to the board otherwise I get confused with monster/gates/outskirts limits combined with multiple expansions  :huh: . 

 

 

Just a little correction on the rules: when Bill gives you a ride, technically you don't need to evade the monster guarding the gate (according to the new FAQ; still, I play the way you play, but maybe for League scenarios having an extra help could be important)

Oh... I did not know that...Thanks for the info  ;)


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#48 Julia

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Posted 27 January 2014 - 12:09 PM

Bonus Scenario: Avi created this League with many Heralds / AO in mind but before I started creating my custom content for Arkham. He said it was a pity because some were good and they could have been used for the League, so that, in the end, he agreed in allowing me to design 4 "bonus scenarios", not linked to the main flow of the events (so, don't expect any extra narrative or so) to showcase something nasty. I designed the first one last summer (who knows where it's buried now...), and took notes on two more. Considering you're half way through the League, it's better if I finish these Scenarios before it's too late. Clearly, you'll still be considered a "winner" of the League even if you don't play with the bonus four, but in case you want to... well, it could be an interesting challenge.

 

Yes, your numbers are correct, Dunwich + Innsmouth allows you to have a +1 to the gate limit. So, 7 are fine. 8 are not. That's why I said you've been lucky (or a cold calculator!) during turn 4. Still, kudos to that, you scored a sound victory.

 

And you're welcome. This is something Kevin changed his mind several times in the past, but if you want to play literally according to the FAQ, there's no monster to deal with when moving to a gate during the Arkham Encounter's phase (and actually this could be vital during Scenario 16).


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#49 Avi_dreader

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Posted 27 January 2014 - 07:27 PM

Nope, he's right.  5 investigators, but because he's playing 2 extra boards, only counted as 4 investigators, so gate limit = 7, plus AH+DH adds 1 to gate limit.  So gate limit 8.  I think :') It's been a while.

Anyway, congrats re: victory.  On to the next one.  Make some spider soup :'D


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#50 Julia

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Posted 27 January 2014 - 08:09 PM

Nope, he's right.  5 investigators, but because he's playing 2 extra boards, only counted as 4 investigators, so gate limit = 7, plus AH+DH adds 1 to gate limit.  So gate limit 8.  I think :') It's been a while.

 

Nope what? That's exactly what I said, Avi... with 7, the AO does not wake up. I only said that having 7 gates open is dangerous in such an early phase of the game, that's all.


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#51 Avi_dreader

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Posted 28 January 2014 - 09:44 AM

Uuuuuh, you risked to lose the game at turn 4 with 7 gates open...

Ah.  I see what happened here.  It's just the way you phrased the sentence.  It sounds like you were saying the risk was losing the game at turn 4 with 7 gates open.  Welllll...  That sort of is what you said, actually ;'D  The only way to know that's not what you meant would have been studying the context it was referring to more carefully :'D

If you said something like, "At turn four, you had seven open gates, and risked losing the game" it would have been clear, but the way it's phrased it sounds like the risk was losing "at turn 4 with 7 gates open."

So that's what confused both of us.  I was a bit surprised you "made" a mistake about a rule like that, since you seem to have a better memory for rules than me.

Anyway, back to the threshold.


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#52 Julia

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Posted 28 January 2014 - 10:05 AM

:laughter: ok, I see what you mean. Thanks for clarifying the nature of the misleading point.


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#53 eagermind

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Posted 28 January 2014 - 12:01 PM

Bonus Scenario: Avi created this League with many Heralds / AO in mind but before I started creating my custom content for Arkham. He said it was a pity because some were good and they could have been used for the League, so that, in the end, he agreed in allowing me to design 4 "bonus scenarios", not linked to the main flow of the events (so, don't expect any extra narrative or so) to showcase something nasty. I designed the first one last summer (who knows where it's buried now...), and took notes on two more. Considering you're half way through the League, it's better if I finish these Scenarios before it's too late. Clearly, you'll still be considered a "winner" of the League even if you don't play with the bonus four, but in case you want to... well, it could be an interesting challenge.

 

Julia...It would be a pleasure :-). But Take it easy, I still have a long road ahead before I can take the bonus ones.  Anyway  I am curious... and I do not think I will be disappointed :-)


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#54 Julia

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Posted 28 January 2014 - 06:39 PM

 

Bonus Scenario: Avi created this League with many Heralds / AO in mind but before I started creating my custom content for Arkham. He said it was a pity because some were good and they could have been used for the League, so that, in the end, he agreed in allowing me to design 4 "bonus scenarios", not linked to the main flow of the events (so, don't expect any extra narrative or so) to showcase something nasty. I designed the first one last summer (who knows where it's buried now...), and took notes on two more. Considering you're half way through the League, it's better if I finish these Scenarios before it's too late. Clearly, you'll still be considered a "winner" of the League even if you don't play with the bonus four, but in case you want to... well, it could be an interesting challenge.

