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A Beginners Guide to Eldritch Horror

A Guide and Illustrated After-Action Report

Introduction

This is the board game Eldritch Horror, by Fantasy Flight Games. In the game, players will take on the roles of investigators, adventurers, or academics during the mid-1920’s. The game is set in H.P. Lovecraft’s Cthulhu Mythos and features many of the themes that he originally presented in his short stories and novels which were later expounded upon by subsequent writers, such as August Derleth.

upon by subsequent writers, such as August Derleth. In the game, the investigators will travel to

In the game, the investigators will travel to exotic locales across the globe, seeking clues and battling horrific monsters in an attempt to uncover and solve the mysteries behind the emergence of an Ancient Old One (AO). Each AO comes with its own unique decks of Mystery and Research cards, which pull you deeper into the lore surrounding each of these repugnant beings. The investigators are tasked with uncovering a method to avert the AO’s return to the earth and prevent it from destroying all mankind.

During the process, the investigators will explore strange phenomena and will even utilize dimensional gates to visit other worlds. These actions will frequently require the investigators to do battle with entities from other dimensions.

Ancient Old Ones

Opposing the investigators are the Ancient Old Ones, “deities” from a different dimension that ruled the earth long ago, but have since been exiled. Remarkably, many of these entities are still worshipped by various esoteric cults and secret societies around the globe. The acolytes of these “brotherhoods of darkness” are fanatically loyal to the deities they worship, and they have begun to initiate the ancient rituals that will manifest their long-awaited avatar into our dimension. In each game, the players will randomly draw an Ancient Old One and follow the Setup instructions contained on its sheet. In most games, the investigators will need to solve three mysteries in order to win the game (although some AO’s require that two or four be solved) and deny the Ancient Old One access to our dimensional realm. Currently the base game and the official expansions offer the following selections:

One access to our dimensional realm. Currently the base game and the official expansions offer the

Currently Available Ancient Old Ones

Name

Title

Doom Rating

Expansion

Abhoth

The Source of Uncleanliness

14

Under the Pyramids

Antediluvium

The Order of Rising Stars

13

Masks of Nyarlathotep

Atlach-Nacha

The Dreamweaver

9

The Dreamlands

Azathoth

The Daemon Sultan

15

Eldritch Horror

Cthulhu

The Madness From the Sea

12

Eldritch Horror

Hastur

The Unspeakable One

11

Signs of Carcosa

Hypnos

Lord of Sleep

12

The Dreamlands

Ithaqua

The Wind-Walker

13

Mountains of Madness

Nephren-Ka

The Dark Pharaoh

12

Under the Pyramids

Nyarlathotep

The Crawling Chaos

12

Masks of Nyarlathotep

Rise of the Elder Things

The Once-Dominant Species

16

Mountains of Madness

Shub-Niggurath

The Black Goat of the Woods

13

Eldritch Horror

Shudde M’ell

The Cataclysm from Below

15

Cities in Ruin

Syzygy

The Cosmic Alignment

13

Strange Remnants

Yig

The Father of Serpents

10

Forsaken Lore

Yog-Sothoth

The Lurker at the Threshold

14

Eldritch Horror

Each Ancient Old One (hereafter abbreviated as AO) has unique strengths and characteristics and are served and worshipped by Cultists of varying capabilities. Each AO is assigned a starting value for the Doom track. Generally, a larger number provides the investigators with more time before the AO is manifested. The Doom track charts the arrival of the AO – if it reaches zero, the AO awakens thereby forcing the investigators into an arduous, final, confrontation for the survival of the planet and its inhabitants. However, if the investigators can solve the required number of mysteries before this occurs, they have managed to forestall its arrival and will have won the game.

Accomplishing this will not be easy and will require the investigative team to work together, using their individual special abilities to the greatest effect. This will also require the investigators to travel to exotic locations around the world, collecting clues to the nature of the mystery, and to confront fearsome, otherworldly creatures.

Investigators

Each player will control an investigator during play. Every investigator is imbued with skills that are used in various game functions. These include Lore, Influence, Observation, Strength, and Will.

is a measure of knowledge and understanding of the supernatural

and the paranormal. This includes but is not limited to: interacting with ethereal entities, performing magical rituals and casting spells, knowledge of modern and ancient esoteric books and manuscripts, and navigating within otherworldly locations. Lore is most often tested when Spellcasting and during the resolution of Other World Encounters.

