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* Depending on the current day, there would be a certain treachery presented in every scenario you play; day one treachery is tame, but the other two may be quite annoying:

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* Depending on the current day, there would be a certain treachery presented in every scenario you play; day one treachery is relatively tame, but the other two may be quite annoying:



** "Otherworldly Vision" treachery (present in every day three scenario) works just like a "Rotting Remains" (fail a test, take some horror, scaling with severity), but with a catch: if there are any Colour enemy at your location, the test's difficulty goes to 5, and with it, the potential impact. To prevent it from being too lethal (as for some investigators, it's sure death), you're given the option to replace any amount of horror with discarding random cards from hand, which is still annoying, but not immediately fatal.

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** "Otherworldly Vision" treachery (present in every day three scenario) works just like a "Rotting Remains" (fail a forces you to past Willpower test, take some horror, scaling with severity), but with a catch: dealing varying amount of horror depending on results. The catch is that difficulty rises to 5 if there are there's any Colour enemy at in your location, increasing both the test's difficulty goes to 5, and with it, the potential impact. To prevent it from However, its lethality is limited by you being too lethal (as for some investigators, it's sure death), you're given the option allowed to replace any amount of horror with discarding discard random cards from hand, hand instead... which is still annoying, but usually not immediately fatal.game-ending.



** Cochleal Stag is tough, but not aggressive; its main danger comes not from its fighting prowess, however, but from the fact that its mere presence nearby drops everyone's skills during Mythos phase, making everyone more vulnerable to treacheries. At night, it also becomes Elusive, meaning that it would actively try to escape from you (on top of it already being Aloof by default).

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** Cochleal Stag is tough, but not aggressive; its main danger comes not from its fighting prowess, however, but from the fact that its mere presence nearby drops everyone's skills during Mythos phase, making everyone more vulnerable to treacheries. At night, it also becomes Elusive, meaning that it would actively try to escape from you when threatened (on top of it already being Aloof by default).



** Corpse Lichen (from "Myconids" set) is durable enough to take some time to kill, which is made worse by it regenerating after every attack. And it can't be just run from, as it's a Hunter (meaning it actively pursuits you). It barely deals any damage, but if you decide to just ignore it, it would slowly chew on your health and sanity.

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** Corpse Lichen (from "Myconids" set) is durable enough to take some time to kill, which is made worse by it regenerating after every attack. And it can't be just run from, as it's a Hunter (meaning it actively pursuits you). It barely deals any damage, but if you decide to just ignore it, it would slowly chew on your health and sanity. Fortunately, it lacks killing power on its own.



** Miasmatic Shadow (from "Agents of the Colour" set) is invulnerable to anything but Spells, Relics and Science cards, but otherwise deal very little damage and horror. It isn't aggressive by default, but if ignored, would immediately attack once you discard anything at its location (and can do so unlimited amount of times), which can make it a huge annoyance for investigators who're likely to provoke them, yet unlikely to dispatch them on their own due to simply lacking the required cards.
** "Alien Whispers" treachery (from "Agents of the Colour" set) poses little danger to investigators themselves, but can quickly drain their assets, or, worse, the residents accompanying them.

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** Miasmatic Shadow (from "Agents of the Colour" set) is invulnerable to anything but Spells, Relics and Science cards, cards (and, in some cases, fire), but otherwise deal very little damage and horror. It isn't aggressive by default, but if ignored, would immediately attack once you discard anything at its location (and can do so unlimited amount of times), which can make it a huge annoyance for investigators who're likely to provoke them, it, yet unlikely to dispatch them it on their own due to simply lacking the required cards.
** "Alien Whispers" treachery (from "Agents of the Colour" set) poses little danger to investigators themselves, but can quickly drain their assets, or, worse, the residents accompanying them.



* Stalking Hybrid (from "Twisted Hollow" scenario), true to its name, pursuits investigator bearing the lamp, and makes them drop it, slowing down the entire group. It starts relatively easy to kill, having only 1 health, but grows tougher and tougher as darkness level increases, potentially making it impossible to kill before it makes you drop the lantern.

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* Stalking Hybrid (from "Twisted Hollow" scenario), true to its name, pursuits investigator bearing the lamp, and makes them drop it, slowing down the entire group. It starts relatively easy to kill, having only 1 health, but grows tougher and tougher as the darkness level increases, potentially making it impossible to kill before it makes you drop the lantern.



** Crystal Parasite (from "Horror in the Rock" set) takes some time to spawn, but when it actually does, it can be very hard to get rid of. It already starts very durable, but during the day, it heals 1/3 of its health after attack, while during the night, is massively increases its stats if you don't kill it in one-two attacks.

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** Crystal Parasite (from "Horror in the Rock" set) takes some time to spawn, but when it actually does, it can be very hard to get rid of. It already starts very durable, but it's further empowered by time-specific abilities: during the day, it heals 1/3 of its health after attack, while during the night, is massively increases its stats if you don't damage it, but not enough to kill it in one-two attacks.instantly.



