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Mythos &Glory
02-23-2013, 02:42 AM
Post: #1
Mythos &Glory
These Rules allow for the combination of FFP Fortune & Glory
Pulp Fiction Game and FFG Elder Sign Lovecraft Mythos Game.

In spite of looking like two very different Games they do have some
things in common that makes combining possible.They both are
Quest type Games,where Heroes/Investigators must explore
areas to obtain Items & overcome Dangers/Tasks to gain
rewards & accumulate things to win.Both Games are set in the late
20's-mid 30's time frame .

Fortune & Glory is a world wide Adventure won by accumulation
wealth & Elder Sign is limited to a Museum & won by gaining
enough elder signs to stop an Great Old One from waking up
or defeating it,if it does.

The combining of the Games allows Elder Sign to become a world
wide campaign to defeat the Mythos.

The following Fortune & Glory components are used:

-The Game Board
-Event Cards*
-Danger Cards*
-City Cards*
-Location Cards

The Following Fortune & Glory Rules are used:

-The Game Sequence
-Movement
-Event Generation*
-Danger Encounters*

*All modified to fit the Elder Sign System

All Elder Sign Components are used.

These Rules are intended a 1 Investigator Solo but
Options can take it up to 5 Investigators co-op .
Anyone wishing to play with multiple Investigators may do
so the Game does scale without additional rules.

Other Components-we use the FFG Prepainted Figures & Monsters
but this is optional.Note the Fortune & Glory Heroes are not used,
only the Elder Sign Investigators.


Im finishing typing up the full Rules for this...so this is
just a TeaseWatchmen02

I always wanted to get Elder Sign out of the Museum
& I got thinking F&G was a natural tie in to create a world wide Mythos Campaign.

I choose Elder Sign over a full Arkham Horror treatment
as it's simpler to combine with F&G.

OD

Sighing like the night wind and sobbing like the rain,—
Wailing for the lost one that comes not again:
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02-23-2013, 02:27 PM
Post: #2
RE: Mythos &Glory
Blast, I thought you meant the popular Greek beer!
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02-23-2013, 09:36 PM (This post was last modified: 08-12-2013 11:49 AM by Old Dwarf.)
Post: #3
RE: Mythos &Glory
(02-23-2013 02:27 PM)Achtung Panzer Wrote:  Blast, I thought you meant the popular Greek beer!

It was a Hell of a Let DownWatchmen02


These Rules allow for the combination of FFP Fortune & Glory
Pulp Fiction Game and FFG Elder Sign Lovecraft Mythos Game.

In spite of looking like two very different Games they do have some
things in common that makes combining possible.They both are
Quest type Games,where Heroes/Investigators must explore
areas to obtain Items & overcome Dangers/Tasks to gain
rewards & accumulate things to win.Both Games are set in the late
20's-mid 30's time frame .

Fortune & Glory is a world wide Adventure won by accumulation
wealth & Elder Sign is limited to a Museum & won by gaining
enough elder signs to stop an Great Old One from waking up
or defeating it,if it does.

The combining of the Games allows Elder Sign to become a world
wide campaign to defeat the Mythos.

The following Fortune & Glory components are used:

-The Game Board
-Event Cards*
-Danger Cards*
-City Cards*
-Location Cards
-Madness/Injury Cards*(from Dunwich Exp)

The Following Fortune & Glory Rules are used:

-The Game Sequence
-Movement
-Event Generation*
-Danger Encounters*

*All modified to fit the Elder Sign System

All Elder Sign Components are used.

These Rules are intended a 1 Investigator Solo but
Options can take it up to 4 Investigators co-op .
Anyone wishing to play with multiple Investigators may do
so the Game does scale without additional rules.

Other Components-we use the FFG Pre-painted Figures & Monsters
but this is optional.Note the Fortune & Glory Heroes are not used,
only the Elder Sign Investigators.

Games start in 1920-roll d12 for month & d4 for week
once all Inv used starting year is 1921 & so on.




I.Set Up

A.Place Fortune & Glory Board on the table.

