Hi all. I'd like to share with you something I've been working on at the Boardgamegeek forums (https://boardgamegeek.com/thread/1419211/mi-go-goo-under-construction). It's pretty close to finished, just with a little polishing and final rounds of playtesting, and I thought I'd see if there was any feedback from this community.
It is a new Great Old One for the Mi-go, as below.

Few things to note here: The cultists are not particularly tough in a straight fight, but you must outmanouver them (the Obs check) or get abduced (a new condition a little further down). The reckoning ability of the GOO (inspired by Yigs) makes you ocassionally chase down a cultist who appears randomly on the board, and also increases clue flow by spawning extra clues (this GOO is quite clue centric). Also note that unlike Yig, the peril of this reckoning effect scales with the number of investigators.
At zero doom, the mining of the Mi-go causes the planet to start breaking apart. Gates begin doing damage to investigators (which gives a kill condition), and unclosable gates start spawning (which makes the end unavoidable, although possibly delayable).
Finally, note that the Mi-Go only have two normal mysteries to solve, instead of the third mystery there is a three stage adventure, which I talk about just below. Overall, the GOO is quite hard, with only 12 doom and the adventures being collectively about 1.5 mysteries worth of difficulty. Note also however, that there is only one rumour to solve AND that unlike most other GOO's, you don't get a new FInal Mystery to solve if you get to zero doom - in my opinon, and for my playgroup, it is quite well balanced.


The adventures are divided into three stages, like MoM (imaginatively labelled I, II and III). The first stage is fairly easy, just blowing a few clues and doing some fairly easy test to find the location of the base. The second stage is not very demanding in time or resources, but is designed to weaken the investigators by piling on conditions, sapping their sanity/stamina, or some combination of the two. The third stage is the real meat and is supposed to be about on par with a normal mystery. I am particular proud of His Final Face and the Dark Pact evilness.
There are seven normal mysteries (bearing in mind you only need two for a game, so a lot of variety!). Note that Epic Monsters are up above, by the GOO sheet.

Note that the flavour text are all from "Whisperer in Darkness", hence the good writing! Most of the mysteries are clue heavy, the idea being that the Mi-Go are somewhat clue-themed, in the same way that Yog-Sothoth is spell heavy and Shub-Niggurath monster heavy. The Wells of Night is quite fun, as it adds a team coordination aspect as well as resource usage, and chasing down the Harvester for Interrogations is interestingly challenging too!
The Whisperer in Darkness involves special encounters of which there are ten, the bulk of which follow.

Note that some of these encounters cause you to become abducted. This a special condition (which only come up through Mi-Go cards, so no need to shuffle them in with the rest of the deck!). Abductions also happen via failing the test against cultists, a fair few research encounters, and some of the Epic Monsters. Abduction is sort of a half-detained, causing you to lose an action and take some unpleasant surgical effect. The idea is that it slows you down a little, but isn't the fun sapping miss a turn of Lost in time and space.

And finally there are 24 Research Encounters, some of which are represented below. Note that this is not a random sample, the full set of encounters has each stat being tested about the same amount for each type of encounter (except observation, which is about 40% of the cards, as it is for the other GOOs). Also note that some of the encounters also require Mountains of Madness or Forsaken Lore.

As I said up top, the GOO is mostly done, save for some last minute polishing, proof reading and final playtesting, but I'd welcome any comments or criticisms!