It may need some tweaking, but this is what I've come up with. I can already see where the components may become a bit overbearing. Any suggestions or creative criticisms are welcome to help improve on this foundation. This campaign functions under the assumption that there is a temporal anomaly "resetting" Lovecraft country between scenarios, but still allowing the investigators to "carry over" some of their equipment from one scenario to the next if they are successful.
Campaign Setup
Each player selects an investigator. That investigator will remain in play until retired or devoured .
The Ancient Ones are shuffled together to form a pile. At the beginning of each campaign scenario, an Ancient One is drawn at random, and the scenario is set up accordingly (more on that later). Note that Ithaqua or Yig should be used for the first scenario, and Azathoth should be removed from this pile, as he will function as the campaign's "final boss."
The Injury and Madness decks from Dunwich Horror (along with one Encounter card presenting a scenario at St. Mary's Hospital and Arkham Asylum, respectively, allowing a chance to remove these conditions without providing any other Dunwich-exclusive content) should be added to the play area at the start of the campaign.
The Tasks and Missions from Dunwich should be shuffled into their respective decks from the main game, save for the "Joining the Winning Team" mission, which will not be used during the campaign.
Each investigator receives his or her Personal Story from Innsmouth Horror, as well as a Relationship card from Lurker at the Threshold, which will remain in play so long as that investigator is in play. If an investigator leaves play for any reason, the replacement investigator will not receive a Relationship card until the following game (or the game after that, if the previous investigator was devoured during final combat).
The replacement Gate Markers provided with Lurker at the Threshold are used in lieu of the Gate Markers that come with the base game.
Gameplay follows all the normal rules until either a victory or defeat condition is met.
After a Victory
Score the victory, and add this value to any score from previous campaign scenarios. The First Citizen becomes the First Player at the beginning of the next scenario.
Investigators are allowed to trade as much or as little as desired, as if they are sharing the same space and following all the normal rules for trading.
Items held at the end of a scenario may be "carried over" into the next scenario as if they were a random starting item for that character. For example, if a character has an unused Elder Sign at the end of a scenario, and that character receives one random Unique Item at the start of the game, the investigator may choose to take the Elder Sign as that random Unique Item in the next scenario. This rule applies to Common Items, Unique Items, Spells, Skills, and Allies. Any extra items the investigator does not wish to keep are discarded. The investigators still receive all of their fixed possessions at the start of the next scenario.
Memberships (Silver Twilight Lodge, Sheldon Gang, etc.) may be carried over from one scenario to another at no cost. Rail passes, blessings, curses, bank loans, retainers, and the Deputy cards are all discarded.
The investigators heal themselves, restoring their sanity and stamina up to their maximum values. They are allowed to discard one Injury and one Madness card each between scenarios. Any and all corruption, benefit, or detriment cards are discarded.
The temporal distortion surrounding Lovecraft country then takes effect, "resetting" the board to it's original state. All investigators reset their Personal Stories.
After a Defeat
If the investigators are defeated, the town of Arkham, and likely the surrounding countryside, if not the world entire, is destroyed by the newly-awakened Ancient One. In this timeline, anyways. The Ancient One is shuffled back into the pile, and all investigators that participated in this scenario are discarded, never again to grace the campaign setting. A new team of investigators must be selected to continue the campaign. In addition, the campaign's score is reduced to 0, as the new investigators must begin accruing points from scratch. If the pile of investigators ever runs empty, the campaign has ended, and the investigators lose.
Getting Devoured
For the most part, a devoured investigator will be permanently removed from the campaign. However, if any investigator is devoured as a prerequisite to or as a result of his or her Personal Story, that investigator is instead placed back into the investigator pile, available for use later in the campaign.
Retiring an Investigator
An investigator who has been retired is shuffled back into the deck of investigators for use later in the campaign.