LORE
LORE
and during the resolution of Other World Encounters. LORE I NFLUENCE represents the investigator’s personal

INFLUENCE represents the investigator’s personal charisma as well as his ability to sway other individuals and to

impact public opinion. This skill is most often used during ‘Acquire Asset Actions’, when resolving General Encounters on city spaces, and during ‘Defeated Investigator Encounters’.

spaces, and during ‘Defeated Investigator Encounters’. O BSERVATION is a broad skill that measures the

OBSERVATION is a broad skill that measures the investigators ability to assess, surveille, and conduct covert

investigations. It is most often used during Research and Expedition Encounters.

STRENGTH
STRENGTH

is a measure of general physical power and agility. It also measures proficiency at combat and the use of

weapons. It is most often used in resolving Combat and during Other World Encounters.

used in resolving Combat and during Other World Encounters. Lastly, W ILL represents the inner-strength, drive,

Lastly, WILL represents the inner-strength, drive, and determination of the investigator. Just as ‘Strength’ is a

measure of physical aptitude, ‘Will’ represents the ability to resist psychological attacks and to cope with fear in dangerous and horrific situations. This skill is most often tested when resolving ‘Combat Encounters’ and during ‘Other World Encounters’.

In addition, every investigator has a unique set of special talents that allow them distinctive capabilities during game play. These come in two varieties: ACTIVE and PASSIVE. The ‘Active’ ability is invoked as an Action during an Action Turn, while a ‘Passive’ ability is generally available whenever the conditions that are described within the ability will apply. Currently, available investigators include:

Available Investigators

Name

Occupation

Start

Health

Sanity

Expansion

Adams, Wendy

Urchin

E. Russia (#16)

5

7

Signs of Carcosa

Anderson, Leo

Exp. Leader

Buenos Aires

6

6

Eldritch Horror

Baker, Agnes

Waitress

London

7

5

Mountains of Madness

Banks, Roland

Fed

San Francisco

7

5

Cities in Ruin

Barnaby, George

Lawyer

Bombay (#17)

4

8

Mountains of Madness

Barnes, Jenny

Dilettante

Caribbean (#8)

7

5

Signs of Carcosa

Chen, Lily

Martial Artist

Shanghai

6

6

Eldritch Horror

Crane, Agatha

Parapsychologist

Tokyo

5

7

Masks of Nyarlathotep

Culver, Jim

Musician

Deep South (#6)

7

5

Eldritch Horror

Diamond, Jim

Private Eye

San Francisco

7

5

Under the Pyramids

Downs, Ursula

Explorer

Heart of Africa

6

6

Mountains of Madness

Drake, Dexter

Magician

Tokyo

5

7

Signs of Carcosa

Fairmont, Preston

Millionaire

Istanbul

7

5

Masks of Nyarlathotep

Fern, Carolyn

Psychologist

Rome

5

7

The Dreamlands

Edwards, Finn

Bootlegger

Chicago (#5)

6

6

Mountains of Madness

Fine, Jacqueline

Psychic

Rapid City (#5)

4

8

Eldritch Horror

Goldberg, Gloria

Author

Arkham

4

8

The Dreamlands

Harrigan, Mark

Soldier

N. Europe (#14)

8

4

Eldritch Horror

Hathaway, Patrice

Violinist

Sydney

5

7

Mountains of Madness

Hayes, Lola

Actress

Tokyo

5

7

Eldritch Horror

Jack, Monterey

Archaeologist

The Pyramids

7

5

Under the Pyramids

Jenkins, Bob

Salesman

London

7

5

Cities in Ruin

Kane, Charlie

Politician

San Francisco

4

8

Eldritch Horror

Lambeau, Marie

Entertainer

SE Asia (#20)

6

6

Strange Remnants

Lee, Vincent

Doctor

Bombay (#17)

6

6

The Dreamlands

Marsh, Silas

Sailor

Sydney

8

4

Eldritch Horror

Sister Mary

Nun

S. Africa (#15)

5

7

Under the Pyramids

Father Mateo

Priest

Rome

5

7

Masks of Nyarlathotep

McGlen, Michael

Gangster

London

8

4

Signs of Carcosa

Morgan, Tony

Bounty Hunter

Bogota (#7)

