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Chaosium Digest Volume 19 Number 03
Chaosium Digest Volume 19, Number 3
Date: Sunday, May 11, 1997
Number: 1 of 4
Contents:
The Adventure Files, Part One (Cedric Chin) MYTHOS
Editor's Note:
This week, a massive four-part discussion of Mythos adventures by
Cedric Chin. Here's what's in each issue: V19.3, Introduction and
Assault on Y'ha-Nthlei to The Cruise; V19.4, The Curious Parcel to The
Interesting Shop; V19.5, Knee-Deep in Doom to The Royal Geographic
Society; and V19.6, Save the World! to Your First Big Story.
I've got a few other bits and bobs for Cthulhu sitting around that
didn't make it in this week to the largness of the Digest. They'll
appear next week. Send in your submissions, too!
Shannon
NEW RELEASES:
* Misc - _Starry Wisdom_ Vol. 1 No. 2 (Chaosium, 16 pg, free to
members of the Cult of Chaos) is the second issue of Chaosium's new
quarterly. It includes my Yithian Mental Contact Card File, a two-page
study of the Yithians, information on upcoming products including a
spotlight on New Aeon, a marketplace for Mythos artwork, Glorantha
news, Greg Stafford on Ancient American, and more. If you'd like to
become a member of the Cult of Chaos, there was an announcement and
form back in V17.7. Retail stores can get complementary copies of
Starry Wisdom by requesting them directly from Chaosium.
RECENT (FRENCH) SIGHTINGS:
Thanks to Frederic Moll (fm10@calvanet.calvacom.fr) for these French
magazine sightings.
* Call of Cthulhu - "L'Asile St. Gilles", a five page play aid about
any asylum, Casus Belli #105 [May, 1997]; "Alien(e)s", a six page
scenario set in the Asile St. Gilles, Casus Belli #105 [May, 1997]
* Pendragon - "Qui va a la chasse...", a five page scenario set in
Morgane Forest and Salisbury County, Backstab #3 [May/June, 1997]
--------------------
From: Cedric Chin <cchin@frk.com>
Subject: The Adventure Files, Part One
System: Mythos
** THE ADVENTURE FILES **
** PART ONE: INTRODUCTION **
** ASSAULT ON Y'HA-NTHLEI TO THE CRUISE **
This article discusses adventure. Each adventure is examined
individually, and disected by a number of criteria. The discussion of
each adventure follows the same format.
OUTLINE
Adventure Name: This is the name of the Adventure. It is followed by
the adventure point gain and the sanity point gain.
Source of Adventure: This is which set (Limited Edition, Dreamlands,
MSGS) the Adventure comes from.
Summary: I've summarized and rated the Adventures as follows:
* Broken: Free points.
* Darn Reasonable: Mid-place in a tournament.
* Yeah, whatever: Not terribly sexy.
* Go for it!: Lots of points, impress your friends.
* Are you kidding?!?: Way too many Regions or other problems.
Dimensions and Regions: This is a short description of which
Dimensions, Regions, subregions, etc., can be used with this
Adventure. Also noted is if the Adventure can be used in a Waking
World / Dreamlands deck.
Attributes: This is a short description of which Attributes (Gate,
Artifact, Tome) are needed to play this Adventure.
Required Cards and Additional Cards: These are lists of recommended
cards to use with this Adventure. The Required Cards are the ones
listed in the Adventure. The Additional Cards are cards not listed in
the Adventure, but are still necessary or highly recommended to use
with the Adventure.
Comments: Any comments not covered in the Summary are here.
Wish List: Finally, I've tacked on a Wish List that'd make the
Adventure more attractive to play, either by making it easier to play
the Adventure, or by making it more able to be played in different
decks.
Compatible Adventures: Here is where I list some Adventures that work
with the described Adventure, as well as what cards to use. How well
the Adventures work are rated as "Good fit", "Okay fit", and "Poor
fit". Not all "Poor Fit" Adventures are listed, of course.
NOTES
The following notes are relative to many of the adventures.
Corrupt Cultists in Dreamlands: Most Corrupt Cultists in the
Dreamlands have the same problems as Cultists from the Past in the
Waking Worlds. That is, most subregions will only have one Corrupt
Cultist, who will be Unique. The Ghost Being of Ib, in Mnar, is a
notable exception.
