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AToAH/Varient
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10-29-2008, 06:50 PM
(This post was last modified: 11-29-2008 05:38 PM by Old Dwarf.)
Post: #1
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AToAH/Varient
Ok this isn't in the varient section cause right now
its thinking out loud motivated by the War Stores' notice Black Goat of the Woods Arkham Horror Expansion is on its way I've been thinking how to convert AH which I have mixed feelings about(Love the Mythos Theme-but its a long game & its running around closing gates & grab bag of unrelated Mythos monsters parading all over town are a put off- not to mention the rather hard to rationalize fighting a GOO- all this just IMHO of course but the cards/counters are beautiful) to the more streamlined AToE. After some thought I've decided I prefer the AToE Time frame, so i'm starting to convert Minion Charts to Mythos beings (but not at a GOO Level-perhaps an Herald at most), then I want to use the AH Location Cards to set up random villages /towns ,I think the Mythos Cards could be worked in as well.However the AToE game mechanics would be used. The Village Elders probably will need some work? Anyway anyone else thinking along similar lines?Your thoughts would be most welcomed.I have a few days off next week so thats my project(unless the leaves all fall off at once & i'm raking my way out:rolleyes OD Sighing like the night wind and sobbing like the rain,— Wailing for the lost one that comes not again: |
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11-03-2008, 05:33 PM
Post: #2
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RE: AToAH?Varient
I had been working on using the new AH Supplimemt
& making the Black Goat of the Woods the Villian. I had drawn up a list of minions & a few ideas on the Black Goats profile. Today I decided to really get to it & checked out the new Dryad FFP put up to get a sense of style in putting a Villian together. The more I checked the Dryad out I realized FFP had had co-opted me:rolleyes:.The Dryad is very close to what I had been thinking about for the Dark Goat! So I'll look like I ripped off the Dryad for my Villian. Now I guess I need to select a new Mythos Villian, maybe The Dunwich Horror. OD Sighing like the night wind and sobbing like the rain,— Wailing for the lost one that comes not again: |
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11-24-2008, 07:22 PM
(This post was last modified: 10-29-2011 05:24 PM by Old Dwarf.)
Post: #3
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RE: AToAH?Varient
The Dunwich Dryad
Well I'm still working on this project,the main problems are getting the Mythos Beings stats converted into AToE stats (both games use a different combat system) & getting the Minion Tables correct. So I've decided to go ahead & convert the AToE Game mechanics to The Dunwich Horror Board to see how smooth that goes.I'm setting up a test game with the Dryad as the Villian. Note this is about 85% straight AToE with just the DH Board & Location Cards used & modified to AToE checks & skills. The following are preliminary rules to convert the Arkham Horror supplement The Dunwich Horror(DH) into a A Touch of Evil( AToE) Supplement: The following are preliminary rules to convert the Arkham Horror supplement The Dunwich Horror(DH) into a A Touch of Evil( AToE) Supplement: 1.AToE game sequence & mechanics are used but the playing Board is the Dunwich Horror Board. 2.The 5 Dunwich ally cards are used as as allies but their abilities are converted to AToE (see below) 3.The AToE Location Cards are NOT used ,instead use the Dunwich Horror Location Cards with there results converted to AToE (see below) Dunwich Horror Map conversion to AToE: 1.The arrows are road locations 2.The Rectangle areas are Named areas they correspond to AToE Locations as follows: -Village Commons=Town Hall -Blasted Heath=Fields -Back Woods=Crossroads -Sentinel Hill=Marsh (when you stop on these areas treat exactly as the AToE Game Board) 3.Special Locations replace the AToE Corner Areas & use the DH Location Cards as follows: -Darke's Carnival=pay1 Inv.& make a Cunning Check if successful get 3 Inv.tokens -Dunwich Village=pay 4 Inv.tokens & make a Cunning Check if successful get 1 Unique item fail pick 1 common item (see below for unique/common items) -Harney Jones' Shack=spend 1 Inv.token remove all wounds OR gain +1 Spirit point.Note per DH Card Text this location can be closed-if so No Inv.or Encounters may be undertaken but Inv.can travel through.If stopped on roll d6= 1-2 draw Mystery Card,3-6 No Enc. -Devils Hopyard=spend 1 Honor & gain 3 Inv.tokens (must have extra Honor Token or NA) Note#1 on the above Special Locations first roll d6 on 3+ you encounter nothing ,on a roll of 1or 2 you encounter the card text for that location. Note# 2 on all other Dunwich Locations you encounter the Card Text 4.Vortex Spaces-Any Minion in an Area adjacent to a road that goes to a vortex & is called upon to move roll d6: Even=miniom moves toward Village Common Odd=Minion goes into vortex-remove from board & advance Shadow Tract by 1.