Adding Board Expansions
Board expansions will only enter play with Ancient Ones that came packaged with that board, with a few rare exceptions. After a board's first appearance, all Common Items, Unique Items, Spells, Skills, and Allies associated with that board will remain in play for the rest of the campaign. All Mythos, Gate, and Encounter cards are removed from play when that board is not being used. In addition, any monster markers associated with that board will only be added to the monster cup when that board is in play.
Adding Card Expansions
The card expansions will only enter play along with the first appearance of the Herald sharing that expansion's name. For example, the King in Yellow expansion will only be used after the King in Yellow Herald makes his first appearance in the campaign.
During this first encounter with the Herald, set aside all Mythos cards from the expansion to form a second Mythos deck. The game-starting Mythos card should be drawn from this deck, as should every other Mythos card drawn that game. After this initial scenario with the Herald has been overcome, with the investigators standing victorious, all elements of the card expansion will be shuffled evenly into the components of the base game, representing the growing threat surrounding Arkham.
Mythos and Gate Cards
Used mythos and gate cards should be set aside, separate from the campaign. They will not be used again until either "The Story Continues" (for Mythos cards), or "The Stars are Right" (for Gate cards) has been drawn. Only then will the stack of used cards from that deck be shuffled into the bottom half of the remaining cards in the deck.
Monster Cup
The monster cup should always contain the standard 55 monster markers from the base game (not including the 5 mask monsters). If an expansion is in play that has more monster markers associated with it, then those monsters are added to the cup. In addition, if the worshipers segment of the Ancient One's sheet indicates a type of monster that would otherwise not be in play, take all copies of that monster marker from the appropriate expansion and put them in the monster cup.
Heralds
Three of the Heralds have a chance of making recurring appearances throughout the campaign. Each of them has a chance to appear when a certain victory condition is met. After scoring the game, the First Citizen rolls a die. On a success, nothing happens. On a failure, the Herald shows up during the next campaign scenario. Note that if the investigators are defeated, no Herald will be played during the next campaign session.
Tulzscha has a chance to appear every time the investigators manage to seal six locations.
Lurker has a chance to appear every time the investigators manage to close all open gates in Arkham.
Ghroth has a chance to appear whenever an Ancient One is defeated in final combat.
Guardians
While the Heralds will either show up randomly or in conjunction with a specific Ancient One, the investigators may call upon the aid of a Guardian at any time, so long as they prove their worth. After a campaign scenario has been set up, but before the first Mythos card is drawn, the investigators may decide whether or not they wish to summon a Guardian to their aid. If they decide to do so, they must reduce their campaign score by 10 points for every investigator in play during the current session. If they are unable to pay this cost in full, a Guardian cannot be summoned.
Scenarios -- The Ancient Ones are listed below. Any special rules for setting up their scenario are listed in parenthesis.
Abhoth (Dunwich board)
Atlach-Nacha (Kingsport board)
Azathoth (all expansions)
Bokrug
Chaugnar Faugn (Innsmouth board)
Cthugha
Cthulhu (Innsmouth board, Father Dagon & Mother Hydra heralds)
Eihort (Kingsport board)
Ghatanothoa (Innsmouth board)
Glaaki (Dunwich board)
Hastur (King in Yellow expansion, King in Yellow herald)
Ithaqua
Nyarlathotep (Curse of the Dark Pharaoh expansion, Dark Pharaoh herald)
Nyogtha
Quachil Uttaus
Rhan-Tegoth (Innsmouth board)
Shub-Niggurath (Kingsport board, Black Goat of the Woods expansion, Black Goat of the Woods herald)
Shudde M'ell (Dunwich board)
Tsathoggua (Dunwich board)
Y'Golonac (Kingsport board)
Yibb-Tstll (Kingsport board)
Yig
Yog-Sothoth (Dunwich board, Dunwich Horror herald)
Zhar (Innsmouth board)
Well, that's all I've got. Any questions, comments, concerns, please post. I'm eager to get some feedback on what people think of this. Opent o suggestions, and will be willing to alter this post with updated rules and such as concerns arise and options are taken into consideration.