Cultists from the Past: Most subregions have no more than one Cultist
From the Past, which is a Unique card. Thus, if you build a deck with
a single subregion, you may only have one Cultist From the Past
card. The disadvantage of this deck is that it violates the "Two of
each card" rule for decks. The advantage is that a single subregion
City deck plays faster than a deck with two subregions.
There is one exception to this: Arkham, which has both Keziah Mason,
and Brown Jenkin. However, since Brown Jenkin may only be played with
Keziah Mason, or if she is already in play, he does not truly counter
the problem.
The alternative is to build a deck with two subregions. The advantage
is that it will have two Cultists from the Past, and thus follow the
"Two of each card" rule for decks. The disadvantage is that it will
play slower than a single subregion City deck.
Exotic Locations: I'd recommend at most only two Adventures requiring
an Exotic Location in a deck. Playing an Exotic Location typically
requires some previously played cards. You can end up playing the
Exotic Location as the last card before playing an Adventure, and then
you can keep it at the top of your deck as the first card for your
next Adventure.
Timing: Some cards may only be played when other non-Location cards --
typically Night, Day, or Storm Events -- are in play (eg. GOO's).
Since Night, Day, and Storm Events are easily buried, cards requiring
timing are less easy to get into play than other cards.
"Travel by Air" Monsters: Some Monsters are described as "Travel by
Air" Monsters. These Monsters are any Monsters that, when summoned,
can be used as a Travel by Air Event. Such Monsters are typically
Lesser Servitors, and include some of the different varieties of
Byahkees, Shantaks, and Nightgaunts.
"Two of a Card": This guideline means that a requirement for an
Adventure should have two cards in the deck that fulfill it. Thus, if
a required card is a Steadfast Professor, the deck should have two
Steadfast Professors in it.
THE ADVENTURES
Assault on Y'ha-Nthlei (+12/+4)
Limited Edition
Summary: Are you kidding?!? The main problem of this Adventure is that
the Adventure, Stand Against the Order, must be played first. Assault
and Stand have almost no card overlap. Adding insult to injury, one of
the Required Cards for Assault is a European Ally, necessitating
Surprise Meeting be added to this deck.
Dimensions and Regions: In the Waking World, Innsmouth (LC).
Attributes: Tome, Artifact, Gate
Requirements:
* STAND AGAINST THE ORDER: Stand Against the Order, Adventure.
* PONAPE SCRIPTURE, R'LYEH TEXT, or CTHAAT AQUADINGEN (non-English):
Cthaat Aquadingen (German), or R'lyeh Text (Chinese).
* STEADFAST SOLDIER: Any Steadfast Soldier, Ally, Europe.
* U-BOAT: U-Boat, Travel by Underwater, Event.
* Y'HA-NTHLEI: Y'ha-Nthlei, Exotic Site, must be reached by
Underwater, must be able to breathe underwater.
* TWO DEEP ONES, SHOGGOTH, and FATHER DAGON or MOTHER HYDRA: Monsters,
some Unique, all Join.
* DIVING SUIT: Diving Suit, Artifact, Allows breathing Underwater.
* SPHERE OF NATH: Sphere of Nath, Artifact, Unique.
Additional Cards:
* Investigor: Chinese or German.
* Aldeberan Moves in the Sky: Star, Event. Removes Drought, which
prevents play of U-Boat.
* Captain of the White Ship and the White Ship: Steadfast Seaman and
Dreamer. Travel by Sea, Event. Allows play of an Exotic Location
regardless of its requirements.
* Jewelry of the Deep Ones: Artifact. Optional. Increases the value of
the Monsters.
* Surprise Meeting: Event. Allows play of the Steadfast Soldier in
Innsmouth.
Comments: Innsmouth is deficient in Locations with the Artifact
attribute. Many Unique cards in this Adventure make it unlikely that
the Adventure will be played until the deck is exhausted.
Wish List: Add a Steadfast Soldier to Innsmouth.
Compatible Adventures:
* Stand Against the Order: Poor fit. Don't even bother.
***
Alone in the World (+7/+2)
MSGS
Summary: Yeah, whatever. If you stay in Kingsport, the Corrupt Cultist
is Unique. This Adventure also uses the Servitor of the Outer Gods,
another Unique card.
Dimensions and Regions: In the Waking World, Kingsport (LC).
Attributes: Gate, Artifact.
Required Cards (MSGS):
* PHOBIA: Any phobia.
* WEAPON: Any Weapon.
* AMBUSH: Ambush, Event.
* TWO DIFFERENT CEMETARY LOCATIONS: Any such Locations, Kingsport.
