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Matros

Eldritch Horror Campaign

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So my buddies and I have gone through and beat all the Ancient Ones and we wanted to try to set up a campaign similar to the one that was done with Arkham Horror (use the same investigators as you play through all the Ancient Ones, and there is a slight twist for each Ancient One that makes it harder). We came up with some preliminary thoughts and are interested in anyone's thoughts.

General Rules

1) Setup and game play are the same as normal, no rules are changed or modified unless specifically stated.

2) At the end of the game investigators remain where they are along with any improvement tokens, focus tokens, conditions (except for blessings), and rail/sea pass tokens.

3) Any remaining fallen investigators remain where they are at on the game board, when resolving setup for the next Ancient One advance doom by 1 for each fallen investigator on the board.

4) If an investigator is defeated they can not be used for the remainder of the campaign.

5) Clue tokens both on the board and in the possession of investigators are placed back into the cup.

6) Any Monsters and Gates in play at the end of the game remain at their current location.

7) Investigators may choose 1 item (spell, asset, unique asset, artifact etc.) to keep in addition to their normal starting items.

7a) To tweek difficulty the additional item can be added to the starting items, for example Silas Marsh starts with the Fishing Net, in the 1st game he gained a Lucky Cigarette Case and decided to keep it, so in the 2nd game he starts with the Fishing Net, and the Lucky Cigarette Case. In the 3rd game he starts with the Fishing Net, the Lucky Cigarette Case, and an item he gained during the 2nd game, since the Lucky Cigarette Case was added to his starting items.

7b) To tweek difficulty blessings can be used as a item (or not), however they cannot be made into a starting item.

7a and 7b are optional modifications to the rules, both can be used or neither depending on how difficult you want to make the campaign.

Ancient One Order

1) Rise of the Elder Things

2) Yog-Sothoth

3) Ithaqua

4) Yig

5) Shub-Niggurath

6) Cthulhu

7) Azathoth

Specific Ancient One rules

Rise of the Elder Things

When the Omen track advances to the red eclipse advance doom by 1 unless investigators as group spend clue tokens equal to half the amount of the investigators rounded down.

Yog-Sothoth

Investigators roll a minimum of 2 die when resolving spells. 2 successes are need to cast a spell. When resolving for additional effects 1 additional success is needed i.e. 2-3 successes turns into 3-4, 3+ successes turns into 4+ etc., 0s remain as 0s

Ithaqua

You must use the Doomsayer prelude card. At the end of the mythos phase any investigator on the following spaces rolls a die on a 1 or 2 they gain a hypothermia condition.

1, 4, 9, London, 13, 14, 16, Tunguska, 19, the Himalayas, 19, 3, Buenos Aries, 11, 12, 15, Antarctica, 18, Sydney, Miskatonic Outpost, Lake Camp, Frozen Wastes, City of the Elder Things, Snowy Mountains, and Plateau of Leng.

Yig

Investigators that travel along uncharted paths, or that travel to or pass through a wilderness space gain a poisoned condition.

Shub-Niggurath

When spawning a gate spawn 2 monsters instead of one. On a reckoning spawn 1 monster at 2 random spaces instead of one.

Cthulhu

At the end of the mythos phase any investigator on a sea space or an unnamed city with a sea route loses 1 sanity.

Azathoth

Doom starts at 20, the mythos deck is doubled (Stage 1 contains 2 green 4 yellow and 2 blue card, Stage 2 contains 4 green 6 yellow and 2 blue cards, Stage 3 contains 4 green, 8 yellow and 0 blue cards.) Investigators must solve 6 mysteries to win the game, after solving the 5th mystery select a random Ancient One, investigators must fight and defeat this ancient one in order to solve the 6th mystery.

Edited to fix numbering and for clarity.

Edited by Matros

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We've begun.

 

We took the opportunity during Rise of the Elder Things to buff ourselves extensively. Investigators are Charlie, Ursula, Diana and Patrice. By the end Diana had completely improved everything and the others were only down one or two. We defeated the Elder Things with doom still at 10.

 

We're going with 6a. Charlie chose Fine Clothes, Ursula chose Eltdown Shards, Diana chose Mortland(?) (6s count as two success for spell casting and prevent 1 sanity loss from casting spells) and Patrice chose Pallid Mask.

 

Patrice was a hard choice as she also had the Necronomicon. But Pallid Mask to help with gate closing seems more important.

 

Will report back on how Yog-Sothoth treats us. We're hoping that Charlie  with Fine Clothes will let us buff up really fast.

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Omg you dont know how excited i am to see this. I am on vacation right now and before this my friends were out of town so we havent been able to play it all the way through yet, but I have not been able to think about anything else! Hope you guys enjoy it and any feedback is greatly appreciated. Looking forward to your next post as I am living vicariously through your games until then lol :)

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Okay! We played Yog-Sothoth!

