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The Sea of Horror Custom Expansion


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#1 Guest_Not In Sample_*

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Posted 09 March 2009 - 02:01 PM

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.

Stay tuned.



#2 Guest_Not In Sample_*

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Posted 09 March 2009 - 10:57 PM

Thoughts? Anyone??



#3 Guest_Not In Sample_*

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Posted 09 March 2009 - 11:52 PM

Here's how to escpae the Prison at Sea: (obviously, there are a couple of encounters that give you a chance to espcae as well)

Replies would be appreciated.



#4 lemmingsunday

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Posted 10 March 2009 - 12:04 AM

Pretty cool idea.

I might consider to take the lost of sanity away from the sea sickness card.  I've been sick at sea, and it pummeled my stamina, but my brain came out of it just fine.

I don't like the ability to spend five clue tokens and remove a flooded location.  It doesn't make a lot of sense.  A part of the danger of your new expansion ought to be the threat of Arkham flooding (hurricane?) and the deep horrors from the deep that are pushed inward to the coast.  Arkham being devoured by the sea is a wonderful thematic element. 

Perhaps, some of those sea monsters, might be Deep Ones that are pushed inland, and unleashed on Arkham.  Varying horrors from the seas certainly would be welcome by me.

 

Good work!

 

 

 

 

 



#5 Guest_Not In Sample_*

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Posted 10 March 2009 - 12:10 AM

Thanx, and it doesn't say 5 clue tokens, it says 5 toughness worth of sea monster trophies or 1 gate trophy leading to the lost city of atlantis. But you may have a point. Do you realy think flooded streets should remain that way for the rest of the game with no way of drying them?



#6 lemmingsunday

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Posted 10 March 2009 - 12:25 AM

Ah, yes five toughness, sorry, went by memory as I couldn't scroll to your first post.

Yeah, I totally think a part of your expansion ought to include the nibbling away of Arkham by the ocean.  Those floods might flow back to the sea, through some type of event, but otherwise let Arkham drown. 

The swimming card might be reconsidered, for the bit about swimming between sea sections is a little far fetched.  Basically, swimming at sea is a matter of life and death, and in stormy waters ones chances aren't good.  Then add in sea monsters...  If one wants to risk being devoured to swim at sea that might work.  The action of last resort.



#7 lemmingsunday

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Posted 10 March 2009 - 03:24 AM

Hello Kroen,

 

  I don't mean to usurp control over your vision.  Nothing like having someone grand stand all over your work.  I only offer these suggestions, as things that might make your expansion more interesting, and Lovecraftian.

 Having looked over your map, the prison break out cards, and your general rule mechanics this is what I have considered.

  Firstly, the map.  The Deserted Isle can yield some pretty big rewards, but I think the primary reason someone would explore your map would be to visit the Drift Ashore location.  That little island can house a lot of secrets.  The tender of the lighthouse, might be an old recluse who has seen, and more importantly know many secrets of the horrors beneath the seas.  Perhaps, the Drift Ashore location could be rip with clues.  The special ability to learning swimming seems rather unappealing.  I don't really think about the YMCA when I consider Lovecraft.

 I might design the map in this way -  Boat Passage - Open Sea - Prison at Sea - Deserted Isle - Drift Ashore - back to Boat Passage

 All these locations would have an event deck, as each location is rich with story possibilities.  

Boast Passage - the nature of the boat and its crew

Open Sea - the former and events at sea

Prison at Sea - Where is this Island?  Who runs the prison? Is it on any known map?  Cultists?

Deserted Isle - Just looking at the picture with the submerged skulls leads me to wonder about what lies beneath the surface.

Drift Ashore - The wise old man of the sea

The only way to reach Drift Ashore would be to travel the other locations first.

If a location event would cause an investigator to lose all sanity or stamina they end up at the Prison at Sea.  Regain a small about of sanity and stamina.

Your escape rules are cool.  Perhaps, create an option where an investigator can help rescue another investigator.  If they do and are successful they might gain the skill of Heroism.

If an investigator escapes the Prison at Sea by themselves they end up at Drift Ashore, and from here they can take a rowboat back to Arkham or/and Kingsport. 

You can have the monster movement the same and the vortex. 

If a monster enters the vortex have the investigators draw from the Sea Deck.  This deck would offer up all types of nasty lashings from the sea against Arkham - floodings, sea monsters, aquatic areas, weather effects, effects on the Sky, drowings, closings, and even a good thing or two, the retreat of the sea from a location.

A sea captain/sailor might make a great new investigator.  

Just ideas to consider.

Take care

 

 

 



#8 Guest_Not In Sample_*

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Posted 10 March 2009 - 04:18 AM

You have some nice ideas there, and I already made a couple of cool encounter cards (imo). And your idea of the Sea deck is what the special Mythos deck would be. In the rules I'm planning, you a draw a sea mythos card instead of a regular mythos card every two turns. Sea mythos card will always open gates in the Sea board, will always be burst cards, will always place clues at the sea board, and the gates placed there will always lead to lost city of atlantis (the lost city of atlantis gate markers would have a stack of their own). Also, monsters releasing there will always be sea monsters from the special sea monster cup.