* CORRUPT CULTISTS: The Terrible Old Man, Kingsport, Unique.
* SERVITOR OF THE OUTER GODS: Servitor of the Outer Gods, Greater
Servitor, Monster, Unique.
* THE FORGOTTEN CRYPT: The Forgotten Crypt, Underground, Kingsport.
Comments: None.
Compatible Adventures:
* The Interesting Shop (+5/+1): See The Price.
* The Price (+8/+3): See The Price.
***
Arkham Horror (+8/+3)
MSGS
Summary: Darn Reasonable. High overlap with Searching for Laban
Shrewsbury.
Dimensions and Regions: In the Waking World, Arkham (LC).
Attributes: Gate, Artifacts.
Required Cards (from the MSGS set):
* BUSINESS: Arkham Police Department, Artifact, Arkham.
* DOWNPOUR: Downpour, Storm, Event.
* SAMUEL WINSOR: Samuel Winsor, Any Non-Gate Location.
* FAITHFUL HOUNDS: Faithful Hounds, Weapon, Artifact.
* TWO MONSTERS: Hunting Horror, Greater Servitor, Joins Hunting
Horrors, Monster.
* MISKATONIC UNIVERSITY COMMONS: Miskatonic University Commons, Gate, Arkham.
* TWO STEADFAST ALLIES: Laban Shrewsbury and Luther Harding, Arkham.
* WEAPON: Any Weapon.
* ARKHAM GAZETTE: Arkham Gazette, Arkham.
* STATION: Boston Train Station, Arkham.
Comments: The above cards were written with the MSGS cards and
Searching for Laban Shrewsbury in mind.
Compatible Adventures:
* The Interesting Shop (+5/+1): Add a few more Arkham City Locations
with the Artifact and/or Tome Attribute, and use Sanity-costing
Weapons.
* Searching for Laban Shrewsbury (+8/+3): Arkham Horror has a high
overlap with Searching for Laban Shrewsbury, needing only A Letter
from a Friend (Skull-Icon, Tome), Evening, and the Old
Congregational Church (Kingsport), to use both Adventures in a Deck.
* Seeking Everlasting Life I (+5 / +1 SAN): Add Herbert West and Ray
Stuckey as Corrupt Allies, and the Resurrection Spell.
***
Armed and Clueless (+7/+3)
Dreamlands
Summary: Yeah, whatever. Travel to three Dreamlands Regions, one of
which is an Exotic Location.
Dimensions and Regions: In the Dreamlands, Mnar (The West); and The
East. And, in any dimension, an Exotic Location.
Attributes: Artifact
Requirements:
* RUINS: Any Mnar (The West) Ruins.
* ENCHANTED WEAPON: Any Enchanted Weapon.
* DREAMER: HP Lovecraft and Randolph Carter.
* LOCATION IN THE EAST: Any Location in the East, including the Great
Libraries.
* LOCATION IN THE WEST: Any Location in the West, including the Great
Libraries.
* EXOTIC LOCATION: Celaeno and possibly the Far Side of the Moon.
Additional Cards:
* Angles of Tagh Clatur: Eye-Icon Spell. Allows Travel by Shantak to
Space Locations, and other Regions.
* Shantaks or Nightgaunts: Lesser Servitor, Monster.
* Thag Weed: Artifact. Allows survival in Space.
Comments: The Locations will also depend on what other Dreamlands
Adventures you use with this Adventure.
***
The Art of Magic (+5/+2)
Dreamlands
Corrupt Adventure
Summary: Yeah, whatever.
Dimensions and Regions: In the Dreamlands, any subregion.
Attributes: Tome.
Required Cards:
* LIBRARY: Any such card.
* SITE: Any such card.
* COUNTRY GATE LOCATION: Any such card.
* TWO ALLIES (SPIRITUALISTS, OCCULTISTS, PRIESTS, OR DREAMERS): Any
such card, including HP Lovecraft, Speaks Hyperborian, Any
Dreamlands.
* TOME WITH DREAM ICON: Book of Black Stones, English. Book of
Beautiful Devices, Hyperborean.
* SPELL: Any such card.
Wish List: Remove the "with Dream Icon" requirement, so that this card
can be played in the Waking World.
***
The Auction (+9/+3)
Limited Edition
Summary: Yeah, whatever. No sexy cards here. Many of the card are
Events, and thus easy to play. No Allies are required; Multiple
Regions would make Ally play difficult.
