Surviving Avi's Fan League :-)

By eagermind, in Fan Creations

Thanks Julia for following my steps :-)

I did not find the scenario that difficult, but It was fun ride because It was thematically great. The rails were washed out, the earth was shaking... I did feel the thread of the earthquakes. Somehow I like to think that a shudde Mell game without surges is not exciting :-). .

As I matter of fact I checked the next 5 mythos cards after winning the scenario and they were opening gates at 5 different places, so I do not think I would have lost due to Earthquake.

Cheers

Enric

:laughter: yeah, *another* surge wasn't that likely to happen, but you know, the board listens...

Great that the theme of the Scenario was strong :) Hope you'll like also the remaining three in this segment :)

Thanks Julia for following my steps :-)

I did not find the scenario that difficult, but It was fun ride because It was thematically great. The rails were washed out, the earth was shaking... I did feel the thread of the earthquakes. Somehow I like to think that a shudde Mell game without surges is not exciting :-). .

As I matter of fact I checked the next 5 mythos cards after winning the scenario and they were opening gates at 5 different places, so I do not think I would have lost due to Earthquake.

Cheers

Enric

I really suspect you should be playing these on Hard, but I'm glad you enjoyed it and the theme :'D

I really suspect you should be playing these on Hard, but I'm glad you enjoyed it and the theme :'D

You finally convinced me. I will try the next scenario on Hard more. Let's see how it goes :-)

Yay! Good luck with that! Can't wait to see whay you think of the Elder God mode :)

I really suspect you should be playing these on Hard, but I'm glad you enjoyed it and the theme :'D

You finally convinced me. I will try the next scenario on Hard more. Let's see how it goes :-)

And once you beat the rest of them, I hope you'll go back and retry the ones you've already beaten on hard ;'D

Scenario 10 in Hard mode

Joe, Marie, Michael, Roland and ”Oh no she’s back” Sister Mary against Shub-Niggurath and her horde of Dark Youngs.

Starting items:

Sister Mary : Holy water, Cross,Wither & Sigil of Hermes – Mythos Lore Skill.

Joe: 45 automatic,Lantern & Athame - +1 Will

Marie: Voice of Ra, Enchanted Knife, Mists of Releh & Alchemical Process - Stealth skill

Michael: Tommy gun, Dynamite and Yithian Riffle- wrestle (+1 Fight) skill

Roland: Lantern, Naacal Key and Ally Dr. Ali Kafour (+1Lore/+1 Will & De Vermiis Mysteriis) - + 1 Lore Skill.

Michael, Joe, Roland and Sister Mary start at the train station instead of their normal starting place.

First Mythos -Gate at whateley farm with 3 cultist DY. The Dark Druid starts at the Woods.

1 st Turn: Marie gains 3$ from her alchemical process and goes to the magick shop, while Michael goes to the Curiosity shop buying some magical junk. Sister Mary moves to Backwoods county in order to block Dark Young Movement the next mythos. Joe collects 2 clues at the Graveyard and finds a cross and Roland goes to Hibb’s where he bumps into Erica Carlyle and gets a retainer. Mythos: Gate opens at Independence Sq. releasing a deep one and a Dark Young that move to Downtown streets. The cultists DY move onto Sister Mary.

2 nd Turn: A blessed Sister Mary uses her holy water to kill the first Cultist DY but she cannot with the other two and ends up at the hospital with a sprained ankle and 2 corruptions. Mary buys a plague of locusts spell (which may come in handy later) and passes her story. Meanwhile Roland gathers two clues at the Unnamable and passes also his PS. Unfortunately a monster was hiding in a closet and knocks him unconscious ending at the Hospital with Sister Mary. Joe goes the Curiosity shop and passes the cross to Michael. He then buys a Key of Tawil. Finally Michael travels to Dunwich and deals with the two remaining Cultists DY gaining 4 corruptions. Mythos: Gate opens at the Graveyard releasing a Gnoph-Keh and a Formless spawn . Both Sister Mary’s and Michael’s Corruptions get activated, driving Michael insane and awarding our beloved sister with another corruption.

3 rd Turn: Marie uses her witch blood to remove one doom token. I will probably do it also next turn in order to delay as much as possible the fatidic turn of events when 6 th doom token is added. She then casts plague of locusts to get rid of the the Dark Druid blocking the uptown streets. He is sent back to the Woods and clears the way for Mary who goes to Historical society and gets a clue. Roland can’t reach any gate yet, so he goes north to the Science building. Marie ends up at the Unvisisted Isle where she collects two clues. She becomes a member of the Cult and due to a cryptic vision she gets another clue bringing her to 5. Joe discards his Key to tawil to wake up in Another dimension and finally Michael kills first the deep one passing his PS and then kills the Dark young getting 2 more corruptions.. Mythos: Gate at the Unnamable releasing two easy monsters this time (Zombie & ghoul) . Sister Mary’s downward spiral gets activated and she gets two corruption cards.

