"The Green God" Plot Card 2/3 - Arkham Horror 2nd Ed. Great Old One, front side
Ramsey Campbell's botanic Green God (it is actually nameless) and its Children from his short story "The Horror under Warrendown" were the basis for this custom Great Old One for Arkham Horror 2nd Ed..
I wanted to incorporate both threats in a rather simple fashion, without extra game material, so that the Green God can be easily integrated into the basic game and its expansions. Therefore, the standard Cultists were employed as The Green God's mutated, rodent-teethed and rabbit-like Children, and they became part of a kind of race sub-plot that adds threat but also offers players the option to counter it.
When a Child of the Green God appears through regular play, it will dash across the board and potentially open an additional Gate, speeding up the Great Old One's awakening and releasing some more Monsters onto Arkham's streets.
The Children themselves are not very dangerous, but they are fast and hard to confront, so that players better act fast to stop them. However, a confrontation with them is potentially dangerous, too, because Investigators might become infected with the Green God's mutagenic matter, initiating the slow but hard-to-stop transformation into a Child, which will eventually try to open a new Gate! This conforms not 100% with the literature background (only the Green God is "infectious"), but it's a nice players' threat.
With six Cultists in the basic game and a few more in the expansions, this will not happen frequently, though.
However, as a threat balance, the curse-induced transformation also starts with ANY Curse the Investigators might catch!
The final battle relies on a similar pattern, based upon being Cursed and starting to gradually mutate into Children of the Green God.
"The Green God" Plot Card 2/3 - Arkham Horror 2nd Ed. Great Old One, front side
Ramsey Campbell's botanic Green God (it is actually nameless) and its Children from his short story "The Horror under Warrendown" were the basis for this custom Great Old One for Arkham Horror 2nd Ed..
I wanted to incorporate both threats in a rather simple fashion, without extra game material, so that the Green God can be easily integrated into the basic game and its expansions. Therefore, the standard Cultists were employed as The Green God's mutated, rodent-teethed and rabbit-like Children, and they became part of a kind of race sub-plot that adds threat but also offers players the option to counter it.
When a Child of the Green God appears through regular play, it will dash across the board and potentially open an additional Gate, speeding up the Great Old One's awakening and releasing some more Monsters onto Arkham's streets.
The Children themselves are not very dangerous, but they are fast and hard to confront, so that players better act fast to stop them. However, a confrontation with them is potentially dangerous, too, because Investigators might become infected with the Green God's mutagenic matter, initiating the slow but hard-to-stop transformation into a Child, which will eventually try to open a new Gate! This conforms not 100% with the literature background (only the Green God is "infectious"), but it's a nice players' threat.
With six Cultists in the basic game and a few more in the expansions, this will not happen frequently, though.
However, as a threat balance, the curse-induced transformation also starts with ANY Curse the Investigators might catch!
The final battle relies on a similar pattern, based upon being Cursed and starting to gradually mutate into Children of the Green God.