Dimensions and Regions: In the Waking World, any Lovecraft Country;
and Vienna (Europe).
Attributes: Tome or Artifact
Requirements:
* TWO CITY LOCATIONS, LOVECRAFT COUNTRY: Any two City Locations, such
as Sanitariums (from the MSGS set).
* THE AUCTION HOUSE: The Auction House, Vienna, Europe.
* THIEVES IN THE ATTIC: Thieves in the Attic, Event.
* POLICE INVESTIGATION: Police Investigation, Event.
* ARTIFACT OR TOME COSTING TWO SANITY: Any.
Additional Cards:
* Aldeberan: To remove Storm Events, which prevent play of Cockpit Monoplane
* Cockpit Monoplane: To immediately play a new Location
Comments: Maybe add Shantaks and Nightgaunts, plus Angles of Tagh
Clatur, to this deck if you make this part of a Europe / Lovecraft
Country deck.
Wish list: Add an Artifact that allows easier Regional travel.
***
Beyond Your Wildest Dreams (+5/+2)
Dreamlands
Fantastic Dream
Summary: Yeah, whatever.
Dimensions and Regions: In the Waking World, any region; and an exotic
location. Or, in the Dreamlands, any region; and an Exotic Location.
Attributes: Tome.
Required Cards:
* EXOTIC LOCATION: Any such Region.
* TRAVEL BY LAND: Any such card, such as Zebra.
* TRAVEL BY AIR: Any such card, such as Sky Galleon, Ship of Clouds,
or Dirigible.
* STAR: Aldeberan Moves in the Sky, Star, Event.
* TOME AND SPELL: Any such cards.
* PRIEST: Any such card, including Samuel Windsor, MSGS, for the
Waking World.
Comments: None.
***
Brotherhood of the Black Pharoah (+9/+3)
Limited Edition
Summary: Broken. The Middle East Region is easier to play than
Lovecraft Country subregions, and this Adventure is easy to score.
Dimensions and Regions: In the Waking World, Cairo (Middle East).
Requirements:
* ARABIC ALLY: Any Arabic Ally.
* 7 SAN OF ARTIFACTS AND TOMES: Kitab Al-Azif, Necronomicon, Sphere of
Nath, etc.
* SIX MIDDLE EAST LOCATIONS: Any Cairo Locations.
Comments: Free points. All of these cards are easy to play, and often
useful cards. The Sun-Worshippers / Brotherhood / Seeking Everlasting
Life I is an easy-to-score tournament deck. The Necronomicon books
allow you to draw an Additional Card each Round. The Sphere of Nath
is a useful card because if you play this card in a tournament, you
can use it against your opponent's Sun-Worshipper's Great Temple at
Karnak card, and delay your opponent.
Wish list: Make the Middle East (Cairo) less easy to play.
Compatible Adventures: See the Sun Worshippers.
***
The Birds and the Byakhees
Limited Edition, +6 / +2 SAN.
Summary: Yeah, whatever.
Dimensions and Regions: In the Waking World, Arkham (LC); or Inssmouth
(LC); or Providence (LC); and any Country (LC).
Required Cards:
* DAWN OF A NEW DAY: Dawn of a New Day, Day, Event.
* TWO DIFFERENT WATER LOCATIONS: Any two different Water Locations.
* ALLY OF THE OPPOSITE SEX: Any male Ally.
* TWO DIFFERENT FOREST / COUNTRY LOCATIONS: Including most
Sanitariums. Providence has the North Burial Ground cemetary is a
Country Location.
* MONSTER: Any Monster.
* PRESS LOCATION or SOCIETY LOCATION: Arkham, Innsmouth.
Additional Cards:
* Investigator: Any female Investigator, for the Ally of the opposite
sex requirement.
Comments: None.
***
Carter's Quest (+12/+4)
Dreamlands
Summary: Are you kidding?!? This Adventure requires four Regions: one
Exotic, one in the Waking World, one with an Island, and one with a
Lair.
Dimensions and Regions: Must be used in a Waking World / Dreamlands
Deck. In the Waking World, Snake Den in Miskatonic Valley (LC). And,
in the Dreamlands, Island in the East or South; and Lair in the
Underworld. And, in any dimension, an Exotic Location.
Attributes: Artifact.
Requirements:
* CARTER'S CLOCK: Carter's Clock, Artifact, Rare.
* RANDOLPH CARTER: Randolph Carter, Steadfast Dreamer, Country.