7

5

Strange Remnants

Muldoon, Tommy

Rookie Cop

Alaska (#1)

7

5

Mountains of Madness

Murphy, Rex

Reporter

Juneau (#1)

7

7

Under the Pyramids

Onyele, Akachi

Shaman

S. Africa (#15)

5

7

Eldritch Horror

O’Toole, Skids

Ex-Convict

Buenos Aires

6

6

Strange Remnants

Phan, Minh Thi

Secretary

Tokyo

6

6

Under the Pyramids

Pete, “Ashcan”

Drifter

Scandinavia (#14)

7

5

Cities in Ruin

Reyes, Daniela

Mechanic

San Francisco

7

5

Masks of Nyarlathotep

Richards, Wilson

Handyman

Arkham

8

4

Mountains of Madness

Robinson, Luke

Dreamer

At a Gate

4

8

The Dreamlands

Rousseau, Sefina

Painter

Sydney

4

8

Masks of Nyarlathotep

Samaras, Zoey

Chef

Rome

5

7

Strange Remnants

Samson, Hank

Farmhand

Dallas (#6)

8

4

Under the Pyramids

Scarborough, Trish

Spy

C. Russia (#16)

7

5

Eldritch Horror

Sharpe, Amanda

Student

Istanbul

6

6

The Dreamlands

Simmons, Darrell

Photographer

Jakarta (#20)

7

5

The Dreamlands

Sinclair, Carson

Butler

London

6

6

Masks of Nyarlathotep

Stanley, Diana

Cultist

C. America (#7)

7

5

Eldritch Horror

Thompson, Mandy

Researcher

Shanghai

5

7

Under the Pyramids

Walker, Daisy

Librarian

Istanbul

5

7

Mountains of Madness

Walters, Harvey

Professor

Arkham

4

8

Under the Pyramids

Winthrop, Kate

Scientist

Buenos Aires

5

7

The Dreamlands

Withers, Norman

Astronomer

Arkham

5

7

Eldritch Horror

Wright, Calvin

Haunted

Buenos Aires

7

7

Masks of Nyarlathotep

Yorick, William

Gravedigger

Sydney

7

5

The Dreamlands

Young, Rita

Athlete

Shanghai

7

5

Cities in Ruin

Each investigator begins the game with a number of

to measure an investigators ability to resist physical or psychological damage, respectively; the values listed on the investigators sheet are maximums. If either of these is ever reduced to zero, the investigator is defeated and is considered to have become incapacitated from the trauma. In rare instances, an investigator can actually be devoured, which effectively obliterates the individual and all of his possessions. Health and Sanity tokens may be recovered by declaring a ‘Rest Action’ during an Action Phase or by utilizing assets such as whiskey or food.

SANITY tokens. Health and Sanity tokens are used

HEALTH
HEALTH

and

ANITY tokens. Health and Sanity tokens are used HEALTH and Clue Tokens Clue Tokens represent critical

Clue Tokens

Clue Tokens represent critical information about the AO and the efforts of its acolytes to facilitate its arrival. Clue Tokens periodically appear in random locations on the map following encounters and the resolution of Mythos cards. Oftentimes Clue Tokens will form a vital component in the effort to solve mysteries. Occasionally, investigators may opt to “spend” Clue Tokens in order to re-roll a die during a particularly critical test in an attempt to overcome a specific challenge, but as Clue Tokens are often difficult to come by, this should be done very sparingly. Investigators acquire Clue Tokens through Research Encounters.

acquire Clue Tokens through Research Encounters. Travel Tokens Travel tokens come in two varieties: ‘Ship

Travel Tokens

Travel tokens come in two varieties: ‘Ship Travel’ and ‘Rail Travel’. These are normally acquired during a ‘Prepare for Travel Action’ while in a city location that has a connection path of the same type. These tokens allow an investigator to travel an additional space along a corresponding travel path during a ‘Travel Action’. Normally an investigator is limited to travelling only a single adjoining space during the action. Investigators can hold up to two travel tickets (of any combination) at a time. If they acquire a third, they must immediately discard one of them.

acquire a third, they must immediately discard one of them. Focus Tokens Focus tokens are normally

Focus Tokens

Focus tokens are normally acquired during the Action Phase when an investigator conducts a ‘Focus Action’. Focus tokens allow an investigator to re-roll a single die roll and will sometimes be the difference between success and failure when conducting single die roll and will sometimes be the difference between success and failure when conducting a test. Each investigator may hold a maximum of two Focus tokens.