(Mythos Villain is drawing powers unto itself) DH and AToE Skill equivalents: Lore=Spirit Will=Honor Fight=Combat Sneak=Cunning Focus=increases any skill by +1 Luck=reroll or force any minion to reroll 1 die Sanity=effects Spirit DH to AToE Skill Checks equivalents: Speed-roll 1 d6 to get speed to check against then roll d6 for Hero if = or over 1st die roll Hero successful. Note use modifiers as per Card Text Luck-use Cunning Check Sanity-use Spirit Check Lore=use Spirit Check (use any modifiers the card Text may call for,results are as card text) Other Conversions: -When a Gate,Dunwich Horror or Doom Track called for advance the Shadow track that many spaces. -When Monster appears its a 1 round attack by the Villain, Inv. gets 1 Inv token per hit made on villain -Fight means roll on Minion Chart & reroll any Event. -$ ,Spells or clues =Inv. Tokens.Regardless of # stated 3 is the Maximum you can gain or loose. -Make text 18th/19th Century Friendly (cars become Horses) -Any modifiers on checks given in the Card Text are handled as follows: negative (-) Modifiers reduce the # of die the Investigator/Hero rolls ,however if reduced to Zero die or less 1 die is still rolled but needs a 6 for success. Positive (+) Modifiers allow Investigator/Hero to reroll # of die per modifier. -Party Invitation Event:Roll d6 1-2=Harney Jones Shack 3-4=Gardners Place 5-6=Whateley Farm (Card does not remain in play) -Any card text that directs Inv.to Location not on the KP Board instead Roll on Random Location Table. -Blessed/Cursed: Blessed=reroll any 1 die Cursed=opponent may reroll their lowest die Note these cancel each other out as per AH rules. -Autopsy Event-play at Dunwich Village -Ignore any card text not covered above,conduct any Checks card requires-Succeed get d3 Inv. Tokens Fail apply results per the DH Card Text. Common Items:(select as per AToE) Musket Horn Padded Jacket Healing Herbs Pistol Torch Or roll d12 to get this item. 1 item only is available unless otherwise noted. If item not available reroll. 1.Saber- 2 available (from Manor Deck) 2.Pitchfork-2 available(from Windmill Deck) 3.Wooden Stakes(from Windmill Deck) 4.Roll d6 Even=Lantern(from Windmill Deck),Odd=Rope(from Windmill Madness Supplement) 5.Dagger(from Windmill Deck) 6.Axe(from Old Abandon Keep Deck) 7.Musket-2 available(from Abandoned Keep Deck) 8.Healing Herbs(from Old Woods Deck) 9.Roll d6 Even=Pistol(from Windmill Deck),Odd=Dueling Pistol (from Manor Deck -Madness Supplement) 10.Book of Town History 11.Roll d6 Even=Cross (from Manor Deck),Cav.Horse (From The Olde Woods Madness Supplement) 12.Woodsman's Overcoat (from Old Woods Deck) Unique Items:(Select as per AToE) Silver Shot Book of Lore Book of Town History Charmed Relic Runic Amulet Tools of Science Or Roll d4 to get Deck & then die called for to get item 1 item only is available once taken reroll #1 Manor Deck -d3 1-2.Family Bible 3-4.Book of Medicine 5-6.Holy Water #2 Windmill Deck-d3 1-2.Lucy's Diary 3-4.Gunpowder Keg 5-6.Hunting Rifle #3 Abandoned Keep-d6 1.Old Carving 2.Relic 3.Rosary 4.Rogue's Rapier 5.Book of the Occult 6.reroll #4 Old Woods-d4 1.Blunderbuss 2.Booke of Witchcraft 3.Charm 4.Garland Random Location/Lair Table Roll d6: Even= roll d4 to get Location 1.Village Commons 2.Blasted Heath 3.Backwoods Country 4.Sentinel Hill Odd=Roll d10 (reroll 10) 1.Dunwich Village 2.Gardners' Place 3.Bishop's Brook Bridge 4.Cold Spring Glenn 5.Devil's Hopyard 6.Wizard's Hill 7.Whateley Farm 8. Darke's Carnival 9.Harley Jone's Shack 10.Reroll Sighing like the night wind and sobbing like the rain,— Wailing for the lost one that comes not again: |
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11-26-2008, 11:55 PM
(This post was last modified: 11-10-2011 04:03 PM by Old Dwarf.)
Post: #4
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A Touch of Kingsport
The following are rules to convert the Arkham
Horror supplement Kingsport Horror (KH)into a A Touch of Evil( AToE) Supplement: The following are preliminary rules to convert the Arkham Horror supplement Kingsport Horror (KH)into a A Touch of Evil( AToE) Supplement: 1.AToE game sequence & mechanics are used but the playing Board is the Kingsport Horror Board. 2.The 9 Kingsport ally cards are used as as allies but their abilities are converted to AToE (see below) (Foolishness & The Young Zoog are removed). Place Ally Cards face down in a deck. 3.The AToE Location Cards are NOT used ,instead use the Kingsport Horror Location Cards with there results converted to AToE (see below) Kingsport Horror Map conversion to AToE: 1.The arrows are road locations .Note the Hard Going Areas end movement. 2.The Rectangle areas(plus Causeway Circle) are Named areas they correspond to AToE Locations as follows: -Central Hill=Town Hall -South Shore=Fields -Harbor side=Crossroads -Causeway=Marsh (when you stop on these areas treat exactly as the AToE Game Board) 3.Special Locations replace the AToE Corner Areas & use the KH Location Cards as follows: -Strange High House in the Mist=Inv. may pay 4 Inv.Tokens & roll d6 if # rilled =or more than any Elders Cunning you may look at those Elders secret(s) - North Point Light House=may spend 1 Inv.token & make Honor check.Succeed draw 1 Ally(Max) from deck -The Rope & Anchor Tavern=may spend 4 Inv.token and make Cunning Check if successful get 1 Unique Item if fail get 1 Common Item. -Congregational Hospital=may spend 1 Inv.Token and restore all wounds OR Get +1 Spirit. -Neil's Curiosity Shop=May pawn 1 Item.Make Honor Roll succeed get 3 Inv.Tokens Fail get 1 Inv Token.Inv. may always buy back item by paying 1 more Inv.token than he/she got for Item. Note#1 on the above Special Locations first roll d6 on 3+ you encounter nothing ,on a roll of 1 or 2 you encounter the card text for that location. Note# 2 on all other Kingsport Locations you encounter the Card Text 4.Rifts-at end of each Mystery Phase roll d6.on a 1-2 a Rift has started to open.Place a Rift Progress Marker as per the KH Rules up to the max of 3 Rifts.When 4 Rift progress marker is placed roll on the Random Location Table & place a Rift.At the START of each Mystery Phase advance the Shadow Track by 1 for each Rigt on the Board.. Inv.may close Rifts by going to its Location & encountering the the Location.This seals the Rift(Remove the Rift & the 4 Rift Progress Markers) Rifts may always be recreated by the Mythos Phase die roll.Note there are 3 Rifts on KH Board-of 4 spaces each. Start with the top Rift in placing Rift markers & when filled go to 2nd & then 3rd -a Rift must be completely filled before proceeding to place markers on