B.Randomly draw & place 4 Elder Sign Adventure at
the top of the Board.

-Draw F&G Location card for Each ES Adventure Card
& place Skull Markers as per F&G

-Roll on SITE TABLE to get specific site
where Adventure is located & possible Collapse Sites.

C.Randomly Draw an Investigator Card from ES Deck
& then Draw F&G Location Card & place Investigator
in the City indicated on the Card along with any ES
Investigator Card starting items.

D.Roll on GOO Selection Chart to get Game Goo

Note any ES Adventure Card Monster Encounters & any
Cultist Encounters either on the ES Adventure Card or
the F&G Board will be minions of the GOO.A Fight Villain
F&G Card is also a GOO Minion. See GOO MINION TABLE

E.Place ES Decks :Allies,Common Items,Unique Items & Spells
On side of the Board.Place F&G Event,Danger,Location,
Madness/Injury Decks on opposite Board side.

F.Set clock at 12-Note on F&G Board each time clock moved
it equals 1 week on ES Adventure Card Site it equals 3 hrs.
as per ES Rules.

G.Draw & apply starting Mythos Card

II.Game Sequence

A.Place a new ES Adventure whenever less than 4 in play.
Follow Step B in the Set Up.

-Special Determination- Investigator will go to ES Adventure
Card nearest to him/her & must ignore other ES Adventure
Sites until he/she reaches & attempts to resolve that
Card.

- If 2 or more sites are equidistant assign a 1-4# to each
Site Card & roll d4 to choose.Distance is measured by Board
Regions.

-Exception #1-An Investigator may always go to an ES
Adventure Card that has a Locked Dice (it's assumed
that this Location has come to his/her attention)

-Exception #2-An Investigator may always go to a ES
Adventure Site with a Elder Sign Reward AFTER 3 Elder
Signs have been placed on the GOO Card.This represents
Investigator realizing what he is up against.Note it
doesn't matter if the Elder Signs are removed,once
3 have been placed the Investigator may always
choose to go to that Card.If Several Cards would
be eligible the Inv.may choose which one to go to.

-Note in both exceptions an Investigator cannot interrupt
the Mission they are on,that Mission must be resolved
before the Exceptions would apply.

-However an INV.may always interrupt a Mission To
Travel to a City.


B.Initiative Roll (if just 1 Inv. roll is still made to see if
a 1 is rolled.If so draw an F&G Card.Roll d6 Even =Event
Card /Odd=Danger Card.(see Events/Dangers).

-If Investigator is in a City & a 1 is rolled draw a City card instead.
That Card must be resolved before Inv.can move.

C.Movement-roll d6 (use F&G Movement rules)-if a 1 is rolled
same procedure as Initiative roll 1 including if in city.

-Flying cost 2 Clues in a Major City & 3 Clues in a Minor
City.Procedeure same as F&G rules.

D.F&G Card Phase-if Event/Danger Card triggered:

-Event Cards-Apply any effects immediately & discard

-If Card can not be played it remains in effect until
the Inv.enters ES Adventure CardTurn ends so if
circumstances allow the Inv can use.(so an Event Card
could be played to effect a Danger/City Card)Cards that
require Inv.to be in a certain type of Terrain are discarded
if Inv.not in that terrain when Card Drawn.

-If Event Card offers 2 Choices Roll d6-Even=Top Choice
/Odd=Bottom Choice.Note effects are always applied to
Inv even if the card says Villain or other Inv.

-Danger Cards-are resolve Immediately & then discarded

-If separate tests offered Inv. may choose which to try.
If fail test go to cliffhanger & try,if fail that Inv.is knocked out.

-Location/Danger mismatch-if something like the "Jungle
Night club" occurs just reword to fit (Native Celebration).
If necessary just discard & select another Danger Card.

-Note-F&G Card Combat tests are converted to ES Tasks
See F&G/ES CONVERSION CHART.to see which ES dice are
needed to complete the F&G test & also which F&G Event Cards
are not used & which have Special modifications.