Resource Tokens

Resource tokens can be acquired during the Action Phase by conducting a ‘Gather Resources Action’. Resource tokens allow an investigator to recover 1 additional Health or Sanity during a ‘Rest Action’ or they may be used during an ‘Acquire Asset Action’ to add 1 success to your Influence test. As with ‘Focus’ tokens, each investigator may hold a maximum of two ‘Resource’ tokens at a time.

Influence test. As with ‘Focus’ tokens, each investigator may hold a maximum of two ‘Resource’ tokens

Eldritch Tokens

Eldritch Tokens Eldritch tokens are used in a variety of ways during play and are often

Eldritch tokens are used in a variety of ways during play and are often used to mark locations of interest or as a timing mechanism in the resolution of ongoing effects from some of the Mythos cards.

Mystery Cards

Mystery cards form a central component in the game. They outline a unique set of tasks that must be resolved to solve the mystery and ultimately win the game. In most games, the investigators will be required to solve three mysteries. Every Mystery Card is AO-specific and features some flavor text along with the requirements needed to “solve” the mystery. This may include acquiring/spending Clue Tokens, collecting Eldritch Tokens, killing monsters, etc. When a mystery is solved, another is revealed and the process continues until the required number is completed.

process continues until the required number is completed. Mythos Deck Prior to the beginning of each

Mythos Deck

Prior to the beginning of each game, a Mythos Deck is prepared using the specifications outlined on the AO’s sheet. The Mythos Cards should be separated by color (a green deck, a yellow deck, and a blue deck) and a specified number of cards from each deck are drawn, shuffled, and grouped into piles called Stages. Three such stages (I, II, and III) are prepared and stacked one atop another, with stage III at the bottom. During the Mythos Phase of each turn, the Lead Investigator draws the top card from the deck and reads the flavor text aloud to the group. Then the icons across the top of the card are resolved from left to right. The Mythos Deck outlines the actions and effects of the AO and his acolytes, thereby setting the pace and direction of each game.

thereby setting the pace and direction of each game. Gates Gates represent dimensional portals to other

Gates

Gates represent dimensional portals to other worlds and dimensions. Gates will randomly appear on the board after a Gate Token is drawn and revealed. Gate tokens show a depiction of the location in which it appears along with an Omen Symbol (a green comet, a blue star-pattern, or a red ring of fire).

When the Omen Token advances, the Doom Track is advanced one space for each Gate on the board that matches the current Omen symbol. During the game, investigators will enter these dimensional gates in an attempt to close them, thereby denying them the ability to advance the Doom track. This is known as an ‘Other World Encounter’.

Monster Tokens

Whenever a Gate is drawn, a randomly selected Monster Token usually accompanies it. Monsters represent terrestrial and otherworldly creatures that oppose the investigators. Each monster is rated for its ability to inflict both mental (sanity) and physical (health) damage on the investigators. Many monsters have special abilities such as physical or magical resistance, which will neutralize the benefits of physical or magical weapons employed against them. Some Monsters are Epic Monsters (denoted by a red background and chipped corner). They will normally appear as a result of drawing a Mystery, Mythos, or Encounter card. They consist of unusually powerful monsters with unique abilities and traits and include many of the primary antagonists within the Cthulhu Mythos, such as the Dunwich Horror.

within the Cthulhu Mythos, such as the Dunwich Horror. Game Play Eldritch Horror is played over
within the Cthulhu Mythos, such as the Dunwich Horror. Game Play Eldritch Horror is played over

Game Play

Eldritch Horror is played over a series of game rounds. Each round consists of three phases that are resolved in the following order:

1. Action Phase

2. Encounter Phase

3. Mythos Phase

Action Phase

During the Action Phase, each Investigator may perform up to two actions with the provision that they perform each specific action only once per round.