the next rift. Note Rift Progress Markers are removed starting with the top ones on the AH Board. KH and AToE Skill equivalents: Lore=Spirit Will=Honor Fight=Combat Sneak=Cunning Focus=increases any skill by +1 Luck=reroll or force any minion to reroll 1 die Sanity=effects Spirit DH to AToE Skill Checks equivalents: Speed-roll 1 d6 to get speed to check against then roll d6 for Hero if = or over 1st die roll Hero successful. Note use modifiers as per Card Text Luck-use Cunning Check Sanity-use Spirit Check Lore=use Spirit Check (use any modifiers the card Text may call for,results are as card text) Other Conversions: -When a Doom Track movement called for advance/retreat the Shadow track that many spaces. -When Monster appears its a 1 round attack by the Villain, Inv. gets 1 Inv token per hit made on villain -Fight means roll on Minion Chart & reroll any Event. -$ ,Spells or clues =Inv. Tokens.Regardless of # stated 3 is the Maximum you can gain or loose. -Make text 18th/19th Century Friendly (cars become Horses) -Any modifiers on checks given in the Card Text are handled as follows: negative (-) Modifiers reduce the # of die the Investigator/Hero rolls ,however if reduced to Zero die or less 1 die is still rolled but needs a 6 for success. Positive (+) Modifiers allow Investigator/Hero to reroll # of die per modifier. -Tomes are books -Delay forces Inv. to Linger -Cursed causes -1 to be subtracted from each die rolled Bless causes +1 to be added to each die rolled. -Party Invitation Event-Roll d6 Even=Go to 7th House on the Left Odd=go to 607 Water Street(card does not remain in Play) -Magistrates Mandate-Go to Central Hill -Autopsy Event-play at Congregational Hospital -Any card text that directs Inv.to Location not on the KH Board instead Roll on Random Location Table. -Blessed/Cursed: Blessed=reroll any 1 die Cursed=opponent may reroll their lowest die Note these cancel each other out as per AH rules. - anything in KP Card Text called for not covered above ignore, do any test it requires but if Succeed get d3 Inv.Tokens fail as per KP Card text. Common Items:(Select as per AToE) Musket Horn Padded Jacket Healing Herbs Pistol Torch Or roll d12 to get this item. 1 item only is available unless otherwise noted. If item not available reroll. 1.Saber- 2 available (from Manor Deck) 2.Pitchfork-2 available(from Windmill Deck) 3.Wooden Stakes(from Windmill Deck) 4.Roll d6 Even=Lantern(from Windmill Deck),Odd=Rope(from Windmill Madness Supplement) 5.Dagger(from Windmill Deck) 6.Axe(from Old Abandon Keep Deck) 7.Musket-2 available(from Abandoned Keep Deck) 8.Healing Herbs(from Old Woods Deck) 9.Roll d6 Even=Pistol(from Windmill Deck),Odd=Dueling Pistol (from Manor Deck -Madness Supplement) 10.Book of Town History 11.Roll d6 Even=Cross (from Manor Deck),Cav.Horse (From The Olde Woods Madness Supplement) 12.Woodsman's Overcoat (from Old Woods Deck) Or you can pay 2 Extra Inv.Tokens & Unique Items:(Select as per AToE) Silver Shot Book of Lore Book of Town History Charmed Relic Runic Amulet Tools of Science Or Roll d4 to get Deck & then die called for to get item 1 item only is available once taken reroll #1 Manor Deck -d3 1-2.Family Bible 3-4.Book of Medicine 5-6.Holy Water l #2 Windmill Deck-d3 1-2.Lucy's Diary 3-4.Gunpowder Keg 5-6.Hunting Rifle #3 Abandoned Keep-d6 1.Old Carving 2.Relic 3.Rosary 4.Rogue's Rapier 5.Book of the Occult 6.reroll #4 Old Woods-d4 1.Blunderbuss 2.Booke of Witchcraft 3.Charm 4.Garland Random Location/Lair Table Roll d6: Even= Roll d4 to get Location 1.Causeway 2.Harbor side 3.Central Hill 4.South Shore Odd=Roll 2d6 . 2.Strange High House in the Mist 3.St.Erasmus's Home 4.Artists' Colony 5.The Rope & Anchor Tavern 6.Kingsport Head (wireless station) 7.Neil's Curiosity Shop 8.7th House on the Left 9.The Causeway 10.601 Water Street 11.Congregational Hospital 12.The Hall School Sighing like the night wind and sobbing like the rain,— Wailing for the lost one that comes not again: |
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12-09-2008, 01:54 AM
(This post was last modified: 12-19-2008 01:00 PM by Old Dwarf.)
Post: #5
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RE: AToAH/Varient
A Touch of Lovecraft
Well here it is a way to combine the Lovecraft Mythos & a lot of the cool bits from the Arkham Horror Games into AToE.Its not Complete yet ,I still need to pick up using the Dunwich Horror /Kingsport Horror & The Shadowbrook Horror stuff.Then do all the GOO as Mythos AToE Villains with Minion Sheets. The following are rules to convert the Arkham Horror Board Game(AH) & supplements To A Touch of Evil( AToE) Supplement: 1.AToE game sequence,Inv./Hero Sheets & mechanics are used but the playing Board can be Shadowbrook,Dunwich, Kingsport or Arkham Boards. 2.The AH ally cards are used as as allies but their abilities are converted to AToE (see below) 3.The AToE Location Cards are NOT used ,instead use the AH or its Supplement Location Cards with there results converted to AToE (note if playing on the Shadowbrook Board the regular AToE Corner Location Decks are used. (see the Showbrook Mythos) 4.AToE Inv.are used & given a Sanity Rating which fluctuates (see Below) 5.The AToE Mystery Deck is used in place if the Mythos Cards 6.The Villain Sheets use the Mythos Villains Sheets(see below) & Minion Charts per that Villain. 7.The AH Unique Items,Spell,Skill,Gate,Ally,Injury & Madness Card Decks are used as follows: -Allies are unique to the Arkham,Dunwich,Kingsport Cards (you can only use those Game Ally Cards on their Board) -Unique Items,Spell & Skill Decks can contain these Cards from all the Expansions. -The Skill,Spell & Unique Decks MUST contain only 1 Card of each type Spell,Item or Skill.You may however include all the Elder Signs available in the Unique Deck. -In the Shadowbrook Board the Skill Deck is not used as its function are covered by the AToE Corner Decks. -All Gate Cards from all the AH Games & Expansions are used. - Injury & Madness from (DH Expansion).Whenever Inv. Sanity or Wounds at Zero & Inv.moved to approbate Location to heal Roll d6: 1-5 =Regular Healing of Sanity/Wounds apply as per AToE Knock Out Rules. 