 

We ended up starting with two epic monsters (one from a prelude and one from a rumor) which was kinda rough since we hadn't kept any good weapons. But Charlie ended up shortly buying a Carbine rifle for Ursula... And then we got hit by The End is Nigh. MoM Spoilers: Each investigator discards 1 item, 1 Ally, 1 task, 1 spell, 1 clue, 1 focus and 1 improvement token. Then loses 1 health and 1 sanity.

 

So much for getting items carried in from last game. Patrice immediately lost her Pallid Mask and spent most of the game not doing much of anything and everyone else wasn't doing to well either.

But then Ursula got Ruby of R'lyeh and Saint James Bible and, after a few turns handed it off to Charlie. Charlie was able to use the extra turns to give others extra turns. And that pretty much saved our collective asses.

We did end up winning but it was much closer than it should've been.

 

We got hit by a lot of conditions right at the end so Diana is going to start out Detained, Ursula is in Debt and Charlie... Well, Charlie is Hunted, Hungry and has a Leg Injury. We did get most of our improvement tokens back though.

 

Additional starting items for next time; Diana adds Professor Armitage (it was tempting to keep Blessings of Isis or the Arcane Tome), Ursula adds Necronomicon (mmm... all the spells), Charlie kept Ruby of R'lyeh and Patrice is keeping the Migo Braincase.

 

We aren't really sure about the new Ithaqua rule. We shall see...

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My thoughts are that carrying over a lot of the state from the previous game in the campaign will create an enormous amount of variance in how the state of the subsequent games will be. If you barely win a game with Gates strewn all over the map and you don't have a lot of items, you are going to be in a lot of trouble. I think it's reasonable that winning the game would wipe out the monsters and gates.

On the other hand, if you cruise through a game, the next game could be a cakewalk. Limiting carryover to one item is a good idea. If you find that even that is too easy, you could allow the investigator to receive any starting items the investigator would normally get, and choose to replace any of those (fixed or random) with ones carried over from the previous game.

Investigators keeping improvement tokens is thematically appropriate, but it's going to skew the difficulty easier as the game is much, much, much easier with pumped up investigators. Since tokens never go away and can only increase, eventually the investigator will be fully pumped if he or she lives that long.

Edited by jlhorner1974

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The point of carrying over the monsters and gates from one game to the next is to prevent the investigstors from ignoring the monsters/gates towards the end of the game since they would just go away. In my mind i see it as "well i could go kill that dark young or since we have enough clues to finish the last mystery i can ignore it and try to increase my will for the next game" or "well i want to increase my will but since that dark young isnt gonna disappear i should go kill it since i will lose most of my power up by the next game." On the other hand by the time you get to the last few AOs you should be pretty powerful which is why i tried to make the last AOs harder.

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I totally understand your point. Thematically, having a "persistent state" between scenarios adds a lot to the realism and I think it's fantastic to see that you can't just let things blow up since the game will be over. I just think it makes things a lot tougher to balance in general, since you have to plan for super powered characters, and there are only so many adjustments you can make (the difficulty of the tests is the game is not going to scale). Even characters bad in some attribute will start passing tests fairly easily and charactes skilled in that area will have a total cake walk. I was just trying to point out areas where I saw problems in the making. If everything works for you and everyone is having fun, great! I wish you much success!

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Appreciate the feedback, and actually this was one of my concerns that the game would get too easy towards the end. To try to combat that the added AO efects were desinged to not rely off of a skill check (except for yog but that is still early in the campaign, you can argue that shub is kinda skill based as well but my thought is that its ALOT of monsters and at some point rgn takes affect and you are gonna get hit.) Im still on leave so havent been able to play all the way through yet, Fenyx's next posts should be interesting as the dificulty curve takes a big uptick on the next 2 guys.

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Sorry, we finished the campaign over Valentine's day (Because what is more romantic that Eldritch Horror, am I right?) and hadn't gotten around to writing it up until now. But I took some notes while we played.

 

Ithaqua took a bit of time as the game started with two epic monsters thanks to a prelude and a rumor. Once we got that cleaned up we spent some time gathering items. We were worried with Yig coming up next as Yig has historically kicked our asses. Migo brain case was awesome though and helped out a bunch.

We ended with Charlie taking the Map of the Leylines (the added stats helped round out the character), Patrice took Grotesque statue (5 clues a the beginning of the game? yes please!), Diana took Plumb the void (I'll get back to this later as it broke the game) and Ursula took Double Barreled Shotgun.

 

Yig

So, as I said Yig has always been a pain to us previously. But we ended up stomping him though. The mixture of Migo brain case and Plumb the void was epic. Plumb the void was giving us an extra action whenever we got three successes. And we almost always got three successes. Migo braincase was used to pass Plumb the void around. So, with Migo taking one action we could all move anywhere on the board and still have one action left to do something else. Whoever went last in a round would get two actions and start the next round.
We focused on defeating Yig as quickly as possible. Ended with 12 doom after 6 mythos.

We knew Shub was coming up next so we saved weapons. Charlie took Kid O'Brien, Patrice took Hired Muscle, Diana took Sword of Y'ha-Talla and Ursula took Father Merluzzo.