4 th Turn: Roland evades the Zombie and jumps into the gate at Independence Sq. Michael kills the Zombie and Marie after using her witch blood a second time kills the Ghoul guarding the gate at the Unnamable (getting her first corruption) and travels to Plateau of Length. Finally Sister Mary continues collecting clues this time at the Silver Twilight lodge. Mythos: A gate opens at Wizard Hill releasing a Dark Young and a Star spawn. Michael gets another corruption. He has already 7.

5 th Turn: Michael goes to Asylum to recover some sanity. Joe seals the gate at the Graveyard. Sister Mary collects her 4 th clue and Marie & Roland continue exploring other worlds.

Mythos: Gate at Devil Reef. I don’t like it. When Roland comes back from the other worlds, he will definitely use his Tome De Veriis Mysteriis to close it down. Since hexagons are moving black, all monsters move thanks to our dear Dark Druid. That means two monsters go through a vortex in Insmouth and one in Dunwich raising the terror level to 3. Since the doom track reaches 4, Sister Mary fails her PS . Addiotionally she gets another corruption and a Cult Membership.

6 th Turn: Sister Mary gets her 5 th clue at the Black Cave. Roland & Marie seal gates at Independence Sq and Unnamable. 3 seals, half work done J . Meanwhile Michael kills the Formless spawn and gets another corruption and finally Joe takes the train to Dunwich . Mythos: Gate opens at the Woods releasing a Dimensional Shambler and Werewolf. Sister Mary’s corruptions get activated. She has to draw two more. She takes the last green and The first red one which is the Vessel of Mythos. This ill-fated corruption lowers her sanity driving her insane (she has 7 corruptions) and is devoured… The doom track is at 5…..then I automatically lose the game (Sister mary cannot be devoured before the 6 th doom token)….grrr

Well…I think it was unfair…I was doing fine, I was having the board under control. .… It’s all because of you: Sister Mary. I hope you rot in Hell J .

I don’t know if It was the right call to try the Elder God difficulty. Anyway I can’t play my next game until after Christmas,...so I will think about it...until then I will plan my revenge on Shub-Niggurath J .

Edited by eagermind

Oh, man. All green corruptions gone by the end of 6th turn :shudder: sounds like a hypernasty game. Sorry for the bad luck with drawing the Vessel of the Mythos. You were doing it pretty well, 3 seals before the 6th turn is excellent. Fun thing is that actually Marie made you lose the game: her Witch Blood removed the doomers that would have granted Mary a chance to pass out before losing the game for her being devoured.

Scenario 10, 11 and 12 *are* nasty, both in the original and the EG variant.

Hope you can soon have your revenge! And, as always, thanks for sharing your story with the community :)

Oh, man. All green corruptions gone by the end of 6th turn :shudder: sounds like a hypernasty game. Sorry for the bad luck with drawing the Vessel of the Mythos. You were doing it pretty well, 3 seals before the 6th turn is excellent. Fun thing is that actually Marie made you lose the game: her Witch Blood removed the doomers that would have granted Mary a chance to pass out before losing the game for her being devoured.

Scenario 10, 11 and 12 *are* nasty, both in the original and the EG variant.

Hope you can soon have your revenge! And, as always, thanks for sharing your story with the community :)

That is a good irony, I missed that.

Scenario 10 in Hard mode

Joe, Marie, Michael, Roland and ”Oh no she’s back” Sister Mary against Shub-Niggurath and her horde of Dark Youngs.

Starting items:

Sister Mary : Holy water, Cross,Wither & Sigil of Hermes – Mythos Lore Skill.

Joe: 45 automatic,Lantern & Athame - +1 Will

Marie: Voice of Ra, Enchanted Knife, Mists of Releh & Alchemical Process - Stealth skill

Michael: Tommy gun, Dynamite and Yithian Riffle- wrestle (+1 Fight) skill

Roland: Lantern, Naacal Key and Ally Dr. Ali Kafour (+1Lore/+1 Will & De Vermiis Mysteriis) - + 1 Lore Skill.

Michael, Joe, Roland and Sister Mary start at the train station instead of their normal starting place.

First Mythos -Gate at whateley farm with 3 cultist DY. The Dark Druid starts at the Woods.

