This is an addition to the game (sort of like an expansion) that I made a few minutes ago. At first I wanted to call it The Tower Of Madness, but then I just decided to keep it steady since it is not really all that difficult to beat. I won't lie to you, it's an un-tested experiment, but from what I calculate it should give players a HELL of a challenge.
Ok, lets see what we got:
1. Mythos Card and Gate Marker; First thing you need is this Mythos Card and the Gate Marker. Just print it out and shuffle it in with the other Mythos Cards during setup. If you want to, you may begin the game with it in play as the first Mythos card.
Text on Mythos Card:
Leave this card in play until the game is over.
Place "The Lost Tower" on the Arkham Asylum location. Players that go insane are now <b>devoured</b>.
Place the 5 Tower Floor cards in order from Floor 1 to Final Floor.
Any player who wishes to venture into The Lost Tower and try to complete it's challenges, may do so by ending their movement phase on the Arkham Asylum location. Once inside, place the investigator marker on the first floor card. During the Other World Phase, the player in the tower MUST face the challenge on the card he is on.
If the Ancient One awakens while there are investigators in the tower, each investigator must pass a Speed(-X) Check in order to escape the tower before the Ancient One crushes it. X is equal to the floor each investigator is on. Any investigator that does not escape loses X Stamina and 1 Sanity, but can then battle the Ancient One along with the other players.
2. The Floor Cards; Simply put these cards aside until the tower is in play.
Here is the text for each of the 5 cards:
FLOOR 1 : This floor is guarded by 3 monsters. Draw 3 monsters from the cup and start fighting them in the order you drew them. If there is more than one investigator present, they may decide who will battle what monster. Not all investigators on this location MUST fight in order to pass.
PASS : If you defeat all 3 monsters, you have passed this trial and may move up 1 floor next turn.
FAIL : If you lose in combat against any one of those monsters, you MUST choose one item (common, unique or spell) and discard it for every monster that you didn't defeat or get a chance to fight.
BONUS : If you defeat all 3 monsters without the use of clue tokens you may draw 1 SKILL for each clue token you have, but must discard one clue token for every skill you keep.
FLOOR 2 : You find yourself in front of 3 doors. You may choose what door to take. The first door is made of wood. You could break it down by doing a FIGHT(-1) check. The second door seems to be made of blue fire, the fire won't damage you but it will take some serious willpower to get through it. Make a Will(-1) check if you wish to try this door. The third and final door is an archway but with blades coming out of the ground when something moves through it. Make a SPEED(-1) check if you wish to try this door.
PASS: No mater what door you chose, if you passed the skill check, you passed the challenge and may move 1 floor up next turn.
FAIL: If you failed doors 1 or 2, stay here next turn. If you failed door 3, you are killed. (devoured)
BONUS: If you chose the first door and had no failed dice, take a FIGHT+1 Skill Card from the deck. If you chose the second door and rolled more than 2 dice, your sanity is recharged to maximum and you get a Will+1 skill card from the deck. If you chose the third door and had more than 2 successes, take a SPEED+1 Skill Card from the deck.
FLOOR 3 : This is a trial of the mind. There are symbols on the walls and a door that seems to await a pass code. Make a Lore(-2) check. Only one investigator is needed to do this challenge, but more of them can attempt it after one investigator tried and failed. Each investigator has only 1 TRY.
PASS: All investigators may move up 1 floor next turn.
FAIL: If you fail, stay here 1 turn for every investigator who tried to pass the challenge and failed.
BONUS: If you passed this trial without the use of clue tokens, the investigator who completed it will draw 1 Spell and 1 Skill and keep them both.
FLOOR 4 : The floor begins to rise, open up, lower, creating a sort of platform maze. When you look down, you notice a creature moving below you. The creature starts to hit the pillars that the investigators are sitting on. Each investigator starting with the first player must pass a Speed(-1) Check and a Luck(+0) Check in order to jump to safety. Each investigator must do this 3 times.
If an investigator fails one of the 3 attempts either at Speed or Luck, he has immediately failed the task.
PASS: If you manage to jump to safety you may move up to the final floor.
FAIL: If any investigator fails either the Speed or the Luck Check, he or she falls down and is devoured by the creature. For every investigator that is devoured, place 1 Doom Token on the Doom Track.
BONUS: If all investigators survive, remove 1 Doom Token from the Doom Track.
FLOOR 5 : The only thing on this floor seems to be a set of stairs leading to the roof. You can see the stormy sky outside. All the investigators on this floor may go up the stairs to the roof when ready.
WAIT FOR THE OTHERS: You may skip as many turns as you wish waiting for the other investigators to reach this floor. Also, for every turn you wait, you recover 1 Sanity and 1 Stamina during the Mythos Phase.
TIME TO END THIS: Ready? When you reach the roof you notice a sphere of energy floating in front of you. Inside you see a creature sleeping. The creature senses you and awakens immediately. You may now battle the Ancient One.
ONLY the investigators who went up to the roof may battle the Ancient One. Any other investigators in Arkham, The Tower or The Other Worlds may not use their skills, trade items, or help the investigators on top of the tower in any way. Also, the Ancient One does not fill the Doom Track.
So, that's the set. Waiting for an opinion from other players. Oh, one last thing: while The Lost Tower is in-play, Mythos Phase still continues as normal, and that means that monsters and gates WILL appear, and the Doom Track WILL rise as normal along with the Terror Level. So it's not wise for ALL investigators to enter the tower at once, but it also isn't wise to let an investigator go in alone. Anyway, have fun adventuring into the Tower.