-City Cards-are drawn per F&G rules.Cities replace the
Museum in ES.Inv. may purchase & heal in Cities.

-Investigators may only spend 3 consecutive turns in a City
(they may of course leave & re-enter)

-F&G Card Rewards & Penalties:

-Any Card that calls for Wounds remove 1 ES Stamina from Inv.

-Any time Inv.Knocked Out-Roll d6 1-4-1 Stamina removed
5-6= 2 Stamina removed.Also Inv loose D4 worth of Trophy
Points (round up)/Unique/Common Items & spells in any
combination.

If Knocked out by Mythos
Monster Combat failure also add 1 Doom token to GOO.
& stay in same Region.The knockout ends Inv.turn.

-Any time Card allows Inv.to select Common Item or Ally
select 1(only) Randomly from ES Common Items/Ally deck.
Same applies if Card calls to loose.

-Any Time Card gives Glory= give Inv.1Clue.

-Any time card calls for loss of Fortune=lose 1 Trophy
lowest value if choice.

- Any Time Card calls for loss of an Artifact randomly
discard ES Adventure Card Inv. has.If no ES Adventure
Card randomly choose any Monster Inv.has-if neither
use Unique Item & if none use Spell.If nothing discard
at end of turn.

-If Card calls for a Ally Loyalty Check Roll d 6 1-3=Loyal
5-6 Fail & Inv. suffer Card penalties.Inv may spend
1 Glory Maximum to decrease roll by 1 before roll made.

- Note ES Common & Unique Items,Allies,Spell Cards apply
to F&G ,Inv. can use them to effect F&G Card tests.

-If draw Fight Villain Card randomly select a GOO Minion
to Fight.SEE GOO MINION TABLE .Win get 2 Clues

-If Card calls for placement of Enemies Roll d-6 1-2=randomly
draw a monster from the ES Monster Cup to fight.Win get
1 Clue.3-6=Natives (depending on Region).If Inv not in
Region just draw from ES Monster Cup.

-Outback,Amazon Head Waters,Amazon Jungle,Serengeti,
Heart of Africa,Congo Jungle,use Enemies Card "Natives"

-China,Indochina,Indonesia ,use Enemies Card"Pygmies"
(dreaded Tcho Tcho's)

-India,Persia,Egypt,Arabia,Sahara,or any City
use Enemies Card"Thugs"

E.If Inv.on F&G Board Turn ends "Move Clock" (if MIDNIGHT
apply Lingering Effects of Old Mythos Card & Draw & Apply
any Effects.

Now Repeat Steps A(if needed) & B-E


ES Adventure Game

When Inv.reaches Adventure Site (roll if need to find per F&G)

-Place Inv.on ES Adventure Card & Proceed with a regular ES Game.

-Note-all F&G Event Cards still active are removed & discarded.

-No F&G Cards,rules apply.However once Adventure resolved
& Inv.wishes to purchase or heal must go to a city & F&G
rules apply(as modified by the above rules).Note the Inv.
may also use any appropriate ES Card to heal

-Once ES Adventure Resolved (or Inv.gives up)Turn
ends & play reverts to F&G Board.

-If Inv.gives up he must immediately travel to the nearest City,
Resolve the City Card .Then roll to Select another
Adventure Site.Which then becomes his new Mission.
Roll # of Die = the # of ES Adventure Cards,it is possible
for Inv.to roll Up same Adventure Site.

-Inv.who fails 3 times on his/her assigned ES Adventure
Site Card must give up as per the rule above.


-If the Inv.wins the ES Adventure Card he/she gains
information about the next nearest ES Adventure Card
Site,which then becomes the next Mission.Replace
the Adventure Card then roll die to select(remember
Inv.could always choose to go to locked dice Card
or ES Card (if qualitfies)

-Time Limit-an Investigation has a limit of 30 weeks
if it exceeds that the Investigator has failed & he/she
is sent to a private clinic in physical & mental
exhaustion.They are not available to be used for
a year.The Game ends.However his/hers efforts have
delayed the plans ofthe GOO's Minions so that
Investigator is now Hunted.