6=Inv. Must take an Injury Card (if Wounds) or Madness Card if Sanity.All Sanity or Wounds are restored & no loss of items,cards or Inv.token but Inv.now has an Injury or Madness Card & its applied per Card Text. - All Decks are Placed Face Down except for the Common Items Deck. 8.The Limit per Inv/Hero is 8 Items,(unless a card allows more) Note Spells & skills are not items but Allies are.Elder Signs are not Items. 9.AH and AToE Skill equivalents: Lore=Spirit Will=Honor Fight=Combat Sneak=Cunning Luck=reroll or force any minion to reroll 1 die Sanity=give Hero/Inv.AH Sanity tokens= to Spirit + Honor to start.This is the Max.San Rating. AH to AToE Skill Checks equivalents*: Speed-roll 1 d6 to get speed to check against then roll d6 for Hero if = or over 1st die roll Hero successful. Note use modifiers as per Card Text Luck-use Cunning Check Horror-use Honorl Check Lore=use Spirit Check Spell=not a Check instead the AH Spell Check modifier either increases/decreases the # of die the Caster may roll as per positive & negative modifiers given below. Note all checks unless noted otherwise are at +5 (*use any modifiers the card Text may call for,results are as card text) Other Conversions: -When a Gate, or Doom Track movement called for advance/retreat the Shadow track that many spaces. -When Monster appears per Location Card Text its a 1 round attack by a Random Monster .Roll on Location Monster Table Inv. gets 1 Inv token per hit made on Monster. (see Random Monster Table) -Fight means roll on the appropriate Chart/Table & resolve combat as per the text. -$ or clues =Inv. Tokens.Regardless of # stated 3 is the Maximum you can gain or loose. -Ignore references to Refresh/Exhaust on the AH Cards the concept is not used.Also Ignore references to Monster Trophies they are not used. -Make text 18th/19th Century Friendly (cars become Horses) -Any modifiers on checks given in the Card Text are handled as follows: negative (-) Modifiers reduce the # of die the Investigator/Hero rolls ,however if reduced to Zero die or less 1 die is still rolled but needs a 6 for success. Positive (+) Modifiers allow Investigator/Hero to reroll # of die per modifier. -Any card text that directs Inv.to Location not on the Board instead Roll on the Boards Random Location Table. -Party Invitation AToE Event Card=Go to Ye old Magick Shoppe -Magistrates Mandate AtoE Event Card-Go to General Store -Blessed/Cursed: Blessed=reroll any 1 die Cursed=opponent may reroll their lowest die Note these cancel each other out as per AH rules. -Elder Signs=allows you to cancel 1 Gate or Minion Attack (not Villain)but roll d6 on a roll of 1-2 Elder Sign Destroyed. -Gates=are limited if Card calls for 1 to appear it appears on Location of the Hero/Inv who drew card .That Hero/Inv. then pulls a Gate Token & goes to its Other World Location and has Encounters per AH rules.When he returns roll on that Boards Random Location Table to get Location Inv.returns to.Note once Hero/Inv goes into gate its removed from Board.No closing/sealing of Gates is done in this Game.Monsters defeated on other worlds are worth 1 Inv.Token unless that Gate is associated with the Villain Mythos Monster in which case the defeated monster is worth 3 Inv.Tokens(this info.is given on the Mythos Villain Sheet. -If Gate & Monster both called for ,place the Gate as above The Monster is drawn from the Monster Cup & placed Randomly.Such Monsters when encountered fight as per the regular combat rules & if defeated are worth 1 Inv.Token. -Spells=only 1 spell can be used in turn or combat round regular San Cost & card text apply. -Combat=Inv/Hero's may fight with weapons checking on Combat or Spells checking on Spirit.They may not combine such Attacks however they may switch from round to round. Allies/Elders who add to combat must make separate Combat attacks when a Hero/Inv.used Spell combat. -Ignore any card text not covered above,conduct any Checks card requires-Succeed get d3 Inv. Tokens Fail apply results per the AH Card Text. - An Hero/Inv.reduced to both Zero Wounds & Zero Sanity is devoured by the Mythos & lost forever.Remove from Game but leave all Items & Inv.Tokens on the Board at his/her last location.Other Inv.may search for them using a Spirit or Cunning Check.This moves the Shadow Track 1 forward which can not be prevented. AH Monster Conversions to AToE Minions Use AH monster counters they convert to AToE as follows: -Front ignore everything on front except name Back use the symbols as follows: -Horror Rating =use as check against Honor (any modifiers used as above.Sanity symbols are # of Sanity Lost if fail check.) -Toughness=# of wounds Minion has -Combat #=add Counter's Combat Rating (ignore any + or - #) and Combat damage to get Combat # for Minion - For AToE Card purposes all Mythos Monsters are considered Daemons 10.Buying Items is covered slightly differently in each Game & covered in that Game board Directions.The AToE Town Items Cards & Corner Deck Items are used plus the AH Unique items. 11.Random Monster Cup-place the appropriate Monster Counters in its designated cup.When a Random Monster Attack Called for draw a Counter w/o Looking for the Attack. See The Random Monster Encounters Summary & Table #14 12.The Epic Battle Cards/Sinister Plot Cards may be used any references to Monster Trophies means Inv.Tokens. When the Villain adds to his Doom Track it means remove 1 Wound. 13.Victory Conditions- As per AToE the Mythos Villain must be defeated in a Showdown or The Shadow Track runs out to end the Game. 14.Monster Encounters Summary & Tables Monsters may be encountered several ways in AToL Game: 1.Via an AToE Event Card-which references the Minion Chart being used.Combat as per Minion chart. 