* SITE: Snake Den, Site w/ Gate, Miskatonic Valley, Waking World.
* FANTASTIC DREAM: Any Fantastic Dream Adventure.
* THE SNAKE DEN: duplicate card.
* LAIR: Any Underworld Location w/ Cemetary; to play Edward Pickman.
* MONSTER: Any "Travel by Air" Monster.
* ZEBRA OR YAK: Zebra or Yak, Travel by Land, Event.
* CORRUPT CULTIST: Any Corrupt Cultist, such as Mnar's Ghost Being Of Ib.
* ISLAND LOCATION: Serannian, Celaphis.
* FRIEND: Edward Pickman, Corrupt Friend, Cemetary Location.
* CASTLE OF KADATH: Exotic Location, requires Travel by Air and Star.
* KING: King Kuranes, Celaphis or King of Ilek-Vad.
Additional Cards:
* Silver Key: Artifact; Allows travel between dimensions.
* Star: Aldeberan allows play of Castle, and gets rid of storm which
might disrupt travel.
* Surprise Meeting: To encounter the Corrupt Cultist.
* Tome w/ Angles of Clatur: Eye-Icon Spell; Allows summoning of Travel
by Air" Monsters, to travel by Air among Regions
* Tome w/ Gate of Oneirology: Diamond-Icon Spell; Allows travel
between dimensions
Comments: This Adventure has too many Regions! There aren't even any
Corrupt Cultists in the subregions required for the Adventure (closest
are Hesper Payne in the East of the Dreamlands, and any number in
Lovecraft Country).
***
Come Sail Away (+6/+2)
Dreamlands
Summary: Go for it! Dimension-travelling is cool!
Dimensions and Regions: In the Dreamlands, Celephais (The East); or
Dylath-Leen (The West). And, in the Waking World, Kingsport (LC).
Must be used in Waking Worlds / Dreamlands deck.
Attributes: Gate, Artifact, Tome.
Required Cards:
* KINGSPORT LOCATION: Any such Location with the Gate, City and
Artifact attributes.
* SEAMAN: The Captain of the White Ship, Any Sea, Any Dimension; The
Old Man, Kingsport, MSGS; and Ibbix the Harbormaster, Celephais,
Rare.
* TRAVEL BY SEA: The White Ship, Travel By Sea, Event. Allows travel
between Dimensions, if the Captain of the White Ship is your Ally.
* BASIL ELTON: Basil Elton, Steadfast Dreamer, Kingsport.
* LIGHTHOUSE: North Point Lighthouse, Kingsport; The Tall Lighthouse,
Dylath-Leen, Rare.
* PORT: The Harbor, Celephais; Harbor of the Black Galley, Dylath-Leen.
* A DREAMLANDS LOCATION: The Harbor, Celephais; or Harbor of the Black
Galley, Dylath-Leen; and various Dreamlands Sanitariums.
Additional Cards:
* Gate of Oneirology: Diamond-Icon Spell. Allows travel between Dimensions.
* The Silver Key: Artifact. Allows travel between Dimensions via Gates.
Comments: None.
***
The Cruise (+5/+2)
Limited Edition
Mythos Experience
Summary: Yeah, whatever. If you don't have Surprise Meetings in your
deck, don't bother with this one. Also, the Interesting Shop is easier
to play than this Adventure.
Dimensions and Regions: In the Waking World, Lovecraft Country; and
South Pacific.
Required Cards:
* CITY / WATER LOCATION: Any City, Lovecraft Country.
* TWO TRAVEL BY SEAS: Tramp Steamer, Travel by Sea, Event.
* SOUTH PACIFIC: Any South Pacific Island.
* STEADFAST CHIEF: Chief Wakalea, Steadfast Chief, South Pacific.
* CITY LOCATION: Any City, Lovecraft Country.
* STORM: Any Storm, such as Blizzard.
Additional Cards:
* Aldeberan Moves in the Sky: Star, Event. This card removes any
Storms or Droughts, preventing Travel By Sea.
* Surprise Meeting: Event. You can't count on both Chief Wakaleka and
an Island in the same round, so you should expect to meet him via a
Surprise Meeting.
Comments: Before Dreamlands, most Storms prevented Travel by Sea
Events from being played. Dreamlands introduced more interesting
Storms, which don't affect Travel by Sea. (Travel by Sea decks are not
very powerful, so there's no point shutting them down.)
--------------------
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