Optional ES Rules


E. Special Adventure Sites

- Certain Sites carry the danger of collapsing.See the *
marked Sites on the SITE TABLE.

- All these * Sites have 1 Terror effect dice that replaces
any other Terror effect present on the Site or adds Terror
Effect to the Site if it doesn't have one.

-"Any Task that fails with a Terror effect Dice present
results in a Collapse.The ES Adventure Card is removed
& Inv is knocked out" this is in addition to the Cards
regular Failure penalties"

- Other World ES Adv.Cards-any Monster encountered
is from that Other World See OTHER WORLD MONSTER
TABLE.These Monsters are used instead of a ES Monster
Cup draw.

ES Options:

-Dark Investigator Option: http://www.boardgamegeek.com/filepage/80...estigators

Roll d6 1-5=usual Game,6=Use Dark Investigator

-A Dark Investigator is an extra starting Investigator
& is not counted towards Investigator Limits

-d6 roll is made for Regular,Target & Mythos Sites

-Dark Investigators may never interact with Investigators
they are an unknown presence.Note they can never
assist or be assisted.Exception A Minion of the GOO
in the Game may always assist.(They still cannot be
assisted)

-If 6 rolled randomly 1 Dark Investigator from the Face
down cards.Note if the Dark Investigator is a minion
or the GOO in the Game he represents a traitor &
may be devoured per his/her/It's Card instructions.

-Dark Investigators if killed or driven insane are never
replaced in the game.They are always available & are
not restricted like regular Investigators.

-Dark Investigators always go Second after the Regular
Investigator.

-Note Dark Inv.are only used on ES Adv Cards never on the
F&S Board.

Monster Placement

-Per the regular rules monster must be placed
in "White"monster placement Areas.Assign each
such areas a die # & roll for placement.

-If all "White" Monster Placement areas are
full or there are no such areas just assign a
die # to each Non Monster Placement Adventure
Card & roll for placement.

-in any case no monster may be placed on an
Adventure Card that already has a monster
until all cards have 1 monster.

Investigator Limit

-If the original Inv Killed* or Insane only 1 replacement
Investigator is allowed.If that Inv.Killed* or Insane
GOO wins**. Note only 1 Inv.at a time is in play.
(unless the Dark Investigator Option is used).

- The Replacement Inv. is placed in a Random City
& must travel to the ES Adventure Card .The Mission
Site remains the same even if other Adventure Sites
are closer.All Doom Tokens/Monsters remain on the ES
Adventure Card



*Killed means reduced to Zero Health,Inv.is not dead
but requires long hospital recovery.Zero Sanity requires
a long period of rest & therapy.(1year before can be
used again)

**-The Inv.Location now becomes a "Target Sight"
Note the Cards in Play & their positions,Remove
all monsters/Other World Cards from the Adventure
Cards & all Doom Tokens/Elder Signs.Note the
GOO for that Location.

New Game Sequence Added:

At Start Roll d6(1-5)regular Game)6=Target Game.
Set up as follows.If Target Game selected.

-Lay out the Adventure Cards as per the original
Game.

-Choose 2 Investigators play as a team-note no
replacements Inv.are available.

-Go to regular Game sequence

Note#1-if more than 1 Target Location Available
assign each a die & highest is Inv. Site.

Note#2-If Target Site defeats Inv.it becomes a
Mythos Site-follow rules for Target Sites but
all Monsters Tokens & Other World Cards
remain in play.3 Inv.are chosen for the Team.

-Note If Target & Mythos Games Inv. do become
part of the F&G Game as well.

GOO Awakens-If GOO awakens & Devours all
Inv. Inv.involved cannot be played again until
2 other Inv. have been played.

Hunted Option-When Inv.has defeated a GOO either
by ES or combat they become known to the Dark Cults
and are hunted down in revenge.

