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The Message

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  1. Ok, just finished my first game with the expansion and it was a swift, brutal defeat.

    GOO was Neriath, who actually had no impact on the game since no Cultists were ever drawn. Kaoloth was the Herald, and seemed to be extremely busy due to a lot of environments popping up (4 in all). He actually appeared first turn, since a gate to the woods opened (Fittingly enough...) and was extremely easy to defeat. However, his constant Event triggering was really difficult to manage.

    I used all 4 investigators and had some decent pulls (Mother Grey had an elder sign), but nothing too spectacular. Cerelia spent a lot of time jumping between otherworlds, and when she finally came out and closed a gate to Leng, another one shot her right back. Montague was really useful since clues were scarce for some reason and we really needed to kill some Continuous events (More on those later...). Gerald was a decent enough monster hunter.

    A lot of custom monsters made it out (Probably because they were poorly mixed on top), including two Malign Creations which had a penchant for firing off monster surges with their movement. A few Children of Neriath popped up but were easy to avoid altogether. Nothing big came around, other than a Star Spawn that was neglected.

    The Woods Events... are fast. They just kept firing like crazy, mostly from Kaoloth. It got especially ridiculous once we had both Sacrifice and Ancient Rituals out, so each Doom token was basically adding 3. When I finally got Montague through to knock out one (gates kept opening on the woods, which made it hard to get Lost, obviously), Welcome Home came out and kept me in the same predicament.

    Neriath woke up quickly, of course, and manage to tear us apart suprisingly fast, especially considering that I forgot about Kaoloth's curse effect.

    All in all, it seems way too difficult but that's a rather quick judgement after a single play. The problem is that Woods Event cards were getting played at an alarming rate. I think I may adjust the movement symbol trigger to just Hexagon, since Hex and Moon seems to be too much. I didn't want the effects to be completely ignore-able, but I think it's too far in the other direction as of writing (I believe I had 7 or 8 come out, which is way too many for the 6 or so turns we actually had). Kaoloth also caused a good bit of damage with these, but that's his primary purpose. They should be prevalent with the herald, but only somewhat dangerous without. As is, removing Kaoloth does little for the difficulty.

    So that's that. I'll hopefully get in another session before the day is done.


  2. Yay, downloads.

    First, Thelric, thanks for the advice. I'll get around to doing that soon (With the images), but I've got a busy week ahead and need to fix a ton of typos I missed anyways, so it'll be a bit.

    Hadanelith, Lost In The Woods Rule Sheet.eon is a card with the main rules of the expansion for easy reference while playing. Here's the text:

    <b>Any Phase:</b> If an investigator is delayed while at the Woods (Location in Arkham), they are Lost In The Woods (Special Location on The Woods map). (Investigators may also choose to be Lost In The Woods instead of having an encounter at the Woods)

     

    <b>Movement:</b> Any investigator who is Lost In The Woods can move to any street location on The Woods map.

    <b>Mythos Phase:</b> If a Moon or Hexagon symbol is shown on a mythos card, or if a gate is shown at the Woods, draw and resolve a Woods Event card after the special text of the mythos card.

    The <b>Initial</b> effect is immediately resolved. The <b>Continuous</b> effect resolves every time the trigger occurs. The <b>Cost</b> can be payed during <b>Upkeep</b> by any investigator that is Lost In The Woods to return the Woods Event to the deck.

    The Woods map has no monster limit, but gates there do count towards the number of open gates.

     

    Essentially, you can choose to go there, you can be delayed and forced to go there or you can be hit with an effect that sends you there. In all cases, you're Lost In The Woods until the next movement phase, where you can move to any 'street' on that map. Getting back requires encounters from the various locations (Which dump you at the uptown streets) so it can take a bit of time and luck.

    The main reason for even bothering with the Woods is to control (and remove) the Woods Events that pop up. Even a cursory look through the deck will show that they can create some very big issues if left alone.

    I printed out a copy of the set and I'm about to sit down for a game (Or two), so I'll let you know how it goes. Any playtesting would be extremely appreciated for the 'final' release.