 

Julia...It would be a pleasure :-). But Take it easy, I still have a long road ahead before I can take the bonus ones.  Anyway  I am curious... and I do not think I will be disappointed :-)

 

Yeah, but I know me pretty well... better starting the engine soonish... I'm a very slow diesel...


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#55 eagermind

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Posted 17 February 2014 - 12:31 PM

Scenario 12 in Hard mode

 

Joe, Marie, Michael, Roland and  Sister Mary  in a spider nightmare.

 

Starting items:

Sister Mary : Holy water, Cross,Wither & Mist of Releh – Mental fortitude skill (exhaust/pass horror check)

Joe: 45 automatic, Time bomb & safety key deposit-  +1 Will skill

Marie: Voice of Ra, Enchanted Knife,  Plumb the void & sigil of hermes – Ancient language skill (exhaust/pass spell check).

Michael: Tommy gun, Dynamite and Puzzle box- +1 Lore & 4 monster trophies

Roland: Shotgun, Holy Water & Earl Sawyer Ally (+1 Fight/+1  Sneak) -  Stealth  Skill.

 

All investigators start with a random green corruption. At the same time Joe starts with Delirium Madness and  Sister Mary with Arachnofobia.

 

4 leng spiders patrolling eastown, miskatonic & northside streets.

 

First Mythos -Gate at Witch house guarded by a Rat Thing. A rusty train releases a cultist & a Goat spawn at the northside streets.

 

1st Turn:  Marie as usual gets money from Michael and goes to the Magick shop to buy spells. She buys a find gate spell. Before going there she gives Voice of Ra spell to Michael. He will need it for the next turn. Joe gains two clues from the safe deposit key and then moves to Easttown streets and kills the 1st Leng spider (unfortunately using some of his clues).. Sister Mary evades  a copy spider on the way to Miskatonic streets where she purifies the 2nd Leng spider with her Holy water.  Meanwhile Michael passes by Sister Mary giving her his puzzle box and stops at  Merchant district where he fights a spider copy .  Finally Roland sneaks by a copy spider and collects clue at independence sq . Mythos opens a gate in the Woods.  Marie gains one extra corruption.

2nd Turn:  Joe collects 2 clues at the black cave, while Sister Mary collects the other two clues at the Historical society . Roland goes to Hibbs and pays 2$ to get his 5th clue passing his PS.  Marie also passes her PS by buying alchemical process spell. Finally Michael gets his stats buffed after casting  Voice of Ra  and moves north where he  has a lot of hard work to do.   First he deals with the cultist & Goat spawn passing his PS. Then he dynamites the 3rd Leng spider & uses his tommy gun for the last Leng spider.  Now that there are no more spiders it is time to focus on her mother, the spider queen. Mythos: Gate at Science Building with a Warlock. Marie’s corruptions get activated again. This time she loses two sanity and gains two clues.

3rd Turn: Uneventful turn where everybody continues gathering clues and planning maybe  for an all together dive into gates on the following turns.  Mythos opens a gate at the Unnamable where Marie was. She wakes up in the Abyss.  Maries corruption gets activated again gaining 2 more clues and losing 2 sanity..she is getting in the verge of nervous breakdown.

 4th Turn: Roland goes through the gate in the Science building. Joe& Michael go shopping at the curisiosity shop . Joe finds a cheap King in Yellow tome and Michael buys without hesitation Livre d’Ivon.   He has a bold plan. Sister Mary with some money borrowed  from Joe goes to the Hospital to recover her stamina.  Mythos opens a gate at the Unvisited Isle releasing a maniac which moves to the street together with a Skeleton who was at the Unnamable. 

 5th Turn:  Sister Mary jumps into the gate at the woods. Michael reads first Livre d’Ivon Tome and by successfully passing  the Lore test , he can take any spell. He chooses  “Arcane Insight” spell and  pays  2 sanity which he recovers later by killing the two monsters at the Merchant districts streets. Afterwards Joes goes through the gate at Unvisited Isle. Roland continues in Plateu of Length. Finally Marie casts find gate and returns to the Unnamable.  She could stay there 2-3 turns and wait for a simultaneous gate closure, but I don’t think she can hold it since she is only at 1 sanity, so better be off with it. She decides to close the gate. She has to summon a monster (due to Elder god difficulty) and a Byakhee appears , she disposes of it with her enchanted knife and closes the gate.  Mythos is a monster surge at the woods.

 

6th Turn: In the next upkeep Michael uses one clue to cast Arcane insight and check the next 3 mythos cards. Then next mythos was supposed to open a gate at Dagon’s order and the second one was opening a gate at Independence Sq. He puts the 3rd mythos on top which is a monster surge at Unvisited Isle. Marie moves first this time, she gets the Arcane insight spell from Michael and rushes to the Asylum in order to recover sanity. Michael then goes through a gate at the witch House. Joe& Sister Mary travel to their respective 2nd area of the other worlds and finally Roland comes back to Arkham. He evades a summoned Colour out of space and closes the gate at the Science building. The mythos causes a monster surge at the unvisited isle and Maries corruption get activated again. She gets 2 clues and goes insane getting two madnesses (agoraphobia & claustrophobia).