-Use the Land & Sea Rules from F&G-in any region without
a Mission (Skull)Marker Inv must doing Adv Phase roll d6:

1=Cult Attack
2-3=Nothing
4-6=Draw Event Card

-Cult Attack is Order of Crimson Hand=2 Terror/2 Perils

Optional Madness/Injury rules@

Basically, you can choose to take a madness/injury
instead of being devoured. You still add a doom token
to the doom track as if you were devoured though.
Madness and injuries have harmful to massively harmful
effects. What's in if for your investigator, you ask?
Well first you get to keep your investigator, obviously.
Second, he is restored to max sanity or stamina. But most
importantly, you get to keep all of your items, spells, allies,
clues and trophies. Well, maybe not all of them depending
on the madness/injury you draw...

Rules:

-If your Sanity or Stamina is reduced to 0, you may draw
1 Madness or 1 Injury card, respectively, instead of being
devoured. If you do, you are immediately restored to full
Sanity or Stamina, respectively. You get to keep all of
your possessions, but you still add 1 doom token to the
Doom track as if you were devoured.

-If both your Sanity and Stamina are reduced to 0 at the
same time, then there's nothing you can do and you're
devoured as per the game rules.

-If your Sanity is reduced to 0 while you have a Madness
card, you can't take another one and you're devoured
as per the game rules. The same is true with Stamina
and and Injury.

-If your Sanity is reduced to 0 while you have an Injury
card, you can take a Madness card and vice versa.
(Basically your investigator can have up to 1 of each
Madness and Injury. You can have both, but 1 of each max.)

-Discarded Injury/Madness cards go to the bottom of
their respective decks.

-If you're devoured immediately after drawing a Madness
or an Injury card (for example, if Cthulhu is the Ancient One
and your investigator's maximum Sanity/Stamina is 2 and
your newly drawn Madness/Injury is -2 maximum
Sanity/Stamina) then you're devoured as per the game
rules. (Yes, this means adding an extra doom token.)

-If, because of Suicide Attempt or Near-Death Experience,
you have 2 Madness or 2 Injuries, you are immediately
devoured. Add them at your own risk. (Those 2 cards are
optional.)

Link to Cards http://www.boardgamegeek.com/filepage/85...s-injuries
(use Dunich Exp.Cards)

@= BGG Files from Kroen & Capt.Ginyu (with some OD added)

Optional Fluff Rules-Die Symbols

The Task presented are represented by Symbols
to give them some depth beyond just a name
the following Table is used:

Roll only when a die is placed on a Task

Symbol Table

Lore=using Mythos Knowledge Roll d8:

1=Smells
2=Strange Matter
3=Obscure symbols
4=Written fragments
5=Bone remains
6=Piping sounds
7=Candle arrangements
8=Temperature changes(cold void)

Terror=overcoming Fear that emanates from the
Adventure Site Roll d6

1= Horrible Smells
2=Strange Noises
3= Sinister Shadows
4=Time & space seem to blink
5= Feeling of being watched
6=Something moves in the corner of your eye

Investigations-Searching,studying the Area

Perils-Sudden dangers encountered on the Area d6:

1=Rat attack*
2=Bad Fall
3=Avoiding a Guard
4=Locked door
5=rotted floor gives way
6=Ceiling collapses

*Expeditions-roll D6:

1-2= Rats
3-4=Scorpions*
5-6=Snakes*

*Alaska 3-6= Wolves
South Pacific 5-6=Monitor Lizard



SITE TABLE

Roll D6 reroll 6

1=Group 1
2=Group 2
3=Group 3
4=Group 4
5=Group 5

* Sites with this may Collapse

Group 1

1=Farm (Jungle Region=Plantation)
2=Shack in the Swamp(Jungle Regions & Bayou) otherwise
Reroll
3=Library(this can be any site where knowledge is stored)
4=Abandoned Church
5*=Ancient Ruins (in Antarctica/Ancient Mt's-any Monster
encountered will be d 6:1-2 =Shoggoth 3-6=Elder Thing
6=Reroll