1 st Turn: Marie gains 3$ from her alchemical process and goes to the magick shop, while Michael goes to the Curiosity shop buying some magical junk. Sister Mary moves to Backwoods county in order to block Dark Young Movement the next mythos. Joe collects 2 clues at the Graveyard and finds a cross and Roland goes to Hibb’s where he bumps into Erica Carlyle and gets a retainer. Mythos: Gate opens at Independence Sq. releasing a deep one and a Dark Young that move to Downtown streets. The cultists DY move onto Sister Mary.

2 nd Turn: A blessed Sister Mary uses her holy water to kill the first Cultist DY but she cannot with the other two and ends up at the hospital with a sprained ankle and 2 corruptions. Mary buys a plague of locusts spell (which may come in handy later) and passes her story. Meanwhile Roland gathers two clues at the Unnamable and passes also his PS. Unfortunately a monster was hiding in a closet and knocks him unconscious ending at the Hospital with Sister Mary. Joe goes the Curiosity shop and passes the cross to Michael. He then buys a Key of Tawil. Finally Michael travels to Dunwich and deals with the two remaining Cultists DY gaining 4 corruptions. Mythos: Gate opens at the Graveyard releasing a Gnoph-Keh and a Formless spawn . Both Sister Mary’s and Michael’s Corruptions get activated, driving Michael insane and awarding our beloved sister with another corruption.

3 rd Turn: Marie uses her witch blood to remove one doom token. I will probably do it also next turn in order to delay as much as possible the fatidic turn of events when 6 th doom token is added. She then casts plague of locusts to get rid of the the Dark Druid blocking the uptown streets. He is sent back to the Woods and clears the way for Mary who goes to Historical society and gets a clue. Roland can’t reach any gate yet, so he goes north to the Science building. Marie ends up at the Unvisisted Isle where she collects two clues. She becomes a member of the Cult and due to a cryptic vision she gets another clue bringing her to 5. Joe discards his Key to tawil to wake up in Another dimension and finally Michael kills first the deep one passing his PS and then kills the Dark young getting 2 more corruptions.. Mythos: Gate at the Unnamable releasing two easy monsters this time (Zombie & ghoul) . Sister Mary’s downward spiral gets activated and she gets two corruption cards.

4 th Turn: Roland evades the Zombie and jumps into the gate at Independence Sq. Michael kills the Zombie and Marie after using her witch blood a second time kills the Ghoul guarding the gate at the Unnamable (getting her first corruption) and travels to Plateau of Length. Finally Sister Mary continues collecting clues this time at the Silver Twilight lodge. Mythos: A gate opens at Wizard Hill releasing a Dark Young and a Star spawn. Michael gets another corruption. He has already 7.

5 th Turn: Michael goes to Asylum to recover some sanity. Joe seals the gate at the Graveyard. Sister Mary collects her 4 th clue and Marie & Roland continue exploring other worlds.

Mythos: Gate at Devil Reef. I don’t like it. When Roland comes back from the other worlds, he will definitely use his Tome De Veriis Mysteriis to close it down. Since hexagons are moving black, all monsters move thanks to our dear Dark Druid. That means two monsters go through a vortex in Insmouth and one in Dunwich raising the terror level to 3. Since the doom track reaches 4, Sister Mary fails her PS . Addiotionally she gets another corruption and a Cult Membership.

6 th Turn: Sister Mary gets her 5 th clue at the Black Cave. Roland & Marie seal gates at Independence Sq and Unnamable. 3 seals, half work done J . Meanwhile Michael kills the Formless spawn and gets another corruption and finally Joe takes the train to Dunwich . Mythos: Gate opens at the Woods releasing a Dimensional Shambler and Werewolf. Sister Mary’s corruptions get activated. She has to draw two more. She takes the last green and The first red one which is the Vessel of Mythos. This ill-fated corruption lowers her sanity driving her insane (she has 7 corruptions) and is devoured… The doom track is at 5…..then I automatically lose the game (Sister mary cannot be devoured before the 6 th doom token)….grrr

Well…I think it was unfair…I was doing fine, I was having the board under control. .… It’s all because of you: Sister Mary. I hope you rot in Hell J .

I don’t know if It was the right call to try the Elder God difficulty. Anyway I can’t play my next game until after Christmas,...so I will think about it...until then I will plan my revenge on Shub-Niggurath J .

Poor Sister Mary, she tries and tries, and no one appreciates her ;')

Anyway, it sounds like you were doing well, despite the bad luck. Better luck next time :'D

Did you like the scenario?

