News for February 2009
The Madness Continues 15
The second scenario for the Arkham League.
Arkham Horror | Published 26 February 2009

The Cult of the Hundred has been set back, for now. As Shub's power wanes, the icy winds begin to blow. Hidden cells are activating bringing about the entrance of a rival Ancient One. Do you have what it takes to seal out the cold?

Find out with Chapter 2! (pdf, 967 kb)

Calvin is still with you. (png, 715 kb) right click and save as

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Comments (15)

jeffvandenberg
Published: 3/18/2009 9:23:13 AM
#15

 This was definitely a more managable scenario. we ended up having 33 clue tokens in hand. 

big_eye
Published: 3/5/2009 7:38:16 PM
#14

we won by beating the crap out of  Ithaqua. way to easy to win against this ancient one.

Ozzy
Published: 2/28/2009 11:34:10 AM
#13

Played this scenario last night....and we found it to be a bit on the easy side. It was really overwhelming how many clue tokens you accumulate! We finished the game with quite a few left over. I would be lying if I didn't think this was too soft, given the skill level of the majority of players committed to playing in a league. Maybe it will all balance out in the coming scenarios?!

Avi_dreader
Published: 2/26/2009 10:30:00 PM
#12

You can't play png pong with pdfs :')

wraith428
Published: 2/26/2009 8:28:57 PM
#11

What's up with the png format?  What's wrong with the good old PDF?

Avi_dreader
Published: 2/26/2009 8:16:55 PM
#10

Also, the odds of pulling several very tough monsters at the start of the game aren't very high.  Besides...  There are other ways of getting clues.  Ashcan and the Old Journal for instance.

Avi_dreader
Published: 2/26/2009 8:14:47 PM
#9

::Shrug:: even with a sealing victory, it won't be difficult to "waste" clues on combat, because clues spent on combat can pay for themselves (iow, Joe will be an utter monster this game).

Avi_dreader
Published: 2/26/2009 8:12:30 PM
#8

::laughter:: I also forgot, no Shub Niggurath this time, which means fighting in general will be easier.

Twilight
Published: 2/26/2009 5:19:23 PM
#7

Avi:  I think I am playing devil's advocate more than disagreeing with you :)  It definitely looks easier to me.  I can see the possibility that you could run into trouble in that your monster hunters would become a bottleneck in the get clues/seal gates loop.  If you initially get tough monsters, you might only have 1-2 characters who could kill them, but they would also become your primary gate sealers as they would be getting most of the clues.

Still, that argument is a tough sell.  If you just use the win conditions from last scenario, clues don't matter anyway.  The only way I can see it being harder is if you get some bad luck with the monsters at the start.  Even then, the bank mechanic can save you. 

I see some potential for the clue mechanic making the weaker investigators even weaker, as they will have trouble getting clues to supplement their poor fight/will/lore/or luck. (But if you are going for a seal victory, you probably don't use many clues outside of gate sealing... unless you are trying to prolong the game for other reasons.)  On top of that, there are still other ways to get clues.

That would be an interesting change.  Make it so that there are no ways to get clues except for killing monsters.  Have tomes only give spells, and have encounters that normally give clues give $1 or something like that.  It still would not be that much harder, but it might require a little more strategy.

 

Avi_dreader
Published: 2/26/2009 4:20:58 PM
#6

@Twilight think about it for a second.  No -3 horror check on monsters, granted, some of them can do higher sanity damage, but for how many of them was that a serious concern for anyways?  Yeah, people won't be able to turn Harvey into a unfazable tank, but so what, now you can use regular investigators to take care of monsters just by passing normal horror checks (and the easier monsters won't even do much sanity damage if you fail against them).  More importantly, you can seal gates this time— a *major* boost— and you're going to be loaded with clues if you play smart.  So what if a clue doesn't manifest.  You can get between 1 and 10 worth of monster toughness appearing in a turn...  In other words, you could probably get 3-5 clues "appearing" albiet in monster form, every turn.  That's a *much* higher rate of clue collection then you would otherwise get.  And realistically, you could get more than that.  You could bathe in clues if you wanted to.

Twilight
Published: 2/26/2009 3:59:16 PM
#5

This does sound easier than the last one, but I do like the Bank/Clue mechanic.  I'm surprised there isn't anything to make the monsters harder to kill.  Still, I'm not going to say it's too easy without trying it...

Avi_dreader
Published: 2/26/2009 3:02:24 PM
#4

::Shrug:: I think this scenario is *much* easier than the last one.  It's interesting, but being able to get clues for killing monsters....  ::Laughter:: wayyyy too easy.

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