Group 2

1=Monastery
2=Castle(W&E Europe,England,Germany,Italy,Alps)Other
wise Reroll
3=Museum(reroll if Jungle ,Serengeti,Siberia Regions)
4=Small Settlement (All of Africa,except Egypt & Sahara,
Outback,& all Jungle Areas except India=Tribal Village)
All others = small town.
5*=Abandoned Fort
6=Reroll

Group 3

1=Sacred Grove (except N&S Americas Regions,China,India,
all Jungle Areas,Siberia & Outback are Sacred Mountain)
In Desert Regions+ Hidden Oasis.
2=Neolithic Monument
3=Cathedral (N& S Americas Regions,England,W.& E.Europe,
Germany,Italy,Alps,Russia,Greece-otherwise reroll)
4=Hidden Valley
5*= Ruined Palace
6=Reroll

Group 4

1=Mountain Pass (Mt Regions only,other wise reroll)
2=Lodge(Cult HQ)
3= Caverns
4=Cave
5*=Old Mine
6=Reroll

Group 5

1=Graveyard
2= Manor House(any large house of the elite)
3 = Abandoned Sanitarium(N&S Americas(except Jungle)
Regions)England,Australia,Russia,Italy,Alps,Germany)
Otherwise Reroll

4= Mosques (Sahara,Egypt,Persia,Arabia,Ivory Coast)
-Otherwise Reroll
5*=Ancient Temple
6=Reroll

Special for Antarctica/Ancient Mts Regions

1=*Crevasse
2=Ice Cave with ancient ruins
3-4=Abandoned Camp
5=Mt Peak in Ancient Mts(Mts of Madness).
Ice locked Island in Antarctica
6=Reroll

Note the above Special may only be visited Nov-April
(Summer)During other months redraw for new location.
If Mission fails & Summer months over ,place it's ES
Adventure Card in the discard deck & redraw for new
location.Investigator is adjacent Sea Region.


Reroll =on Same Group Table


F&G/ES CONVERSION CHART


F&G Stat=ER Dice

Cunning=Investigations
Combat=terror
Agility=Peril's
Lore=Lore
Glory= Trophy Value on ES Monster & Adventure Card
Also on F&G Card = 1 Clue regardless of #

To take the F&S Test Requirement & use
the regular d6 Dice symbol.Convert # rolled

-Cunning/Lore=Roll # of dice =to Current Sanity
-Agility/Combat =Roll # of dice=Current Stamina

*Enemy Conversion Stats(/=Escape*)

Tcho-Tcho=1 Peril+ 1Terror /2Peril
Thugs= 2 Perils /2 Inv.
Natives= 1 Peril or 1 Scroll /1Scroll
Infected Cultist=same as Cultist + lose 1 Sanity(trophy)
Formless Spawn=2 Terrors & -1 Sanity(2 Trophy)
Spider=1 Terror+1 peril (1 Trophy)
Night Gaunt = 3 Inv.+ 1peril ,if loose not knocked out
instead randomly transported to a radom Location-
draw a Location Card(no Trophy)
Ghouls=add 1 Peril if encountered on F&G Board
also if Pickman is an Ally no encounter takes place.


*/ allow escape from mundane encounters.
The escape roll is a 1 time roll of 6 Green Dice
however Inv. may use the red or Yellow Dice
if they Items to allow.

Note as these attacks are ambush types the Investigator
gets only 1 die roll to overcome these enemies or be knocked
out.This rule also applies to all Mythos Monster Attacks made
on the F&G Board.F&G Event Cards that allow a reroll
or negate all damage may be used.ES Clues may not be used.

F&G Event Card Not Used or modified

- Gold Fever-Not Used

F&G Danger Cards not Used or Modified

-Nazi Soldiers-are corrupt police forces you may not use
weapons against them they fight as Cultist.


F&G City Cards not Used or Modified

-Just another Uneventful Day-does allow both
Sanity & Stamina to be fully healed for free

-Secret Delivery-interrupts Inv.Mission must
travel at once to designated city.Gain d6 in
Trophies ,they can't be used to purchase ES.
They must be used at once or lost.