Did you like the scenario?

Well...let's say that Shub-Niggurath is not among my favorites Ancient ones :-).

I did not experience the scenario as a whole either...since I did not "suffer" the dramatic turn of events when the doom track reaches 6. I let you know on the rematch after christmas. :-)

How do i get these scenarios eagermind is playing? They seem cool (though they'll have to wait a little, i just have the core, kingsport and lurker expansions). Any links showing the rules for each scenario?

Edited by Nainphy

Hi Nainphy. You can download them here: http://www.boardgamegeek.com/filepage/86635/arkham-horror-fan-league-rules-components-and-sc . If you have any problems downloading them, just contact Julia and if you have any question with rules Avi_dreader will gladly help you.

You will need Dunwich, King in Yellow, Curse of the Dark Pharaoh, the Black Goat of the Woods and Insmouth apart from Kingsport, that you already have.

I highly recommend them. There are 24 scenarios with a strong theme, kind of long campaign with a story behind...some scenarios are more diffficult than others and it is intended for people who have experience with Arkham Horror...but you don't need to be an expert. I started actually the league after having played extensively (a lot) Arkham Horror over one year. If you have any questions feel free to ask :-)

Edited by eagermind

Thanks Eagermind for covering the questions :) Yes, Nainphy, the link Eagermind gave you has all the rules and components to play the scenarios. For any questions, post in this thread here , and we'll do our best to cover them :) Hope you could enjoy them :)

Hi Nainphy. You can download them here: http://www.boardgamegeek.com/filepage/86635/arkham-horror-fan-league-rules-components-and-sc . If you have any problems downloading them, just contact Julia and if you have any question with rules Avi_dreader will gladly help you.

You will need Dunwich, King in Yellow, Curse of the Dark Pharaoh, the Black Goat of the Woods and Insmouth apart from Kingsport, that you already have.

I highly recommend them. There are 24 scenarios with a strong theme, kind of long campaign with a story behind...some scenarios are more diffficult than others and it is intended for people who have experience with Arkham Horror...but you don't need to be an expert. I started actually the league after having played extensively (a lot) Arkham Horror over one year. If you have any questions feel free to ask :-)

I don't know about gladly, but I will try to help if my attention is called to something ;') I have a feeling Julia might be able to answer a question faster than I can. I don't monitor the forums like I used to. I've definitely been downgraded to a lurker at its threshold.

Also, reiterating what Eagermind said, these scenarios were designed originally for people who'd been playing the game for years and were somewhat bored with the difficulty level. Also, sort of my way of showing my appreciation for the people at the forum. In any case, once the challenge of the game begins to pale, that's when you know the stars are right for these scenarios :'D

Did you like the scenario?

Well...let's say that Shub-Niggurath is not among my favorites Ancient ones :-).

I did not experience the scenario as a whole either...since I did not "suffer" the dramatic turn of events when the doom track reaches 6. I let you know on the rematch after christmas. :-)

I've always liked shub :') makes fighting monsters more exciting for me. Even though I realize that's not the most crucial aspect of game strategy, it's always been good for drama.

Hopefully you'll get a win, or a more entertaining defeat for Christmas ;') whichever you enjoy.

Edited by Avi_dreader

Finally I had time to retry Scenario 10 in Hard mode :-)

Joe, Marie, Michael, Roland and “Please do not get devoured before time” Sister Mary against Shub-Niggurath and her horde of Dark Youngs.

Starting items:

Sister Mary : Holy water, Cross, Bind Monster & Summon the beast within – Expert Occultist Skill.

Joe: 45 automatic, Molotov Cocktail & newspaper task - +1 Fight

Marie: Voice of Ra, Enchanted Knife, Wither & Red sign of Shudde Mell – Mystic gift skill

Michael: Tommy gun, Dynamite and Migo brain case- Marskman skill & 4 monster trophies.

Roland: Elephant gun, Book of the believer, Ally: Asenath Waite (+1 speed/+1 sneak & 10$)- + 1 Lore Skill.

Sister Mary & Joe start at the train station instead of their normal starting place.

First Mythos -Gate at whateley farm with 3 cultist DY.

1 st Turn: Roland reads the book of the believer gaining 1 clue & Mists of Releh spell, then he moves to Independence Sq to collect clue. Marie gets money from Michael and goes shopping to the Magick Shop. Sister Mary gets 1$ from Joe and travels to Backwoods county in order to block the cultists DY movement next turn. Joe goes to Historical society where 2 clues wait for him. He spends his time there reading some old books that reward him with an extra skill( +1 luck) but he is delayed. Finally Michael goes to The silver twilight lodge where he bumps into Ruby Standish who joins his team. Mythos: Gate opens in the Graveyard releasing a Star spawn& Serpent People that move to Rivertown. The Dark Young cultist move to Backwoods County threatening Sister Mary. Terror level increases by 1.