Now I don't believe swimming from one sea location to another should be THAT life threatning, as the sea location are pretty close to one another (I mean in the real "place", not just the board).

And there's already a VERY good reason for investigators to explore the two yellow locations besides Boat Passage: To prevent monsters from entering the Maelstrom. All the monsters releasing at sea are released at the two red locations, which lead to either the Boat Passage or the other yellow locations, and these locations automatically lead to the Maelstrom. If investigators don't wish to have their precious streets flooded and the terror to rise, they will have at one point or another to get to the yellow locations to kill monsters, ending their movement doing so, and later on in the turn having encoounters there. I believe there's just about the right amount of insentive for investigators to go there.

Regarding your idea of investigators helping others escape: They can't do so in the place's special ability, but there are location cards that will allow them to. The location cards for Prison at Sea will each have (Imprisoned) and (Visiting). So when you're imprisoned you will have fights with inmates, plans to escape, etc, and as a visitor you could get some information (clues) from the guards and inmates and sometimes have a chance of helping another investigator escape. Ofcours, failing to do so will send you straight into the prison yourself...

Btw: I also plan to have Street Encounters deck for arkham streets. Not a deck for a every street, but one general deck for them all. It will add more interest to the streets when someone is forced to end his movement there after killing a monster. The street encounter cards will each be devided into two: (Normal) and (Flooded). The encounters in flooded streets will be stuff like "A Sea monster appears!", treasures that drifted from the sea, and etc. In normal streets there could be encounters like "A monster appears!" and stuff like "As you walk in the street your hear behind you "Psst, come with me, it's not safe here". Immediately move to a location in your current neighborhood and have an encounter there" and more fun stuff.

Tnx for your idea, I might use some of them.

p.s. I already have a Pirate investigator in the works, with the ability "Piracy: When drawing cards from the Treasure Item deck, draw an extra card and discard a card." He will also start with Swimming and Boat Ownership. I also plan to make an Escpaed Convict investigator, that starts with the Highly Wanted card and some flavorful abilities.



#9 Guest_Not In Sample_*

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Posted 10 March 2009 - 04:40 AM

Here's an Ancient One that I'm really proud of its design, and I hope you like it too:

click pic or follow this link for a larger pic: s5.tinypic.com/2yw63xx.jpg



#10 Guest_Not In Sample_*

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Posted 10 March 2009 - 06:28 AM

And the first  batch of investigatosrs:

And the Highly Wanted card:



#11 The Message

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Posted 10 March 2009 - 07:31 AM

This... this is awesome. I can already tell you that this will be top priority printing when it's done.



#12 Guest_Not In Sample_*

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Posted 10 March 2009 - 07:39 AM

A few Treasure Items:

Stay tuned for the next update, as it'll contain Rusty Weapons!

p.s. feedback/criticism/replies of any kind are always welcome



#13 Guest_Not In Sample_*

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Posted 10 March 2009 - 07:44 AM

The Message said:

 

This... this is awesome. I can already tell you that this will be top priority printing when it's done.

 

 

Thx, and I promise to everyone I am going to see this expansion through. Shouldn't take long, either; I plan for around 20 Mythos cards (no need for more as there are only 2 unstable locations), 20 treasure cards (not including copies), 10 sea monsters (likewise), 5 investigators and 5 ancient ones. Oh, and a deck of around 10 cards for street locations and a Sea Encounters deck of around 20 cards.



#14 Guest_Not In Sample_*

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Posted 10 March 2009 - 08:35 AM

Stability tokens, some rusty weapons, and a bonus:



#15 Guest_Not In Sample_*

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Posted 10 March 2009 - 09:06 AM

Another treasure item and investigator:



#16 Guest_Not In Sample_*

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Posted 10 March 2009 - 02:25 PM

Here's one nasty, nasty Ancient One, for experienced players only:



#17 Guest_Not In Sample_*

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Posted 11 March 2009 - 05:28 AM

A new bunch of cards!

By the way, I haven't gotten any replies on the Treasure Items yet, and I would love some so I would know what to improve. Thx ahead.



#18 Guest_Not In Sample_*

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Posted 11 March 2009 - 07:04 AM

new items and and new investigators:



#19 Guest_Not In Sample_*

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Posted 11 March 2009 - 08:16 AM

More Treasures:

And what I believe to be the all-around single best weapon in the game:

 

p.s. seriously people, is this material so bad it doesn't even deserve bad replies? :(



#20 Guest_Not In Sample_*

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Posted 11 March 2009 - 11:27 AM

Another Ancient One, this time a classic one rather than an AO that tries to all smart:

And yes I do mean gate burst, not gate surge. As I said earlier, ALL gates opening at sea locations are gate bursts.

I would love some feedback on something... anything....






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