Travel

Rest (space may not contain a Monster)

Trade

Prepare for Travel (in city spaces only)

Acquire Assets (in city spaces only)

Component Actions

Focus

Gather Resources

As each action can only be performed once per round, the order in which the actions are selected may become important, as certain actions may only be performed under certain conditions or in certain types of terrain.

Encounter Phase

In the Encounter Phase, each investigator will resolve one encounter. If the investigator is on a space containing one or more Monsters, he must resolve a single Combat Encounter against each Monster on that space in any order desired, but must encounter all non-epic monsters before encountering epic monsters. If he is able to defeat all the monsters in his space, he may resolve a Location or Token Encounter, as a bonus encounter. Otherwise, if the space did not contain any Monsters, the investigator must resolve either a Location Encounter or Token Encounter.

Every location on the board contains a named or an unnamed location, designated with a terrain symbol (city, wilderness, or sea). The named locations include:

Named Locations

Named Location

Encounter Deck

Common Theme

Arkham

America

Gain Incantation Spells

Buenos Aires

America

Gain Ritual Spells

San Francisco

America

Improve Observation

Istanbul

Europe

Improve Influence

London

Europe

Spawn Clue Tokens

Rome

Europe

Improve Will

Shanghai

Asia/Australia

Improve Lore

Sydney

Asia/Australia

Improve Strength

Tokyo

Asia/Australia

Defeat Monsters

When the investigators are at a named location, they may choose to resolve either a specific or general encounter (note: although Antarctica, The Pyramids, Tunguska, The Himalayas, The Heart of Africa, and The Amazon are “named locations”, these settings do not possess individual encounter decks and thus they only allow for general encounters to be selected at these locations). Other named locations appear when using one of the sideboards that are included in the big-box expansions.

Mythos Phase

At the beginning of every Mythos Phase, the lead investigator draws the top card from the Mythos deck and reads the flavor text to his fellow players. Next, the icons along the top of the card are resolved in order from left to right, completing each one and then resolving the next. This may involve spawning Gates or Clues, placing Rumor tokens, fulfilling the effects of Monster Surges, etc.

Game Expansions

In addition to the base game, Fantasy Flight Games have made available several small and large box expansions. The small box expansions have added a few new mechanics along with a plethora of new encounter, research, spell, and asset cards. All of the big box expansions (with the exception of the Masks of Nyarlathotep expansion) include sideboards that provide new and interesting locations for the investigators to explore. Those currently now include:

the deserts of Egypt, the frozen wastes of Antarctica, and the Dreamlands. The inclusion of sideboards is dictated by the selection of certain AO’s and/or at the instruction of various Prelude cards.

Perhaps the most innovative addition to date has been the inclusion of the Prelude cards. Prior to the setup of the game a Prelude card is drawn (usually randomly, but it may be selected by mutual agreement) and its instructions are read aloud. These cards modify the starting conditions of the game thereby producing a new and fresh twist to every game.

A new optional rule that was just released in the Masks of Nyarlathotep expansion features individual ‘Personal Stories’ for each investigator, including all of the characters from previous expansions. They provide additional background for the investigators along with interesting ‘Personal Missions’ that the players must work toward completing. The missions offer great rewards to the investigator if they can be fulfilled, but promise terrible consequences to the investigators if they are allowed to go unsatisfied. A definite double-edged sword if you will!

Basic Strategy

Eldritch Horror is a wide-ranging, open-ended game, thus making it difficult to develop any grand sweeping strategies. However, certain basic principles can be applied that help to increase the chances of victory.

Solving Mysteries should certainly top the priority list, as this will directly lead toward victory. However, unexpected and extenuating circumstances can quickly develop, many of which demand immediate attention. Often these will be the result from the appearance of Rumor cards or Reckoning Effects. In many cases they will have to be given top priority – even above the completion of a Mystery – as they can in some cases bring instant defeat to the investigators if they are allowed continue to fruition!

Another way we can look at this issue is to ask the question, “What is the swiftest way I can lose the game”, and then refuse to do those things. A few thoughts come to mind:

1. Lose sight of the investigators victory conditions. The investigators win by solving mysteries, not by building a boundless collection of exotic relics or magical weapons.

