Custom Heralds

By dkw, in Fan Creations

Julia said:

Avi_dreader said:

Well... After you post the "final version" I'll go through the entire thing and try to condense the language as much as I can.

Okay, thank you. Just be a little patient, since in the next days I won't be able to be on-line as often as I would. Probably half of next week I'll be able to complete the task :-) And thank you for help :-)

No rush.

OK I've updated Dweller.

Veet said:

OK I've updated Dweller.

Thanks :') whenever we play the game, I'll try to give you a short summary of the results.

Ok, I modified the Herald following Veet and Avi suggestion (added "even if Nyarly is not the AO" under the "start of the game" specifications and given Nyarly the Physical resistance (and I spelled it wrong :-// anyway, I'll correct the typo during the complete language revision):

ThecomingChaos.png

Avi, if you could kindly revise my poor language, I'll be really grateful ::smiling::

I like very much this version. good job.

amikezor said:

I like very much this version. good job.

Thank you sonrojado.gif

Your language is fine, it can just be condensed a bit, that's all. I'll do it sometime this week. Back to work.

Avi_dreader said:

Your language is fine, it can just be condensed a bit, that's all. I'll do it sometime this week. Back to work.

Ok & thx :-)

secard17561692424565178.jpg

Based on the Mogroth AO in the GOO thread (and my adaptation to a Mogrozh GOO):

MogrozhHerald-Front-Face.jpg

I like it. I think it makes a much better herald though.

I like it too.

Though I did not know that investigators during the final battle remain in their area. I thought they were "out of the board" somewhere, all together...

amikezor said:

I like it too.

Though I did not know that investigators during the final battle remain in their area. I thought they were "out of the board" somewhere, all together...

Ah, well yeah, that's a holdover from the GOO. I think what I'll change it to is that once the Final Battle is triggered, Mogrozh gets one more shot in... so that happens before the actual "Final Battle gathering".

Grudunza said:

Ah, well yeah, that's a holdover from the GOO. I think what I'll change it to is that once the Final Battle is triggered, Mogrozh gets one more shot in... so that happens before the actual "Final Battle gathering".

great ! (less confusing this way). Good job. I shall test it soon :-)

Might take a while for Photobucket to update the image, but the change has been made:

MogrozhHerald-Front-Face.jpg

@ Julia this should shorten the card a bit and remove a few ambiguities [i expanded DOR and DH type abbreviations since those'd really only be familiar to forum junkies].

Start of Game: place all Mask monsters in a separate monster cup, even if Nyarlathotep is the Ancient One. Masks are Spawn monsters and return to this cup if defeated.

Randomly draw and place a Mask on the first open gate [instead of, or in addition to] the normal monster to emerge from it.

Preparing the Way [way wasn’t capitalized]

When there is a monster surge, place a random mask on the gate shown.

Bringer of Chaos

Mythos Phase: roll a die for each mask in play that has its movement symbol shown:

Cross/Crescent: on a 4-6 add a token to the Deep One Rising track (if Innsmouth’s borad isn’t in play, raise the Terror Level by 1).
Diamond/Square/Circle: on a 3-6 draw a mythos card only for the purposes of placing a Rift token (if Kingsport’s board isn’t in play, the first player is Cursed).
Slash/Triangle/Star/Hexagon: on a 5-6 add a token to the Dunwich Horror Track (if Dunwich’s board isn’t in play, add a Doom Token instead).

The Hidden Path [also missing a capitalization]

If Nyarlathotep is the Ancient One, Masks become Elusive. And when awakened, he gains physical resistance and all investigators must discard clues equal to the number of Masks in play or be devoured.

Thank you Avi, I edited the Herald and uploaded again on my Photobucket!

Hi everybody,
this is the first draft for the Atlach-Nacha herald I'm working on right now. I'm going to playtest it in a couple of days :-) Comments, suggestions, everything is really welcome :-)

The-Weaver-of-Worlds-Front-Face.png

Julia said:

Hi everybody,
this is the first draft for the Atlach-Nacha herald I'm working on right now. I'm going to playtest it in a couple of days :-) Comments, suggestions, everything is really welcome :-)

The-Weaver-of-Worlds-Front-Face.png

Heh... This reminds me a little of my Atlach Nacha scenario which is... Well... Still probably more unpleasant than this :') you'll see. Anyway, a few immediate comments.