2.Via a AH Location Card-which references the Random Monster Tables (see below).This combat is for 1 Round and the Inv./Hero gets 1 Inv.Token per wound made on the Monster. 3.Via a Gate Card-which references either the Gate Table the Inv.is in or if OTHER references the Dimensional Table.Note Gate cards are handled per the AH Rules (pull gate cards until you get a color match & then if specific location Inv.is at is matched or if not use OTHER text.Monsters on the Specific Gate Tables require regular Combat and have +1 to their counter wounds # and you can not break off. Monsters in OTHER are for 1 Round & Inv.gets 1 Inv. Token per wound it does to monster. 4.Note in a Shadowbrook Game Encounters are as per the usual AToE "Corner Cards"But text to fight Minions/ Monsters is handled via a roll on the Random Location Monster Table. MONSTER TABLES Random Monster Tables:Roll d6 for Table 1-2=Dimensional Table 3-4=Incorporeal Table 5-6=Corporal Table Dimensional Cup-put all these counters in the Cup: Dimensional Shamblers Color Out of Space Star Vampires Hounds of Tindalos Night Gaunts Mi-Go Incorporeal Cup -put all these counters in the Cup: Ghost Wraith Spectral Hunter Shan Corporal Cup-put all these counters in the Cup: Vampire Skeleton Werewolf If Graveyard Location-add all Ghoul If Woods Location -add all Dark Young Once Drawn return Counter to box,if Cup runs out & draw called for advance Shadow Track forward by one. Gate Encounter Table Roll on these Tables when Inv./Hero Location match the Gate World.In OTHER Location use Dimensional Cup but replace Monster back in Cup after using. Note The Gate Monsters are always available,in some cases you will need to "borrow"a Monster from a Location Cup if so always return Monster to Cup. Another Time Gate roll d4 1.Warlock 2.Witch 3.Elder Things 4.Shoggoths Lost Carcosa Gate roll d6 1-4Baykhee 5-6 High Priest Another Dimension Gate roll d6 1-2 Dimensional Shambler 3-4 Hound of Tindalos 5-6 Color Out of Space Abyss Gate roll d4 1.Ghouls 2.Night Gaunts 3.Gugs 4.Dhole City of The Great Race roll d6 1-2 Flying Polyp 3-6.Yithians Yuggoth Gate roll d6 1-4.Mi-Go 5-6.Dark Young Hall of Caleano Gate roll d6 1-2.Byakhee 3-4.Warlock 5-6.Wizard Whately Dreamlands Gate roll d6 1-3.Moon-beast 4-6.Serpent People Plateau of Leng Gate roll d6 1-3.Leng Spiders 4-6.Moon-beast Rlyeh Gate Automatic Star Spawn Unknown Kadath Gate automatic Night Gaunts The Underworld Gate roll d6 1.Formless Spawn 2.Spawn of Abboth 3.Ghouls 4.Ghast 5.Crawling One 6.Serpent People This concludes the General Conversion Rules.Specific Information as to the Set up & Special Rules for each Mythos Game are covered in The Game Boards Section. The Mythos Villains Sheets cover Stats for each GOO and it's Minion Chart. NOTE this is very much a Work In Progress-the above has been modified to include some things that were left out.When its final version is ready I'll just repost . OD/12/14/08 ------------------------------------------------------------------------------ The Arkham Mythos Game (uses the Arkham Horror Game Board) Game Set Up 1.Randomly Choose a GOO Mythos Villain which also Gives Minion Chart. 2.Choose a Hero/Investigator from the AToE Hero Boards.Figure his/her Max San as per A Touch of Lovecraft Rules.Give Inv.Give 2 Inv.Tokens & anything else his/her Board calls for. 3.Set up the AToE Event Deck ,Town Items Deck & Rare Items Chart plus the AH Unique Items,Skill, Spell Deck, Location Decks & Arkham Ally Deck. 4.Take Minion Counters & place on Minion Chart. Note-if you are adding the King in Yellow Variant, Dark Pharaoh Variant or Black Goat Variant additional Card Decks are added see the Arkham Mythos Variants. You are now ready to begin using the regular AToE Game Sequence. Arkham Horror Map conversion to AToE: 1.The arrows are road locations 2.The Rectangle areas are Named areas they treated as Follows: -Down Town=Draw 2 Events & keep/apply 1.Then roll d6 on 1-2 Draw a Mystery Card -North Side,Merchant District,Easttown,Rivertown Miskatonic Univ.,French Hill,Up Town & Southside For all of these when end turn on roll d6 on 3-4 draw an Event on 1-2 Draw Mystery Card ,on 5-6 Nothing. -3.Special Locations either follow Location Text Below or draw from that Location Deck for an Encounter. -Bank of Arkham=Ignore Location Text just draw for encounter. -Arkham Asylum=Go to Location Text then roll d6 on 1-2 draw from Card Deck for encounter. -Curiosities Shoppe=Pay 3 Inv.Tokens Make a Cunning Check if succeed take 2 unique Items & keep one(return other to bottom of Deck).If fail take draw 1 Unique Card. -Police Station=Pay 2 Inv.Tokens & Make an Honor Check if succeed get +1 Cunning -Pier Docks=Make Cunning Check succeed get 3 Inv.Tokens -Silver Twilight Lodge=Per Location Text -Science Building=Make a Cunning check & if succeed get 2 Inv.Tokens.OR you can play Autopsy Event card -Administration=Pay 5 Inv.Tokens & draw 2 skills from Deck Keep 1 & return other to bottom of Deck. -St.Mary's Hospital=pay 1 Inv.to restore all wounds -Ma's Boarding House= Pay 5 Inv.Tokens & draw 1 Ally from the Ally Deck. -Ye Olde Magic Shoppe= If Spirit 4+ you may Pay 5 Inv. Tokens & draw 2 Spells keep 1 & return other to bottom of the deck. Otherwise draw encounter card. -South Church= pay 2 Inv. & make Honor roll if succeed gain +1 Spirit OR pay 5 Inv.Tokens & be Blessed or Remove Curse. -General Store =pay 4 Inv.Tokens & select any common Item OR roll d12 on Rare Table & get what called for. (See Table below).OR Pay 6 Inv.Tokens roll on Ultra Rare Table Note on all other Arkham Locations you encounter the Card Text Common Items Table: Musket Horn Padded Jacket Healing Herbs Pistol Torch Rare Items Table: Or roll d12 to get this item. 1 item only is available unless otherwise noted. If item not available reroll. 