2 nd Turn: Marie buys the second spell and passes her PS. A blessed Sister Mary uses her holy water to kill the first Cultist DY but she cannot bind the other two and ends up at the hospital with an injury and 2 corruptions. Since the Dunwich Horror will wake up anyway when the doom reaches 6 I am going to take a risk and let these two remaining DY go through a vortex and avoid having too many corruptions that made me lose my first try on this scenario. ….. Well, Joe who was delayed in the Historical society meets professor Armitage but he is not interested in helping him. Michael kills the Star spawn roaming the rivertown streets and passes his PS. Finally Roland gets the clue at Hibb’s and passes also his PS. Mythos: Gate opens at the woods with a Lloigor and Colour out of space. The cultists DY go through a vortex. Terror level reaches 3. Sister mary’s corruptions get activated gaining 2 more.

3 rd Turn: Sister Mary goes to Science building where she is forced to discard her blessing L . Marie uses her witch blood to remove one doom token and then onto gathering clues. He gets her 3 rd one in the Unnamable. Roland goes through a gate in the graveyard and after exploring the other world he is allowed to come back to Arkham. Joe decides to go on a suicide mission. The woods is quite a dangerous place, but he manages to sneak past the Lloigor and Colour of of space and he is able to knock down the Dark druid unconscious before jumping onto the gate to the Plateau of Leng. He wakes up in a strange maze and gets delayed trying to find the exit. Finally Michael goes to the Unvisited Island where there are two clues. He is then initiated as a member of the cult. They force him to drink a foul liquid that revolves his stomach but he gets 2 clues in the process. Then he wakes up slightly dizzy and stars at the sky discovering a new constellation and thus getting another clue that brings him up to a total of 6 clues. Mythos: Gate at the Witch House releasing a goat spawn which moves to Southside streets and a Elder thing. The dark druid movest to Uptown. Sister Mary ‘s corruption speak to your friend gets activated and Marie ends up with a cult membership

4 th Turn: Michael kills the Elder thing guarding the gate at the witch House and travel to the dreamlands where he fights a monster and is rewarded with a magical sword. Roland seals the first gate at the Graveyard. Marie after using her witch blood a second time goes to the Black Cave. She refuses to donate money to the Cult then she is expelled and moves to the street. Sister Mary gets the clue at Independence square and Joe continues with his misadventures in the Plateau of Leng this time losing some sanity. Mythos: A gate opens at the Unvisited Isle with a scary Servitor of Outer Gods and Crawling One. Hexagons move black that means the goat spawn moves onto Rivertown with Marie and the Crawling one on Merchant district streets. Sister Mary’s corruptions are activated again. This time she gains 2 clues and goes insane becoming xenophobic

5 th Turn: Roland sneaks past (Mists of Releh) the goat spawn and goes to Merchant district killing the Crawling one there. Then Marie casts Implant suggestions moving the goat spawn southwards resulting on having a clear path to the gate to the Abyss in the Unvisited Isle where she heads to. Sister Mary rushes to The Science builing to collect her 5 th clue. Meanwhile Joe, Michael and Marie struggle on their encounters on the other worlds. Mythos: Gate in the Science Building pulling Sister Mary through. A shoggoth and a Mummy emerge from the gate. Sister Mary’s corruption is activated again and Roland gets a Cult Membership. She still has 4 corruptions though. 4 doomers.

6 th Turn: Roland goes to the Curiosity shop and buys…an Elder sign J . Joe & Michael seal their gates and the girls continue visiting other worlds. Mythos: Gate opens at Marsh Refinery with a DY Cultist and a Moon beast. The Lloigor & Colour out of space activate driving Joe insane. Mythos card is a nasty one. It is The Ancient one’s Servants that adds one extra doom token because there is a cultist in Insmouth. The doom track reaches the fatal 6. The Dunwich horror awakes and an extra Cultist/Dark Young is added at the opened gates (Unvisited Isle, Science building and Marsh refinery).