Spun, not spinned.

Also, in the final paragraph it says adiacent instead of adjacent.

Make sure to say that the gate at the woods can not be closed, sealed, or moved (since Lurker's Dreamland gates will otherwise move out of the woods, unless you want an unsealable unclosable gate wandering around the board, which I have to admit would be kind of cool).

Personally, I'd cut out the entire text about the second gate to the Dreamlands. I'd just make it so gates to the Dreamlands can not be closed or sealed. Period. Let's face it, what are the odds you'll draw and be able to seal the second dreamlands gate prior to 8 doom anyway?

Reducing the gate limit vs. Atlach... Fairly brutal ;')

I'd probably also remove the doom token penalty for not taking care of the cultists (also shortening the main body text). After all, if players let their town be overrun by flying fast leng spiders, they're probably having enough problems ;')

Anyhoo... Sounds good :'D I like how the picture looks like some kind of cosmic spider egg.

When you decide the herald's complete (in terms of game mechanics) I'll do a full editing to shorten the text a bit more.

Odd that I considered using that exact image for a herald as well at one time. gui%C3%B1o.gif

This herald would have some odd interactions with the Lurker gates considering that the dreamlands gate is the moving one (If I recall correctly I don't have them in front of me). I'll have more to say on this when I've had a chance to read it more thouroughly.

Veet said:

Odd that I considered using that exact image for a herald as well at one time. gui%C3%B1o.gif

This herald would have some odd interactions with the Lurker gates considering that the dreamlands gate is the moving one (If I recall correctly I don't have them in front of me). I'll have more to say on this when I've had a chance to read it more thouroughly.

Yeah, I already said that, beat you to it today ;') maybe next time.

Veet, Avi, thank you for your precious comments.

i) ok, spun. Sorry, don't use that word that often and I haven't checked it in the dictionary. And thx for pointing out even the other typo
ii) I thought it could have been too brutal having two unclosable / unsealable gates, but probably Avi is right, I'm cutting that line in the next edit
iii) never thought about moving gates, sorry (probably because I still do not have a copy of the Lurker , and nobody seems to know when a copy of it will reach Italy... ::Julia quacking like Donald Duck: :) ; I'll add the unmovable
iv) ok, I'm going to cut out the line about the doom token penalty (the complete monsters cup has 8 or 9 cultists, so it should be almost impossible to move with 9 fast flyers around)
v) I've found that picture - sorry Veet, didn't know - searching for something like "galactic web" or similar stuff...

tomorrow in the evening (probably 11 AM US Time) I'm going to playtest it with AH + IH + KH and see! I'm going to report the session in the forum then
Thanks really for the suggestions ::smiling::

Avi_dreader said:

Make sure to say that the gate at the woods can not be closed, sealed, or moved (since Lurker's Dreamland gates will otherwise move out of the woods, unless you want an unsealable unclosable gate wandering around the board, which I have to admit would be kind of cool).

I'd prefer it's not a moving one, simply because a steady (?) gate at the Woods should grant a couple of monster surges during the game, adding flying cultists to swarm through Arkham

Julia said:

Avi_dreader said:

Make sure to say that the gate at the woods can not be closed, sealed, or moved (since Lurker's Dreamland gates will otherwise move out of the woods, unless you want an unsealable unclosable gate wandering around the board, which I have to admit would be kind of cool).

I'd prefer it's not a moving one, simply because a steady (?) gate at the Woods should grant a couple of monster surges during the game, adding flying cultists to swarm through Arkham

'cause everyone loves flying spiders ;'D

I think my scenario also has cultist/spiders, but I'm not sure. It definitely has a mechanic that causes spiders to be immediately placed on investigators when drawn, and never go to the outskirts. It's been a while since I've looked at it. I'm scared to look at it ;.( You'll see. You'll see!

What is a herald?

Hail Cthulhu