We leave the Forsaken Lore cards in the decks from this point on.

 

Shub

Since we so handily defeated Yig we decided to start playing on Hard mode (remove all easy mythos). Didn't help. We still kicked ass.

Nothing of note really happened during the game. The additional monsters from the campaign rules we good... But we were so overpowered a few extra monster were just fodder.

At this point we're just handing around a stack of awesome spellcasting gear. Started the game digging a bit for blessings of isis. Ended up getting healing words. So we all teleport wherever, if we do need to heal we healing words. Etc. Etc. Nuke everything.

Defeated Shub with 15 doom left (you may be noticing a pattern of us ending with the doom track in a better place than we started) after only 5 mythos.

Charlie saved Lucky Ring (kinda meh but we didn't feel like waiting around to find good stuff), Patrice took Blessings of Isis, Diana took Arcane Scholar and Ursula took Dhol Chants.

 

Cthulhu

Hard again. Won after 6 mythos. 15 on the doom track.

Yeah... With starting with Blessings of Isis we spent the first turn getting everyone blessed with migo braincase's help. Then prceed with Plumb the Void/Migo braincase to pummel Cthulhu.

The Blessings of Isis we have give someone a clue when they get 3+ successes. So the worst part of losing your blessing is having to spend and action and getting a clue. Patrice hits all the gates. Ursula kills all the things. Charlie buys to begin with and then deal with other random stuff. Diana does whatever she feels like.

We're actually getting bored at this point. Game is too easy. But we decide to push ahead and finish it.

 

Azathoth

19 doom and won after 9 mythos.

Readily stomped it. Took a bit longer merely because we had to finish so many more mysteries. Would recommend not doubling the mythos deck since you will probably be so powerful by this point it isn't necessary.

Hrm, I have a note that we hit the Omen of Devastation really early on which once again was really annoying. Lost a lot of good stuff and we never did get all our improvements back.

We ended up facing Ithaqua as the final mystery. I really liked this mechanic as it let us see the back of some of the AO's which we don't normally see... But we killed him. A lot. Using the braincase we dumped a lot of nice stuff on Ursula and piled up most of our clues (left 1 or 2 on other investigators just to play it safe).

She ended up hitting him with 28 successes. Pretty sure she may have wiped out most life on the globe with the power of her double barreled shotgun blast. (5 strength + 6 from lightning gun + 3 from dhol chants = 14. Double successes from shotgun. Used Hyborean Crystal, Lucky Ring, some other stuff and 5 or 6 clue tokens for re-rolls.)

uD0Oviq.jpg

 

So, I fear it does just get too easy.

We brainstormed ideas to make it more difficult but there is the concern of a death spiral (if investigators start dying then the new investigators don't have the starting items they need to survive the later AOs).

We'd recommend starting with Hard mode right from the start or Ithaqua.

Halve your improvement tokens at the start of each game. Your choice of what gets decreased. (For example; if you have a total of +6 improvement (+2 strength, +1 will, +1 influence and +2 lore) then you have to go down to +3 (you choose +1 will, +2 lore)). This would allow new investigators a chance to catch up to old ones and at the same time weaken old investigators.

 

We also played with the idea of drawing double mythos cards (ala To The Barricades) but worry that may to too capricious and just randomly cause people to die. So we think just virtually increasing the number of investigators at some point. Say, around Shub increase effective investigators by 2. So if you are playing 4 investigators you would treat all things as if you had 6. You'd spawn more gates, mysteries would be harder, etc. Probably take some balancing but it might help.

 

The hardest part is the items. They are very powerful. So do we only allow people to save one item as per your original suggestion? On the other hand saving another item at the end of each game was also REALLY FUN. Probably the funnest part of the game and the thing that made us feel like our characters were actually leveling up. Maybe don't allow spells to be kept? They may be the most over powered...

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I love the idea of a campaign. My group had an epic run with Risk Legacy and did a gaint season of Forumla D.

We played a few Eldritch Horror games in the past and just finished two with all the current expansions. Loving all of it.

 

We are thinking of playing all 7 bosses one by one. We'll reset the board after each game, with the only rule being, you can't pick an investigator you died/went insane. The only expection will be if you can get to that person during the game and the back of the card sounds like they lived. I forget who, but one person says you leave them to recover in the hospital. In those cases, they will have to skip the next game, but can once again be picked for future games.

 

I don't think we'll keep items from game to game. I don't want the game to get easier. Plus "Story wise" it could be a year or two between bosses. Need to pay rent somehow, better sell off that Lighting Gun.

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We're going to have investigators lose all improvements from the previous game, but instead give them a free improvement of their choice for each game they survive to see if this balances out some things. In addition we will allow the pc's to replace their starting equipment with items found in a previous game, but not get any extra starting gear. New investigators don't get any extras, upgrades has to be earned by surviving previous games.

 

I also want to incorporate the Strange remnants expansion, but I'm not sure where he fits in.

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