7 th Turn: Roland casts mists of Releh and evades the Dark Young and jumps into the gate at the Unvisited Isle to the Abyss (then he can come back through the other abyss gate at the Marsh refinery). Marie fails her dice roll and cannot seal her gate. Michael goes to South church and blesses Marie. Meanwhile Joe recovers at Arkham Asylum. Sister Mary is still in the other worlds. Mythos: A double doomer rumor hits the table..”One Thousand Young”. All monsters move. The Dark youngs move actually three times (Dark druid)The Dunwich horror adds another doom token…OMG 3 doomers on one turn bringing the doom track to 9. The cultist and Dark Young in Insmouth go through a vortex . Terror level reaches 5 and Deep one track reaches 2.

8th Turn: Sister mary & Marie seal their gates. Marie gets a corruption. Michael swaps places with the Moonbeast in Insmouth and Joe buys a fancy weapon in the curiosity shop. Meanwhile Roland continues exploring the Abyss. Mythos: Gate at the Black Cave.

9 th Turn: And Finally Roland comes back from the Abyss and seals the last gate with Elder Sign…and gets a corruption

Victory by seals:

10 doomers

Terror level : 5

Corruptions: Sister mary 4, Roland 1, Marie 1.

Looking forward to next scenario against Y'Golonac.

Edited by eagermind

Wow! Congratulations! A fantastic victory scored in Elder God mode, you can be proud of your achievement! Great control over the game, and letting the cultists go seems like a wise choice (don't remember exactly the rules; I'm just wondering why Avi has left such a loophole in the Scenario). Additionally, you have an impeccable taste when choosin' Elder Sign to shop for :) Y'golonac shouldn't be too tough! Hope you can enjoy it as well :)

Actually, that only killing one of the cultist strategy did not occur to me when I designed the scenario :'D Anyway, I guess I'm okay with it (since realistically I didn't expect anyone to let the DH wake up anyway, but if you're willing to have its track at two, fine with me). I kind of want to modify it so that you add a DH token to the DH track at terror 3 now. Not really sure if it's worth the energy for the slight tweak though. Actually, nah, your DH awoke anyway, I'm fine with that :')

Anyway, congrats :') knew you could do it. On to the next challenge! Bite the hand that bites!

Edited by Avi_dreader

Scenario 11 on Elder god difficulty.

The same investigators as usual starting with the following items:

Michael : Dynamite, Tommy gun & King in Yellow – Skill- Marksman & 4 monster trophies.

Roland: Food, alien statue, Ally – Thomas Malone- (Spell Shrivelling)- Skill- Dodge

Sister mary: Holy Water, Cross, Dread curse of Azathoth & Flesh ward- Skill +1 Fight

Marie Lambeau: Enchanted knife, Voice of Ra, Wrack & spectral razor- Skill spot hidden

Joe Diamond : 45 automatic, Derringer & Ancient tome – skill +1 Lore.

The first 3 cultist appear at Unvisited Isle, Black cave & Independence square wich become corrupted.

The first mythos opens a gate at the Unvisited Isle releasing a deep one. At the same time a strange statue is destroyed causing a Dark young & Shan to appear at the Village commons (Dunwich).

1 st Turn : Michael gives the King in yellow tome to Marie and some money as usual then she can go to buy some spells. The other 4 investigators start their collecting clues chores. Joe collects two clues in the Science building and the others get a clue at Historical society, Hibb’s & Silver twilight lodge. . Mythos: Gate at the Witch House guarded by an Elder thing. The cultists start moving blocking the streets at French Hill, Eastown & Northside streets. I guess I will have to kill some of them J .

2 nd Turn : Sister mary goes first this time and disposes of the cultist at the French hill streets with her spells., raising the terror level by 1. That means 2 corruptions tokens are placed at the Unnamable & Order of Dagon. And since the terror level rises to an odd number both mythos cards are resolved adding two gates at the afore mentioned places guarded by a Fire Vampire and Colour out of Space. At the same time a Mi-go and a Byakkhe are released in the factory district(Insmouth). The second mythos moves also the cultists again to the Northside streets and Miskatonic blocking Joe’s intended movement L . Marie goes next. She reads the King in yellow gaining 4 clues and buys her second spell pasing her PS. Then Joe moves to Miskatonic and kills the second cultist raising the terror level to 2 corrupting the Woods in the process. Michael kills the Elder thing which had moved to the French hill streets passing his PS and finally Roland collects clue at the Graveyard. Sister Mary, Michael and Joe are in a street area during the encounter phase, then they roll a die on the Sheldong gang chart. This way sister mary gains 2$, lucky Joe gets an unique item which happens to be an Elder sign..yay! and Michael gets nothing. Mythos : Monster surge at the Unvisited Isle. At the same time a careless picnicker unleashes 2 monsters on the downtown streets… that means at the end of turn 2, Arkham is plagued with monsters: there are already 7 monsters and a spawn cultist roaming the main arkham board and 6 monsters on the other boards (but thankfully they are flying or statitonary monsters there).