1.Saber- 2 available (from Manor Deck) 2.Pitchfork-2 available(from Windmill Deck) 3.Wooden Stakes(from Windmill Deck) 4.Lantern(from Windmill Deck) 5.Dagger(from Windmill Deck) 6.Axe(from Old Abandon Keep Deck) 7.Musket-2 available(from Abandoned Keep Deck) 8.Healing Herbs(from Old Woods Deck) 9.Pistol(from Windmill Deck) 10.Book of Town History 11.Cross (from Manor Deck) 12.Woodsman's Overcoat (from Old Woods Deck) Ultra Rare Table: Or Roll d6 to get Deck & then die called for to get item 1 item only is available once taken reroll #1 Manor Deck -d3 1-2.Family Bible 3-4.Book of Medicine 5.dueling Pistol(madness Supplement) 6.Holy Water #2 Windmill Deck-d3 1-2.Lucy's Diary 3-4.Gunpowder Keg 5.Rope(Madness Supplement) 6.Hunting Rifle #3 Abandoned Keep-d6 1.Old Carving 2.Relic 3.Rosary 4.Rogue's Rapier 5.Book of the Occult 6.reroll #4 Old Woods-d6 1.Blunderbuss 2.Booke of Witchcraft 3.Charm 4.Garland 5.Cav.Horse(Madness Supplement) 6.Reroll #5 Town Items-d6 1.Silver Shot 2.Book of Lore 3.Book of Town History 4.Charmed Relic 5.Runic Amulet 6.Tools of Science #6 Reroll on this Table. Random Location/Lair Table Roll d4 to get # of block & then d10 to get Location 1.Block #1 1.Stage Station(Train Station) 2.St Mary's Hospital 3.Independence Square 4.Historical Society 5.River Docks 6.Silver Twilight Lodge 7.Police Station 8.Administration 9.Graveyard 10.Reroll on this table 2.Block #2 1.Newspaper 2.Woods 3.Arkham Asylum 4.South Church 5.Unvisited Isle 6.The Witch House 7.Hibb's Road House 8.Science Building 9.General Store 10.Reroll on this table 3.Block #3 1.Curiosities Shoppe 2.Ye Olde Magick Shoppe 3.The Bank 4.Ma's Boarding House 5.The Unnameable 6.Velma's Tavern (Diner) 7.Library 8.Black gate 9-10.Reroll on this table 4.Block #4 1.North Side 2.Uptown 3.Downtown 4.Southside 5.Merchant District 6.French Hill 7.Easttown 8.Miskatonic Univ. 9.Rivertown 10.Reroll on this table The Arkham Supplements 1 of the 3 following Supplements may be added to this Game by the following. King in Yellow -Add the Blight Deck& KiY Ally Deck -Each time a the Shadow Track advances into a new area place A Yellow Sign Token on that Area & draw a Blight Card (these cards can not be recalled if if Shadow Track is moved back) - Anytime a Mystery Card with Hysteria on it is played it Triggers the placement of an Act Card.The 3rd Act ends the Game with a Mythos Victory. - Hastur is the Mythos Villain Curse of the Dark Pharaoh -Add Barred,Benefit,Detrimental & Exhibit Item Card Decks - Nayarlathotep is the Mythos Villain with the Dark Pharaoh Mask. Black Goat of The Woods -Add Cult & Corruption Card Decks & BGoTW Ally Deck - If offered Cult Membership roll an Honor check succeed & refuse Card fail Inv.must take card.Note all Illuminati Inv. the Honor Check is +6 -Shub-Niggarath is the Mythos Villain Sighing like the night wind and sobbing like the rain,— Wailing for the lost one that comes not again: |
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12-09-2008, 03:05 AM
Post: #6
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RE: AToAH/Varient
dont know what any of this means cuz i dont own atoe yet but it all looks pretty cool, lots of content.
when life hands you zombies, rev up your chainsaw. [IMG]http://i58.photobucket.com/albums/g269/pluguglie/PlugUglie.png[/IMG] |
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12-10-2008, 12:18 AM
Post: #7
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RE: AToAH/Varient
I'm not sure even if you owned Arkham Horror
it would make sense;)It just one of those Hobby obsessions. I've been fooling around with a Lovecraft Board Game since the 70's. OD Sighing like the night wind and sobbing like the rain,— Wailing for the lost one that comes not again: |
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12-12-2008, 01:13 AM
Post: #8
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RE: AToAH/Varient
The Dunwich Mythos Game
(uses the Dunwich Horror Game Board) Game Set Up 1.Randomly Choose a GOO Mythos Villain which also Gives Minion Chart. 2.Choose a Hero/Investigator from the AToE Hero Boards.Figure his/her Max San as per A Touch of Lovecraft Rules.Give Inv.Give 2 Inv.Tokens & anything else his/her Board calls for. 3.Set up the AToE Event Deck ,Town Items Deck & Rare Items Chart plus the AH Unique Items,Skill, Spell Deck, Dunwich Location Decks & Dunwich Ally Deck. 4.Take Minion Counters & place on Minion Chart. Note The Dunwich Horror Counter is exclusive to this Game Board. You are now ready to begin using the regular AToE Game Sequence. Dunwich Horror Map conversion to AToE: 1.The arrows are road locations 2.The Rectangle areas are Named areas they treated as Follows: -Villiage Commons-when finish move on this space Draw 2 AToE Cards apply one & disguard other.rolld6 on 1-2 Draw Mystery Card. -Blasted Heath,Back Woods Country,Sentinel Hill-when finish move on these spaces roll d6 on 1-2 draw Mystery Card ,3-4 Draw AToE Event Card,5-6 nothing 3.Special Locations either follow Location Text below or draw 3.Special Locations replace the AToE Corner Areas & use the DH Location Cards as follows: -Darke's Carnival=pay1 Inv.& make a Cunning Check if successful get 3 Inv.tokens -Dunwich Village=pay 4 Inv.tokens & make a Cunning Check if successful get 1 Unique item fail pick 1 common item (see below for unique/common items) -General Store =pay 4 Inv.Tokens & select any common Item OR roll d12 on Rare Table & get what called for. (See Table below).OR Pay 8 Inv.Tokens roll on Ultra Rare Table Common Items Table: Musket Horn Padded Jacket Healing Herbs Pistol Torch Rare Items Table: Or roll d12 to get this item. 1 item only is available unless otherwise noted. If item not available reroll. 