Custom Campaign: The Piper's Call

By player563195, in Fan Creations

Only one Great Old One cares enough of humanity to think like us. This makes its motives occasionally comprehensible. In this case, however, we might not wish we had that understanding.

At a time before time, in a place where space was yet to exist, hordes of horrors dance to the music of the spheres while a mindless abyss of energy and force writhes and chitters and screeches without beginning or end. Bound forever the Piper plays, lulling the crawling chaos into murmuring half sleep.
The Piper knows. Imagine the mind able to exist beyond time and space, trapped and trapping for the duration of the universe. Imagine that it knows us as it knows all things. Imagine that it has for us the one emotion that it has for everything else in this universe. Hate.
This is a seven scenario campaign that the Batrachian Orb Appreciation Society will be attempting shortly. If other teams are interested in participating, please just let me know in this thread, and I'll publish the records in a central format once we're done. It uses all supplements at one point or another... if you choose to participate and do not have one or another of the supplements, you can still take part, but you basically will score less than others.
Base rules: Characters get individual scores as well as the group scoring for this campaign. Scoring is done a little differently to the normal rules, see below. The reason for the variance is to allow teams of different sizes to compete against each other directly, and also to satisfy a few personal irks of my own. All characters are available to be used. You do not get to replay any scenario. Failing any scenario summons a Herald that will take part in the last scenario. Any investigator devoured is out of the campaign entirely. Madness and Injury are available in all scenarios. Any investigator ending a game with Madness or Injury can trade two gate trophies or 10 toughness of monsters, or one gate and five toughness of monsters to remove a madness or injury. If you still end with madness / injuries, you must rest the investigator one scenario for each madness/injury card remaining. Investigator's equipment resets at the end of each Scenario. All monsters from all expansions are added. Otherwise use only the base cards and expansion cards for each scenario. You may choose to use the 'final combat' cards and rules if you want to in any scenario. You may choose to use the personal story for each investigator if you desire to at any time.
Group scoring is managed differently to the standard rules. Use only the following:
Seal Gate Victory: +5
Close All Gates Victory: + 10 - number of characters used in scenario.
Defeat Awakened Old One Victory: + 10
+ 2 per sealed gate.
+ 1 per unspent gate trophy.
+ 1 per 3 unspent monster trophies.
+ 1 per completed task
+ 3 per completed mission
You do not get bonus points for number of investigators. Your investigators are your resources that you have available to complete the campaign. You can however choose to score individual investigators separately from Group score, and this will be reported.
Each Character gets a score for their participation in this campaign. Each character should be scored for each scenario.
+3 for every scenario they participated in and survived. Bonus +5 for the final scenario (total of +8)
-1 for every madness or injury card they end each scenario with.
+5 for successfully completing a personal story once in the entire campaign (no bonuses for completing it multiple times).
-1 for failing a personal story per time failed in the campaign.
+3 per title achieved in any game (Deputy, Captain of the White Ship, etc)
+1 per task completed
+3 per mission completed
+1 per unspent gate trophies each scenario
+1 per 3 unspent monster trophies each scenario
Personal scoring is done Before trading trophies to heal madness/injury. A character devoured in a scenario receives points for achievements completed till their death (personal stories, titles, tasks, missions), but their successor gets their trophies.
First scenario will be posted below. I will release scenario 2 in a couple of weeks time.

Scenario 1: Disturbed Old Things

The mind of Nyarlathotep moves against us. It sets in motion an exhibition of ancient artifacts in the town of Arkham. Some things that were best hidden from sight are displayed, and some things best kept under wraps are uncovered. If all goes to plan, a wave of annihilation will rise into a tsunami, and the heavens themselves will shift till the stars become right.

Only a few brave souls have seen the signs. To them falls the task of stemming the tide.
Dark Pharaoh vs Nyarlathotep – Fail Consequence: The Dark Pharaoh becomes a Herald for Scenario 7. You do not put the herald into play in this scenario.
- Use base game + all of the Dark Pharaoh expansion. Include all monsters from all expansions in the monster cup.
- Play two turns at the start of the game without adding to doom or opening portals. Nyalathotep becomes restless at the start of the upkeep phase on turn three. Mask monsters can come into play during these two first turns.
- All unique items (including exhibit items) lower a character’s Maximum Sanity by one while they are being carried. This is cumulative, so it is possible to accidentally pick up a unique item and get devoured. Dropping a unique item improves the maximum sanity, but does not restore current sanity.
- Any character with 6 or more clues at any time becomes Cursed, and this curse cannot be removed by any means until the character has 5 or less clues. Lowering the number of clues does not automatically remove the curse, but does give a chance for upkeep next turn (no requirement to wait a turn for this)
- If a portal opens at the Science Building, Hibbs Roadhouse, Historical Society or Silver Twilight Lodge, draw monsters until you get a Mask monster, and put that Mask in play in addition to the normal monster(s). All portals that open on these four locations count as Gate Burst portals.
- If a Mask monster ever would go to the Outskirts, return it to the cup and add one to the Doom track.
- You can trade Spells for Clues at Ye Olde Magick Shoppe instead of having an encounter or buying spells at a rate of two clues per one spell sold.