7th Turn: Mary starts by exhausting her Ancient Language skill and casting Arcane Insight. This way she puts “The next act begins” KiY mythos from the 3rd place to  the top of the mythos deck. Then she casts Plumb the Void and brings Michael back to the witch House. Joe& Sister Mary come also back from Arkham.  Joe is the first one to close the gate at Unvisted Isle after defeating a Ghoul. Then Sister Mary evades a crawling one and closes the gate at the Woods.  Finally Michael has to summon 4 monsters since it is the last opened gate:  1st one is a witch no problem there. Then he evades a Cthonian  and a Flying Polyp with his last clues and the last one is a Mi-go. He then closes the last gate at the Witch House….an  it is a Victory by closing gates (one each investigator).

 

Madness cards: 4, Corruptions: 7 Doom track : 5 Terror Level: 0.

I realize now that I completely forgot to use Marie’s witch blood ability this time.Anyway after dealing with the initial spider thread, it was basically an Atlach-Nacha game with corruptions and a high risk to get injuries/madnesses.

I am looking forward to the next segment.  I was a little bit tired to play with the same investigators the last scenarios again and again…. Now I get a new investigator pool J.

 

PS: As a side note I must admit that I finally “succumbed to the trend”….Yes  I bought Eldritch Horror and have already played 3 games. Who knows? Maybe In some years there will be another fan league for Eldritch Horror J.


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#56 Julia

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Posted 17 February 2014 - 01:33 PM

Uh, uh, closing victory on the last chapter of the segment, uh? And on hard mode :D Well done, sir, congrats!

 

I agree, 7 games with the same investigators are quite a lot. The next segment is shorter, and certainly you'll find playing Monterey enthralling ;)

 

A final note: I noticed your name among EH contributors list. Happy you like that game as well ;)


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#57 Avi_dreader

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Posted 21 February 2014 - 12:44 AM

Nice win :'D Glad you squished the spider on your first try.  I hate Atlach :'r

So what were your favorite and least favorite scenarios from segment two?

Enjoy the next segment :'D


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#58 eagermind

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Posted 21 February 2014 - 02:55 AM

Thanks Avi.

 

My favorite scenarios are 9 & 11. I like the 9th because Shudde M'ell has always been one of my favorite ancient ones. If I remember right, It was a close call with so many monster surges. I had fun. 

I think Scenario 11th was one of the toughest in Elder god difficulty, but I really enjoyed playing as an outlaw from The Sheldon Gang :-).

I also liked scenario 8th. It is always nice to play with a new custom-made Ancient One.

 

My least favorites are 7 & 10 & 12.  The game with Ithaqua was the worst one. I hated the crippling wind effect from Wendigo... In my game I think it was paired with a nasty environtment from mythos deck that slowed even more investigator's movement resulting in having a team of snails :-).

Scenario 10th: I hate Shub and I hate even more muscled Dark Youngs :-)....and Atlach, what can I say? It is always uncomfortable to play against it... I am glad I passed the scenarios, but I don't feel like playing them again.

 

I think also as a whole segment 1 was better than segment 2. 

I have one question for segment 3:  I do not own the old version of CotDP...is it ok to play with the revised edition?  Segment 3 seems to focus a lot on CotDP items, so I do not know if I have to make some tweaks.? 

 I can see the rules say that at the start of a scenario, one investigator without an Exhibit item may randomly draw one. Does it count for the first scenario on segment 3? 

Cheers -Enric


Edited by eagermind, 21 February 2014 - 03:10 AM.

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#59 Julia

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Posted 21 February 2014 - 04:21 AM

Eagermind,

I can't but agree. Even for me, Segment 1 was better than Segment 2. Actually, I believe Segment 3 is the best in the League, followed immediately by Segment 1. So, I do hope you can enjoy further the coming Scenarios ;)

 

As for your question about the new Pharaoh, Avi answered in his blog:

 

NOTE: if you are using Revised Curse of the Dark Pharoah, make or use copies of the Barred from Neighborhood cards.

 

 
so, I guess, a little print-and-play is required, but only for Scenario 14. The other in the mix are ok with the new Pharaoh :)

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#60 Avi_dreader

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Posted 22 February 2014 - 12:46 AM

Well, I can't complain, segment one and three are my favorites ;') although I have some scenarios in segment two and four I'm fairly pleased with.  I actually *like* the Ithaqua scenario for those atrocious movement penalties!

And yeah, I'm not 100% sure how it'll work with new Pharoah ;'D but it should work more or less.






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