1.Saber- 2 available (from Manor Deck) 2.Pitchfork-2 available(from Windmill Deck) 3.Wooden Stakes(from Windmill Deck) 4.Lantern(from Windmill Deck) 5.Dagger(from Windmill Deck) 6.Axe(from Old Abandon Keep Deck) 7.Musket-2 available(from Abandoned Keep Deck) 8.Healing Herbs(from Old Woods Deck) 9.Pistol(from Windmill Deck) 10.Book of Town History 11.Cross (from Manor Deck) 12.Woodsman's Overcoat (from Old Woods Deck) Ultra Rare Table: Or Roll d6 to get Deck & then die called for to get item 1 item only is available once taken reroll #1 Manor Deck -d3 1-2.Family Bible 3-4.Book of Medicine 5.dueling Pistol(madness Supplement) 6.Holy Water #2 Windmill Deck-d3 1-2.Lucy's Diary 3-4.Gunpowder Keg 5.Rope(Madness Supplement) 6.Hunting Rifle #3 Abandoned Keep-d6 1.Old Carving 2.Relic 3.Rosary 4.Rogue's Rapier 5.Book of the Occult 6.reroll #4 Old Woods-d6 1.Blunderbuss 2.Booke of Witchcraft 3.Charm 4.Garland 5.Cav.Horse(Madness Supplement) 6.Reroll #5 Town Items-d6 1.Silver Shot 2.Book of Lore 3.Book of Town History 4.Charmed Relic 5.Runic Amulet 6.Tools of Science #6 Reroll on this Table. -Harney Jones' Shack=spend 1 Inv.token remove all wounds OR gain +1 Spirit point.Note per DH Card Text this location can be closed-if so No Inv.or Encounters may be undertaken but Inv.can travel through.If stopped on roll d6= 1-2 draw Mystery Card,3-6 No Enc. -Devils Hopyard=spend 1 Honor & gain 3 Inv.tokens (must have extra Honor Token or NA) Note#1 on the above Special Locations first roll d6 on 3+ you encounter nothing ,on a roll of 1or 2 you encounter the card text for that location. Note# 2 on all other Dunwich Locations you encounter the Card Text 4.Vortex Spaces-Any Minion in an Area adjacent to a road that goes to a vortex & is called upon to move roll d6: Even=miniom moves toward Village Common Odd=Minion goes into vortex-remove from board & advance Shadow Tract by 1.(Mythos Villain is drawing powers unto itself) AToE Card modifications for Dunwich Mythos -Party Invitation Event:Roll d6 1-2=Harney Jones Shack 3-4=Gardners Place 5-6=Whateley Farm (Card does not remain in play) -Any card text that directs Inv.to Location not on the DH Board instead Roll on Random Location Table. -Autopsy Event-play at Dunwich Village -Ignore any card text not covered above,conduct any Checks card requires-Succeed get d3 Inv. Tokens Fail apply results per the DH Card Text. Random Location Table: Roll d6: Even= roll d4 to get Location 1.Village Commons 2.Blasted Heath 3.Backwoods Country 4.Sentinel Hill Odd=Roll d10 (reroll 10) 1.Dunwich Village 2.Gardners' Place 3.Bishop's Brook Bridge 4.Cold Spring Glenn 5.Devil's Hopyard 6.Wizard's Hill 7.Whateley Farm 8. Darke's Carnival 9.Harley Jone's Shack 10.Reroll Note The Touch of Lovecraft General Rules are used except if modified by the above Dunwich Mythos Rules. Sighing like the night wind and sobbing like the rain,— Wailing for the lost one that comes not again: |
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12-14-2008, 07:12 PM
Post: #9
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RE: AToAH/Varient
Here's another GOO converted to AToE.Its from a
Fan Created one off the FFG Forums. Cthugha Associated Gate=None Attack =3 Wounds=5-only hit by non-magical weapons on 6+(Spells & Magic enhanced weapons hit on 5+) SPECIAL ABILITIES: 1.Rising Temperatures-all Inv.get -1 on movement roll ,but 1 is still 1.(Note only a Natural 1 generates an Event) 2.Each round of the Showdown Inv.must discard 2 Items,Allies or Inv.Tokens or be knocked out. 3.When Showdown begins add a Fire Vampire to join Cthugha. add 1 Fire Vampire for each participating Inv.These Fire Vampires have 1 more wound than usual. 4.Nothing with the Keyword Fire effects Cthugha or Fire Vampires. MINION TABLE Roll d6: 1.Heat Stroke-Event-Roll d6 any town elder with Cunning equal or less than # rolled killed.Each Inv.gains 1 Inv.Token per town elder killed. 2.Conflagration-Event-discard top card of each Location Deck Roll d6 on 4+ randomly remove from game 2 cards from Town Item Deck 3-5.Fire Vampire Attack-Minion-Fire Vampire gets 1 free attack then 1 round of regular combat takes place. Fire Vampires Attack=4 Wounds NA -only hit by non-magical weapons on 6+(Spells & Magic enhanced weapons hit on 5+) Inv.gets 1 Inv.Token for each Hit When rolled place another Fire Vampire in a random location 6.Fire Bolt-Event-Inv.who triggered this Event must take a 3 die Attack.Gets I Inv.Token for each die that missed. Sighing like the night wind and sobbing like the rain,— Wailing for the lost one that comes not again: |
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12-14-2008, 11:56 PM
Post: #10
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RE: AToAH/Varient
I rather liked this one as the New Villain is from the
Lovecraft story "Dreams in Witch House"I'm sure FFP will give us a Witch Villain,so it will be interesting to compare,although mine is based on the story.I limited the Villains to the Vampire,Witch & Werewolf as the other 2 seemed a little too Country for the Town of Arkham OD A Touch of Arkham The following are rules to convert the Arkham Horror (AH)into a A Touch of Evil( AToE) Supplement: 1.AToE game sequence & mechanics are used but the playing Board is the Arkham Horror Board. 2.The Arkham ally cards are used as as allies but their abilities are converted to AToE (see below) Place Ally Cards face down in a deck. 3.The AToE Location Cards are NOT used ,instead use the Arkham Horror Location Cards with there results converted to AToE (see below) 4.The Regular AToE Event,Town Items,Secrets Decks are used the Lair Deck is not(see Lair/Random Location Table) 5.Villain for Arkham Games roll d3: 1-2=Vampire 3-4=Keziah Mason (Witch)*See Board/Minion Chart below 5-6=Werewolf 6.