** "Dessication" treachery (from "Blight" set) temporarily makes playing any cards cause damage to investigators, severely weakening investigators who're highly reliant on events (particularly most Seekers, who not only actively use events, but also have low Health and few options to soak damage), as they have to either wait it over, or take the hit each and every time. To add insult into injury, there are several copies of that card, and they can stack.

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** "Dessication" treachery (from "Blight" set) temporarily makes playing any cards cause damage to investigators, severely weakening investigators who're highly reliant on events (particularly most Seekers, who not only actively use events, but also have low Health and few options to soak damage), as they have to either wait it over, or take the hit each and every time. To add insult into injury, there are several copies of that card, and they can stack.



*** Underground Beast has decent, but not outstanding stats on its own, but the main danger comes from its ability to shift the rails, meaning that unless you act immediately, the minecart would go off the rails and crush, instantly ending the scenario in your failure.
*** Frenzied Miner has high health by default, and has his Fight and Evade ratings scale with current column, potentially making him extremely hard to either attack ''or'' escape from. But the nastiest part is that he attacks not just attacked investigator, but everyone else in the mine cart, including the residents you're here to rescue.

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*** Underground Beast has decent, but not outstanding moderate stats on its own, but the main danger comes from its ability to shift the rails, meaning that unless you act immediately, the minecart would go off the rails and crush, instantly ending the scenario in your failure.
*** Frenzied Miner has high health by default, and has his Fight and Evade ratings scale with current column, potentially making him extremely hard to either attack ''or'' escape from. But the nastiest part is that he attacks not just attacked investigator, his prime target, but everyone else in the mine cart, including the residents [[EscortMission you're here to rescue.rescue]].



*** "Endless Night" treachery either causes ''massive'' direct damage and horror to whoever draws it, reduces Doom (which, in this scenario, means ''delaying'' your victory and increasing the risk of being overwhelmed by the waves of enemies spawning every turn) or deals damage to the Captives (and keeping them alive is the entire goal of the scenario). No matter which option you choose, drawing this treachery ''will'' jeopardise your chances to win, and it is a Peril, so your teammates can't bail you out of it.

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*** "Endless Night" treachery either causes ''massive'' direct damage and horror to whoever draws it, reduces Doom (which, in this scenario, means ''delaying'' your victory and increasing the risk of being overwhelmed by the waves of enemies spawning every turn) or deals damage to the Captives (and keeping them alive is the entire goal of the scenario). No matter which option you choose, drawing this treachery ''will'' jeopardise your chances to win, and it is a Peril, so your Peril keyword prevents teammates can't bail from bailing you out of it.out.
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** From "Written in Rock" scenario:
*** Underground Beast has decent, but not outstanding stats on its own, but the main danger comes from its ability to shift the rails, meaning that unless you act immediately, the minecart would go off the rails and crush, instantly ending the scenario in your failure.
*** Frenzied Miner has high health by default, and has his Fight and Evade ratings scale with current column, potentially making him extremely hard to either attack ''or'' escape from. But the nastiest part is that he attacks not just attacked investigator, but everyone else in the mine cart, including the residents you're here to rescue.

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* BossAlteringConsequence: During "Where the Dom Waits", before you can finish your mission, you have to deal with Seth Bishop, the leader of cult that is performing the summoning. If Seth Bishop never obtained Necronomicon, he would try to perform the ritual without it; if the book was destroyed, he would be wounded (making the fight easier), but if it was taken by investigators (and preserved all the way until now), Seth would be sucked into portal, skipping the fight entirely.



[[folder:Pt C]]

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[[folder:Pt C]][[folder:[=PtC=]]]


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* BossAlteringConsequence: If you don't see the flashback about defeating the sea monster during first scenario, said sea monster would be unkillable when you'd later encounter it during one of flashback scenarios.


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* BossAlteringConsequence: Defeating a bear in "The Twisted Hollow" scenario wouldn't kill it yet, but would ensure that it would show up during "The Longest Night" scenario already wounded, making it easier to kill for good.
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*** "Incursion" forces you to pass an Agility test, with difficulty equal to half the Doom currently in play (so it can scale up ''a lot''), and for ''each'' point you fail by, it [[ExtraTurn readies one enemy and lets it act immediately]], letting them to hit you or, worse, [[ProtectionMission the Captives]]. It has the potential to completely ruin your defence and possibly outright kill you.

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*** "Incursion" forces you to pass an Agility test, with difficulty equal to half the Doom currently in play (so it can scale up ''a lot''), and for ''each'' point you fail by, it [[ExtraTurn readies one enemy and lets it act immediately]], letting them to hit attack you or, worse, [[ProtectionMission the Captives]]. It has the potential to completely ruin your defence and possibly outright kill you.

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