-Stock Up-Roll on Lost & Found Card

-Auction-not used -draw again

-It's A Fake-discard 1 clue token

-Followed by Nazis-just Followed ,apply
Card as per rules.

-Stolen Thunder-Roll d6: Even=Top/Odd=Bottom
Lose or Gain 1 clue



GOO MINION TABLE

*= Minion that Inv.Encounters on drawing a Fight Villain Card
other Minions are met on ES Adventure Card which are all
GOO Specific.

Azathoth= *Maniac

-Maniac

Yog-Sothoth =* Warlock

Roll d6

1-2=Witch
3-4=Cultist
5-6=Dimensional Shambler

Nyarlathotep=* Mask Monster Roll d

Roll d 4

1=Witch
2=High Priest
3=Haunter in the Dark
4-Cultist

Ithaqua=* High Priest

Roll d6

Even Cultist/ODD Mi-GO

Hastur=* High Priest

Roll d6

Even=Cultist/ODD=Byaklee

Shub-Niggurath=*High Priest

Roll d6

1-2=Mi-GO
3-5=Cultist
6=Dark Young

Yig=* High Priest

Roll d6

1-4 Cultist
5-6=Zombie

Cthulhu=* Shoggoth

-Cultist

Daoloth=*Warlock

-Dimensional Shambler

Eihort=* Infected Cultist

-Cultist

Glaaki=*High Priest

-Servant of Glaaki

Shuddle M'ell=*Chthonian

-Cultist

Abhoth=*Child of Abhoth

-Child of Abhoth

Tsathoggua=*Formless Spawn

-Cultist

Atlach-Nacha=*(Leng Spider)

-(Leng Spider)

Y'Golonac=*Warlock

-Cultist

Yibb-Tstll=*Nightgaunt

-Cultist


Special in Antarctica & Ancient Mts F&G Board
encounters are Roll d6 (Regardless of GOO).
This also applies to ES Adventure Card Located there.

1-4=Elder Things
5-6=Shoggoths

OTHER WORLDS ADVENTURE CARDS GOO TABLE


Great Hall of Celeano

Roll d6

1-4=Byakhee
5-6=Warlock

Dreamland's=NA

The Abyss=Ghoul

Another Dimension

Roll d6

1-3=Dimensional Shambler
5-6=Hound of Tindalos

City of The Great Race=Flying Polyp

Yuggoth

Roll d6

1-4=Mi-Go
5-6 =Dark Young

R'Lyeh=Shoggoth

Plateau of Leng=High Priest

The GOO Minion Tables are all based on the ES
Monsters.If the needed Monster is not available
you may substitute a Cultist,Witch,Warlock in
that order.

GOO Selection Chart

Roll d 20

1=Yibb-Tstll
2=Y'Golonac
3=Yig
4=Daoloth
5=Yog-Sothoth
6=Azathoth
7=Cthulhu
8=Narlathotop
9=Hastur
10=Shub-Nigguroth
11=Shuddle-M'ell
12=Ithaqua
13=Glaaki
14=Tsathoggua
15=Atlach Nacha
16=Eihort
17=Abhoth
18-20=Reroll

No defeated GOO can be selected until after 5
other GOO's have been played

The List should expand when the ES Expansion is released.

Sighing like the night wind and sobbing like the rain,—
Wailing for the lost one that comes not again:
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Quote this message in a reply
04-21-2013, 01:09 AM (This post was last modified: 08-06-2013 11:20 AM by Old Dwarf.)
Post: #4
RE: Mythos &Glory
Well I just finished 3 Test Games to check out the system.I wanted to make sure
the F&G part of the Game didn't have too much effect the Elder Sign play.

The 1st Game was a very close Win,the 2nd Game was a fairly easy win & the
3rd Game was a loss.Shub-Nigguroth woke up & devoured Mike McGlenn
after an epic battle.


OD

Sighing like the night wind and sobbing like the rain,—
Wailing for the lost one that comes not again:
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