*Special Lair Rule-Once a Lair Location has been chosen another Lair can't be purchased until a failed Showdown or a Card allows to discard.Ony used if the Witch is the Villain You are now ready to begin using the regular AToE Game Sequence. Arkham Horror Map conversion to AToE: 1.The arrows are road locations 2.The Rectangle areas are Named areas they treated as Follows: -Down Town=Draw 2 Events & keep/apply 1.Then roll d6 on 1-2 Draw a Mystery Card -North Side,Merchant District,Easttown,Rivertown Miskatonic Univ.,French Hill,Up Town & Southside For all of these when end turn on roll d6 on 3-4 draw an Event on 1-2 Draw Mystery Card ,on 5-6 Nothing. -3.Special Locations either follow Location Text Below or draw from that Location Deck for an Encounter. -Bank of Arkham=Ignore Location Text just draw for encounter. -Arkham Asylum=Ignore Card Text just graw Card for encounter. -Curiosities Shoppe=Pay 3 Inv.Tokens Make a Cunning Check if succeed take 2 unique Items & keep one(return other to bottom of Deck).If fail take draw 1 Unique Card. -Police Station=Pay 2 Inv.Tokens & Make an Honor Check if succeed get +1 Cunning -Pier Docks=Make Cunning Check succeed get 3 Inv.Tokens -Silver Twilight Lodge=Per Location Text -Science Building=Make a Cunning check & if succeed get 2 Inv.Tokens.OR you can play Autopsy Event card -Administration=Pay 5 Inv.Tokens & draw 2 skills from Deck Keep 1 & return other to bottom of Deck. -St.Mary's Hospital=pay 1 Inv.to restore all wounds. This is where Knocked Out Heros are placed ,handle per AToE rules -Ma's Boarding House= Pay 5 Inv.Tokens & draw 1 Ally from the Ally Deck. -Ye Olde Magic Shoppe= If Spirit 4+ you may Pay 5 Inv. Tokens & draw 2 Spells keep 1 & return other to bottom of the deck. Otherwise draw encounter card. -South Church= pay 2 Inv. & make Honor roll if succeed gain +1 Spirit OR pay 5 Inv.Tokens & be Blessed or Remove Curse. -General Store =pay 4 Inv.Tokens & select any common Item OR roll d12 on Rare Table & get what called for. (See Table below).OR Pay 6 Inv.Tokens roll on Ultra Rare Table Note on all other Arkham Locations you encounter the Card Text AToE modfied Event Cards *Party Invitation AToE Event Card=Go to Ye old Magick Shoppe *Magistrates Mandate AtoE Event Card-Go to General Store * Neither Card remains in play Common Items Table: Musket Horn Padded Jacket Healing Herbs Pistol Torch Rare Items Table: Or roll d12 to get this item. 1 item only is available unless otherwise noted. If item not available reroll. 1.Saber- 2 available (from Manor Deck) 2.Pitchfork-2 available(from Windmill Deck) 3.Wooden Stakes(from Windmill Deck) 4.Lantern(from Windmill Deck) 5.Dagger(from Windmill Deck) 6.Axe(from Old Abandon Keep Deck) 7.Musket-2 available(from Abandoned Keep Deck) 8.Healing Herbs(from Old Woods Deck) 9.Pistol(from Windmill Deck) 10.Book of Town History 11.Cross (from Manor Deck) 12.Woodsman's Overcoat (from Old Woods Deck) Ultra Rare Table: Or Roll d6 to get Deck & then die called for to get item 1 item only is available once taken reroll #1 Manor Deck -d3 1-2.Family Bible 3-4.Book of Medicine 5.dueling Pistol(madness Supplement) 6.Holy Water #2 Windmill Deck-d3 1-2.Lucy's Diary 3-4.Gunpowder Keg 5.Rope(Madness Supplement) 6.Hunting Rifle #3 Abandoned Keep-d6 1.Old Carving 2.Relic 3.Rosary 4.Rogue's Rapier 5.Book of the Occult 6.reroll #4 Old Woods-d6 1.Blunderbuss 2.Booke of Witchcraft 3.Charm 4.Garland 5.Cav.Horse(Madness Supplement) 6.Reroll #5 Town Items-d6 1.Silver Shot 2.Book of Lore 3.Book of Town History 4.Charmed Relic 5.Runic Amulet 6.Tools of Science #6 Reroll on this Table. Random Location/Lair Table Roll d4 to get # of block & then d10 to get Location 1.Block #1 1.Stage Station(Train Station) 2.St Mary's Hospital 3.Independence Square 4.Historical Society 5.River Docks 6.Silver Twilight Lodge 7.Police Station 8.Administration 9.Graveyard 10.Reroll on this table 2.Block #2 1.Newspaper 2.Woods 3.Arkham Asylum 4.South Church 5.Unvisited Isle 6.The Witch House 7.Hibb's Road House 8.Science Building 9.General Store 10.Reroll on this table 3.Block #3 1.Curiosities Shoppe 2.Ye Olde Magick Shoppe 3.The Bank 4.Ma's Boarding House 5.The Unnameable 6.Velma's Tavern (Diner) 7.Library 8.Black gate 9-10.Reroll on this table 4.Block #4 1.North Side 2.Uptown 3.Downtown 4.Southside 5.Merchant District 6.French Hill 7.Easttown 8.Miskatonic Univ. 9.Rivertown 10.Reroll on this table ----------------------------------------------------------------------- Keziah Mason-Witch Combat =5 Wounds=3 Special Abilities 1.Magic Immunity=Runic Amulet,Charm,Relic,& Old Carving can NOT be used in combat against her. 2.Strange lines/Angles=A Hero who does not have a combined Spirit & Cunning of 8 can only wound her on 6+ 3.Familiar=At Showdown Brown Jenkin joins the Witch (Stats on Minion Chart.) 4.Children are disappearing-Any Mystery Card with the Key Word MURDER causes Shadow Track to Advance 1. 5.Witch House-if this is the Lair Location for the Showdown at the start of each combat round after the first the Hero must make a Spirit Check,if failed The Black Man has intervened to save Keziah.The Witch Wins & Brown Jenkin gets the Hero's heart. ----------------------------------------------------------------------- Minion Chart 1.Scarface the Baby-Event-this dreams all to real.Hero must make Spirit 6+ Check if succeed gain 1 Spirit,if fail lose 1 wound. 2.Rats Nest -Minion Animal Horde-see Instructions on the Werewolf Villain Minion Chart. 3-4. Dark Dreams-Event-terrible visions of an alien City haunt the Hero's Dreams.The Shadow Track Advances 1 and all Hero's gain 2 Inv. 5-6. Attacked by Brown Jenkin-Minion- Hero loses random Item before combat(if has none ignore) 1 round of combat Hero gets 1 Inv.for each Hit. If no Hero in space then each Hero that has an Item rolls d6 ,lowest # loses 1 random Item.That Hero gets 2 Inv. and Shadow Track Advances 1. Brown Jenkin(Rat Thing Familiar) Combat=3 Wounds N/A but due to size only takes wounds on 6+ For Showdown purposes Wounds=1 Sighing like the night wind and sobbing like the rain,— Wailing for the lost one that comes not again: |
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