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AToAH/Varient
10-29-2008, 06:50 PM (This post was last modified: 11-29-2008 05:38 PM by Old Dwarf.)
Post: #1
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 wayZombie17

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:rolleyesWatchmen02

OD

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11-03-2008, 05:33 PM
Post: #2
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

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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
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

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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
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

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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
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
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.
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12-10-2008, 12:18 AM
Post: #7
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
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
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
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 ArkhamZombie03

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

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