  3. I'd take 8 GOOs as a sign that this may in fact be it for the expansions, otherwise they could just stick to 4 and get around to the others eventually. In any case, I wonder what they are. Bokrug for sure, and likely Dagon. Hydra will most likely be one of the heralds (Dagon might be the other, actually...). Here's hoping for Tru'Nembra, Daoloth and Ubbo-Sathla!


  4. Hello, I've just finished work on a mini expansion called 'Lost In The Woods'. The set focuses on expanding the Woods of Arkham and generally just making things tougher by adding an additional balancing act to the equation.

    http://www.sendspace.com/file/fea2fo

    I'm not going to post each individual item here, for obvious reasons, but it includes:

    1 Map
    20 Monsters (5 Child of Neriath, 5 Dark Priestess, 3 Dryad, 2 Dryad Warqueen, 2 Feral One, 2 Malignant Creation, 1 Kaoloth)
    5 Mythos cards
    3 Otherworld Encounter cards
    20 Location cards (10 each for the South Woods and North Woods neighborhoods)
    30 Woods Events
    4 Investigators
    3 GOOs
    1 Herald
    1 Benefit (Well, 8 if you include copies)

    I literally just finished within the past hour and haven't had time to print and playtest, so consider this a test batch. Let me know what you think!


  5. You know, I was thinking this exact same thing last week. Now that I know I'm not the only one, I might actually go ahead and do it.

    (I also thought of making a seperate monster pile for each gate, with a neutral pile, so that those make sense, but that may be a bit too fiddly. I just love getting Star Spawn from R'lyeh, Mi-Go from Yuggoth, etc...) 


  6. MrsGamura said:

    Sephiroth-Front-Side.png 

    Wanted to make sure those Wraiths gain Nightmarish 2 and 'Endless Terror' doesn't work on Cultist drawn during encounters but yes to ones placed in the Outskirts during the Mythos phase.

     

    Cxaxukluth-Front-Side.png

    I would bold Devour and Mi-Go and perhaps anything else I missed to make in consistent with the other AO's wording.

    During his/her/it's combat what do they lose? Sanity/ Stamina /puppies/ money?? or just out rite Devoured? demonio.gif

    I like Sephiroth, though the Terror Track will be a serious pain (Especially with endless cultists). I guess it should be, though.

    Thank you for posting Cxaxukluth's image, SE only exports in zip and my winzip just expired. Yes, they are outright devoured, the lose is a typo.


  7. thorgrim said:

    The Message said:

     

    Attack: X is equal to three times the number of investigators (Not counting those who are Devoured).

     

    (Defenses are -X with Magical Immunity)

     

     

     

     

     

    So this guy has a -24 modifier if you have 8 players who make it to final combat until they get devoured? Ouch. Essentially that means you can do absolutely zero damage to him until over half the investigators are devoured, and by then, the other half will go not long after because the check modifier will become unbeatable without clues.

     

    The only strategy to take against this guy would be to work out how much of an attack modifier you can handle (lets say you think you can handle -9). You try to push the game to the point where you have 3 doom tokens left to go, three investigators at South Church with all the best +Physical gear, while all the rest have a gate trophy. All three for the final combat bless themselves, 3 doom tokens added and all other investigators devoured. Then those in final combat can attack from turn 1.

    Yes, basically. Hehe. I love the idea of something that becomes easier after most of your allies have fallen, it just seems very sadistic.

    More to the point, if you can't seal this guy with 8 players, you probably deserve what you get. Just think of it as extra motivation.


  8. Cxaxukluth, spawn of Azathoth

    http://www.sendspace.com/file/58q5mc

    Text:

    <name> is worshipped by those who dwell near him on Yuggoth. Mi-Go are <b>Endless</b>. Additionally, for each gate to Yuggoth that is open, increase the toughness of all monsters by 1 and the toughness of Cultists by 2.

    Reality Cannibal: When a Gate Trophy is spent, add a Doom Token to the track.

    Start of Battle: Any investigators with Gate Trophies are Devoured.

    Attack: X is equal to three times the number of investigators (Not counting those who are Devoured).

     

    Each investigator must pass a <b>Will (+2) check</b> or be Devoured. This check's modifier decreases by 1 each turn.

    (Defenses are -X with Magical Immunity)

    He fluctuates between relatively easy and extremely difficult, mostly based on the gates to Yuggoth. His ability makes spending gates for clues a risky transaction, but a track of 14 gives you a lot of wiggle room (I might drop it 13 or 12, what do you think?).