3 rd turn: Marie goes first and uses her witch blood ability. Because she does not have any money she casts first premonition; this way she can overcome the “Wanted” condition and moves 4 spaces to the Witch House where she kills the Dimensional shamble guarding the gate to Another dimension and travel to another world. On the way there she takes the Elder sign from Joe who is in MIsketonic and tosses it to Sister Mary in the French hill streets. Then Joe goes north evading the deep one roaming the Merchant district and with his 45 on his right hand and the derringer on his left one kills the fire vampire and the Ghast guarding the gate at the Unnamable and enters R’lyeh. Michael is next and moves to Merchant District streets and kills the deep one. Roland moves to the Black cave gets his 5 th clue and passes his PS. Finally sister Mary moves to Unvisited Isle nuking the goat spawn and Ghoul there and goes through a gate to the Great hall of celeano where she becomes delayed . Mythos: Gate at Wizards hill guarded by a Wraith.

4 th turn: There are only 2 investigators in Arkham: Michael continues cleaning the streets of monsters. This time he kills a goat spawn and a Leng spider roaming downtown streets. He then rolls on the Sheldon gang chart and gains a puzzle box. Roland gets a gangster token because he is in a corrupted place and then moves to the train station. He encounters there Bill Washington who offers him a ride. He gladly asks him to drive him to Wizard hill. He evades the Wraith guarding the gate and goes to Yuggoth. Nothing worth mentioned going on on other world encounters. Mythos: Gate at Black cave releasing a Dark young. Roland gains a corruption. Old debts come due! The terror level rises to 3… oh no! Two extra mythos cards are resolved: The first one opens a gate at gardeners’ place together with a warlock. The place gets also corrupted. There are now 7 gates opened… the next mythos is a rumor that causes monster surge at the Witch House. Roland gets an extra corruption card due to another crescent movement and the Wraith haunts Michael. The rumor is return to the old ways (common items might malfunction). We are at 5 doomers thanks to Marie.

5 th Turn: Both Joe and Marie seal their gates . Michael evades the Wraith and collects the clue at Hibb’s. Meanwhile sister Mary and roland continue with their tribulations on the other worlds. Mythos: Gate at Unnamable countered by Joe’s seal J .

6 th Turn: Both Marie & Joe get a gangster token since they start in a corrupted location. The remaining cultist is at the French Hill, then Marie decides to stay at the witch House and kills the Formless spawn there. Joe evades the Mummy at the Unnamable and rushes to the woods where there are 3 clues. It was a trap and a gate and a monster appear. He wakes up in the dreamlands. Michael collects clue at Velma’s dinner. Roland seals the gate at the Wizards Hill and Sister Mary uses the Elder sign to seal the gate at Unvisited Isle. 2 seals more to go J . Mythos: Gate at the Marsh refinery releasing a deep one hybrid. Two doomers are added to the doom track because of the mythos headline :-(.

7 th turn: This time Sister Mary, Marie & Michael get a gangster token. Sister mary moves to Merchant District streets to collect the clue lying there. Marie evades the cultist with wrack spell and kills the goat spawn in the French Hill streets. Michael evades again the Wraith and ends up in the Asylum where he recovers his sanity. Finally Roland travels to Cold spring glen to collect two clues lying there. Mythos: Gate at Hibb’s. Roland greed corruption Is activated and gains 4 dollars and another corruption. There is a charity auction and he buys a cavalry saber with the money he just got.

8 th Turn: Marie cast first cloud memory to gain 1 sanity. Then She evades again the cultist with Wrack spell and goes to the Science building where she collects 1 clue. She then discards her gate trophy for 2 clues bringing her to 5. She has to pay two sanity for that bringing her to 1 sanity. Micheal stays at the Asylum and opens his puzzle box to gain one clue bringing him to 4. He loses though 1 sanity that he will recover since he is at the Asylum J . Roland goes to Gartner’s place and kills the Warlock gaining two clues and jumps into the gate to the Abyss. Sister Mary goes to the Asylum to recover some sanity. Mythos: Gate at the Science building swallowing Marie who wakes up in Another Dimension. A yithian goes through a vortex rising the terror level to 4. The devil reef gets corrupted.

