This is a small expansion I'm making. In consists of a board (that should be placed near River Docks), a Treasure Item deck, a special Mythos deck that is played alongside the normal Mythos deck, and a special cup of Sea monsters. There are also a couple of special cards a new type of token that makes streets in Arkham flooded. A couple of investigators and Ancient Ones will be added as well.
Here is the board: (Yellow location means that a gate can't appear in them, but monster can move those location and monster can also apear via encounters)
Click the pic for a larger version, or follow this link: img13.imageshack.us/img13/4277/expansion1.jpg
Whenever a monster enters the Maelstrom, it is returned to the cup and a random street in Arkham is flooded. This is indicated by a Flood token. Here it is, front and back:
When a street is flooded, the terror level increases by 1 and a Sea monster appears on the flooded street. It takes 1 extra movement point to get in or or out flooded streets. Btw, Sea monsters, either in Arkham or in the Sea of Terror, do not count towards to monster limit, although the only way for them to appear in Arkham is through flooded streets. Monsters that appear in the new board are always Sea monsters and gates are always gates to Lost City of Atlantis.
An investigator may dry a street by ending his movement there and discard 5 toughness worth of Sea monster trophies or a Lost City of Atlantis gate trophy. When an investigator do so, the flood token is discarded to the pile of unused flood tokens and the terror level decreases by 1.
Now how to get into the new board:
To get to the Boat Passage location, you need to either spend 1$ and 1 movement point, or only 1 movement point if you have the Boat Ownership card. You can also swim to there, but you need the Swimming card to do so. Here are the relevant cards:
There are ofcours a more rules regarding the new board, but they'll be described later.
Btw, here's something you can catch on the open sea:
Soon I will spoil some Treasure Item card, that introduce a new type of weapons: Rusty weapons. Rusty weapons are not physical nor magical, but as a drawback they have limited Stability; they each start with a different number of Stability tokens, and each turn you remove one token from them. When they're out of stablity, they rust out and are discarded.