  9. So things were going as usual today, except we started slowing down when clues stopped appearing. Before we knew it, too many gates were open and Cthulhu had woken up.

    "Ok, let's do this". Michael McGlen was blessed and unloading 10 dice per turn (Plus 5 clues on the first attack), Joe Diamond was rolling 12, Gloria 8 and Sister Mary... well, 3. Hey, she's a nun! We were blowing through 1-2.5 doom tokens per turn easily. Suddenly, the green giant went down.

    Woah, what happened? Why haven't we ever done this before?

    "Hey... we forgot his combat modifier..."

    Yep, somehow that totally slipped our minds (Might have something to do with just waking up). Alrighty, we do the fair thing and set it all up as normal. This time things go much 'better', with all 4 of us being devoured and Cthulhu only losing 3 Doom Tokens by the end (Stupid regeneration...). It felt normal at least.

    So, that's the sad story of how we thought we did something, only to be eaten moments later. How Lovecraftian. The moral of the story? "If you realize that you forgot the GOO's combat modifier, keep it to yourself".

     


  10. I wouldn't count on FFG making one, but there could certainly be one somewhere out in the world. Barring that, you could always just find various figures from the mythos and make your own set.

    Personally, I'd prefer Azathoth to be the King (Cthulhu isn't much in the grand scheme of things, way below most of the other well-known entities) with Nyarlathotep as Queen (Being the messenger and all). Dark Young bishops, Byakhee knights (They do 'jump'/fly over pieces.). Shoggoth rooks and Deep One pawns. But that's just me, there's so much to draw from. (I could see a board of Deep Ones/ Innsmouth People with Dagon and Mother Hydra as King/Queen, for example.)


  11. The GIT! said:

    The Message said:

     

    Here you go, just Paranoid Allies. If it's still corrupted, let me know.

    http://www.sendspace.com/file/g65n52

     

    Hi

     

    I'm having the same problem with the Paranoid Allies file (including the new one). I keep getting the message "this does not appear to be a Strange Eons file".

    I like the rest of the work you've done on this expansion but I was wondering if you'd thought about having The Thing be a Herald rather than a GOO? It could even be used in the same was as the Dunwich Horror.

     

    Ok, I'm going to remake that card and post it soon (Most likely before the weekend, and I might get to it tonight). On a similar note, Assimilated is having issues for me now. Does anyone else have problems loading that card? If so I can recreate it as well.

    The Thing could easily be implemented as a Herald, but at the time I was thinking more of keeping it the cental threat. I may make a Herald version if you really want one, but it wouldn't be too hard to do yourself. I had thought of a Blair Herald, but it seemed too specific (Not to mention being from a different decade).


  12. Avi_dreader said:

    MrsGamura said:

     

    The Message said:

     

    Ok, that's what I figured on the attack. Why succeed on 1-3 (Just asking)?

    I like this one, might be fun for a tougher game.

     

     

    My bad it should be a success on a "1-4 and a failure on a 5-6"..from the game he's just weird so thought it would be fun to give him a weird ability...so with this weird blessing he gives you should help you overcome his -6 magical immunity!

     

     

     

    Uhhh...  He removes your equipment, but how does he *kill* you?  I don't see any kill condition built into his attack skills.  Also, you might want to add another toughness to the cultists and maniacs (although the maniacs would become insanely awesome if the terror reached six).  A plus one modifier against a monster that's stationary with a plus one bonus is still a very easy fight (unless you're ambushed or surprised by it).  ::Shrug:: anyways, I liked the magic cultists thing ;') and as a former FFIII player, I approve of Kefka's presence in the 1920s, it's just about crazy enough for him.

    That was covered already, just change it to 'If you cannot, you are Devoured.' or whatever language suits your taste.


  13. MrsGamura said:

     Is there anyway you could just post the link without the "not needed extra bits"? The Thing AO is itty bitty the size of my thumb nail! lol its so little a cute!!

    NM I just downloaded it but the paranoid ally didn't work.

    Paranoid Allies should be working correctly if you downloaded the .eon file. Do you have the latest version of SE? The difficulty cards were just added, along with the other BGoTW formats.

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