9 th Turn: Joe comes back to Arkham this turn. Unfortunately he only has 3 clues, then he can only close the gate at the Woods. Michael is more than happy to remain at the Asylum playing with his puzzle box, but this time he is not as lucky and does not get any clue. Mythos: Gate appears at the Woods and poor Joe can just catch his breath before he is pulled again through a gate, this time to plateau of Length. Crescent moons movement that means all investigators get a corruption card and Roland gets two. I fail also the rumor and all common items are discarded. .

10 th Turn: Roland comes back to Arkham and seals the gate at Gardners’ place. Michael gets his 5 th clue out of the puzzle box and then gives the box to Sister mary. Joe & Marie are still in the other world. Mythos: It is a strange sightings card. All monster moves and investigators start getting red corruptions…

11 th Turn: ...and finally Marie comes back to Arkham and seals the 6th gate at the Science building.

Victory by seals

Doom track : 10

Terror level: 4

Corruptions: 16 (Michael 2, Roland 8, Sister mary 2, Marie 2 and Joe 2).

I kind of liked the scenario...but I was in tension the whole game. I think there were a lot of things to keep track of in this scenario (gangster tokens, corruptions, terror level, corrupt locations,..) and I hope I did not forget anything.

I must say the added mechanism to resolve two extra mythos cards when the terror level reached an odd number was a quite nasty touch :-).

and finally the next one is the last scenario from the second Segment.....oh no...my nemesis comes next...I might play with 6 investigators against Atlach.....I can see the elder god difficulty makes a victory by sealing/closing gates more difficult. I have to think about it.

Edited by eagermind

Uuuuuh, you risked to lose the game at turn 4 with 7 gates open... if that monster surge had been a new gate opening... :shiver: and 16 corruptions are totally crazy (especially for the 8-corruption guy :D )

Congrats for the victory! I think it was one of the toughest in this segment! C'mon, you're almost half way through the League! (I need to finish writing the bonus Scenarios, then :D )

Just a little correction on the rules: when Bill gives you a ride, technically you don't need to evade the monster guarding the gate (according to the new FAQ; still, I play the way you play, but maybe for League scenarios having an extra help could be important)

(I need to finish writing the bonus Scenarios, then :D )

Bonus scenarios? uh..What? :rolleyes: .

Uuuuuh, you risked to lose the game at turn 4 with 7 gates open...

Well, let's say I took a "calculated risk." :ph34r: .The gate limit is actually 8 according the Reference sheets that came with Miskatonic Horror. It is 7 gates using two expansions and 5 investigators, but 8 if the two expansions are Dunwich&Insmouth like I played :) . I guess those sheets are right, aren't they?Anyway I always play with them next to the board otherwise I get confused with monster/gates/outskirts limits combined with multiple expansions :huh: .

Just a little correction on the rules: when Bill gives you a ride, technically you don't need to evade the monster guarding the gate (according to the new FAQ; still, I play the way you play, but maybe for League scenarios having an extra help could be important)

Oh... I did not know that...Thanks for the info ;)

Bonus Scenario: Avi created this League with many Heralds / AO in mind but before I started creating my custom content for Arkham. He said it was a pity because some were good and they could have been used for the League, so that, in the end, he agreed in allowing me to design 4 "bonus scenarios", not linked to the main flow of the events (so, don't expect any extra narrative or so) to showcase something nasty. I designed the first one last summer (who knows where it's buried now...), and took notes on two more. Considering you're half way through the League, it's better if I finish these Scenarios before it's too late. Clearly, you'll still be considered a "winner" of the League even if you don't play with the bonus four, but in case you want to... well, it could be an interesting challenge.

Yes, your numbers are correct, Dunwich + Innsmouth allows you to have a +1 to the gate limit. So, 7 are fine. 8 are not. That's why I said you've been lucky (or a cold calculator!) during turn 4. Still, kudos to that, you scored a sound victory.

And you're welcome. This is something Kevin changed his mind several times in the past, but if you want to play literally according to the FAQ, there's no monster to deal with when moving to a gate during the Arkham Encounter's phase (and actually this could be vital during Scenario 16).

Nope, he's right. 5 investigators, but because he's playing 2 extra boards, only counted as 4 investigators, so gate limit = 7, plus AH+DH adds 1 to gate limit. So gate limit 8. I think :') It's been a while.

Anyway, congrats re: victory. On to the next one. Make some spider soup :'D

Nope, he's right. 5 investigators, but because he's playing 2 extra boards, only counted as 4 investigators, so gate limit = 7, plus AH+DH adds 1 to gate limit. So gate limit 8. I think :') It's been a while.

Nope what? That's exactly what I said, Avi... with 7, the AO does not wake up. I only said that having 7 gates open is dangerous in such an early phase of the game, that's all.