|The Ancient Ones Rise from the Sea at Innsmouth
The Second Preview for Arkham Horror: Innsmouth Horror Expansion
|Arkham Horror | Published 23 April 2009|
I met also that which had been her grandmother. For eighty thousand years Pth'thya-l'yi had lived in Y'ha-nthlei, and thither she had gone back after Obed Marsh was dead. Y'ha-nthlei was not destroyed when the upper-earth men shot death into the sea. It was hurt, but not destroyed. The Deep Ones could never be destroyed, even though the palaeogean magic of the forgotten Old Ones might sometimes check them. For the present they would rest; but some day, if they remembered, they would rise again for the tribute Great Cthulhu craved. It would be a city greater than Innsmouth next time. They had planned to spread, and had brought up that which would help them, but now they must wait once more. For bringing the upper-earth men's death I must do a penance, but that would not be heavy. This was the dream in which I saw a shoggoth for the first time, and the sight set me awake in a frenzy of screaming. That morning the mirror definitely told me I had acquired the Innsmouth look.
So far I have not shot myself as my uncle Douglas did. I bought an automatic and almost took the step, but certain dreams deterred me. The tense extremes of horror are lessening, and I feel queerly drawn toward the unknown sea-deeps instead of fearing them. I hear and do strange things in sleep, and awake with a kind of exaltation instead of terror. I do not believe I need to wait for the full change as most have waited. If I did, my father would probably shut me up in a sanitarium as my poor little cousin is shut up. Stupendous and unheard-of splendors await me below, and I shall seek them soon. Ia-R'lyehl Cihuiha flgagnl id Ia!
Once more we return to the haunted town of Innsmouth, this time to stare into the face of true madness. Ancient and evil, beings far beyond our comprehension are awaiting release into our dimension. The Innsmouth Horror expansion comes jam packed with them, featuring eight new Ancient Ones to terrify and destroy this quiet town by the sea.
The names have been scrawled in legend and evil tomes throughout history. Chaugnar Faugn, Bokrug, Nyogtha... each name capable of destroying the mind of the unready. Featuring new powers, and new ways to devour investigators, these are the toughest Ancient Ones to ever grace the game.
Click on the image to the left for a larger version.
Rhan-Tegoth is a wicked foe. The -4 in combat isn’t too bad, and physical immunity can be overcome. Gnoph-Keh are bad enough, and with Nightmarish 1 are even worse, but aren’t super common. The first danger is in his Insatiable Hunger ability. Every time a Cultist is drawn from the cup, it is placed on his sheet. Then the terror level goes up one, and a doom token is added to his doom track, and a replacement monster is drawn instead. Nasty! Once battle starts, Rhan-Tegoth gains two extra doom tokens for each Cultist on his sheet. As if that wasn’t enough, his attack targets the investigator with the highest Stamina, sorry Michael, Mark, Monterey and Morgan (Tony, I had to keep up with the M theme). Roll dice equal to your Stamina, for every success you roll you get to keep one Stamina, for each failure you must score an extra success in order to defeat him!
The stories of Arkham have been covered, and now the Ancient Ones have reared. Much is to come, do you possess the mental strength to press on?
To check out the first preview of Arkham Horror: Innsmouth Horror, follow this link to "Story Time."
Arkham Horror is a boardgame of mystery and madness set in Arkham, Massachusetts in the 1920's. Players investigate the strange happenings about the town and race to prevent ancient evil from surfacing. Playable with 1-8 players.
Playing with epic battle cards, Michael and Leo are just as dead as the others...
Michael or Leo might not be killed but they'll be left all alone versus him since I'm sure once they are at 1 Stamina, their friends will have more stamina and thus the GOO will kill their friends first.
Umm Kevin, This AO can't kill Micheal or Leo........................................
He's kindof like a Yig that doesn't suck balls ;'D
2 doom tokens/cultist seems rather a lot. Draw 2 cultists in the game (not much you can do about that...) and you're already fighting a 15 doom track AO.
Michael's Strong Body and Leo's Leadership beat this AO.
Rhan-tegoth requires 1 extra success TOTAL for each stamina it drains. So, if there are 4 players and 11 doom, that's 44 successes needed. Then is R-T drains 3 stamina, that would go up to 47 successes needed. I just put the hearts that get drained on his AO sheet, myself.
Rise! Rise Riiiiise!
No shotgun, he's immune. Gotta use that 2H sword.
And I'm confused by the attack, does that mean the GOO gets an extra Doom Token for each wound he inflicts? Or just he gets those wound tokens and the Investigators now have to knock those off (on a one for one basis) before they can start knocking off Doom tokens again?
I like the fact that you can draw a cultist, place it on Rhan-Tegoth, and then...oh no! Another Cultist! And there are, what, 7 cultists in the base game? Even just 3 or 4 cultists drawn means less weak monsters to fight, and a tougher GOO. nasty.
Plus, that artwork is freaky.
Looks like a GOO that is much tougher to beat if you have 5 or more investigators.
Better hope too many cultists haven't been drawn then, or you're going to find that "one giant attack" to just not be enough.