2. Continually ask an investigator to perform an action that they are simply not skilled in executing. It is not necessary to require an investigator with low Observation, Lore, or Sanity to undertake an Other World Encounter. Have the investigator take the General Encounter and move on! Let another more qualified investigator handle the job.

3. Allow the Doom Track to advance unnecessarily. If you can prevent the movement of the Doom track by simply rerouting your investigator to a specific location with another investigator (utilizing his passive skill) or to a location with a specific terrain, or targeting a monster of a particular variety, do it.

4. Fail to fully appreciate the potential consequences of the active Reckoning Effects and fail to mitigate them in a timely fashion. Reckoning Effects can easily “slip in underneath the radar” of the players and their effects can often be devastating, especially if the players have allowed their investigators’ Health or Sanity to slip too far. All too often, a forgotten monster, located far away from the main action can have a devastating effect on the players due to an overlooked reckoning effect.

5. Allow augmented-investigators (those with multiple improvement tokens and/or powerful items to continue to operate with fewer than three Sanity or Health, thereby risking their loss.

6. Allow a severely weakened investigator to remain as the lead investigator without compelling circumstances.

7. Allow investigators with low influence to continually operate in urban (city) locations.

8. Forget to “come in from out of the rain”. If an investigator becomes badly wounded or (worse yet) cursed, it may be better to sacrifice them and choose a competent replacement, rather than going through the enormous effort to heal them. Send them on a “suicide mission” and be done with them!

9. Continually burn Clue tokens to re-roll tests with minimal consequences or gains.

10. Ask an investigator with a poor Lore skill to cast spells incessantly. Not only do they rarely succeed, in many cases, their failure results in damage to the caster!

Many additional axioms could certainly be cited, but these should provide a general framework that will apply more often than not, and would likely lead us toward more victories. Now let us get to our after action report…

Abhoth: The Source of All Uncleanliness

A Narrative from the files of Eldritch Horror

Abhoth: The Source of All Uncleanliness A Narrative from the files of Eldritch Horror

Setup

What follows is a solitaire game of Eldritch Horror using three investigators and incorporating the elements of all the currently available expansions, but excluding the Masks of Nyarlathotep expansion, which was not available at the time of this playing. The inclusion of sideboards (if any) will be determined by the random selections of the Prelude and Ancient One cards. The following list describes some of the items included with each expansion:

Mountains of Madness

o This large-box expansion offers a sideboard that offers investigators the option to travel to the frozen wastes of Antarctica. This expansion includes the first set of ‘Prelude’ cards, which modify the setup conditions and provide each game with a unique feel. Also introduced is the new ‘Focus’ action and Focus tokens, that greatly enhance the pace of the game. In addition, eight new investigators are provided along with two new Ancient Ones to battle. Finally, it includes a new dynamic

known as ‘Adventures’, which provide additional thematic elements that are tailored to the subject of this expansion. Also included is a new mechanic that allows investigators the ability to “advance the active mystery”, which will potentially aid the investigators in speedily solving the current mystery.

Forsaken Lore

o A small box expansion featuring a new Ancient One (Yig) along with new Encounter, Artifact, Spell, Asset, and Condition cards.

Under the Pyramids

o This large-box expansion offers a sideboard that allows the investigators the opportunity to travel to the burning sands of the Egyptian desert. It also offers eight new investigators along with two new Ancient Ones. In addition to a plethora of new Encounter, Adventure, Asset, and Spell cards, the expansion presents a new mechanic, Impairment Tokens, which can permanently reduce an investigators’ Skill.

Strange Remnants

o This small-box expansion adds a new mechanic known as Mystic Ruins Encounters. It allows investigators the opportunity to explore strange and unexplained sites around the globe like Stonehenge or Easter Island. Also included are four new investigators and a new Ancient One (Syzygy).

Signs of Carcosa

o This small box expansion features the usual complement of new Encounter, Asset, Prelude, and Spell cards but Also included are four new investigators and a new Ancient One (Hastur).

The Dreamlands

o This large-box expansion offers a sideboard that allows the investigators the opportunity to investigate the mystical and ethereal Dreamlands. The expansion also includes eight new Investigators, two new Ancient Ones, and a generous supply of new Encounter, Asset, and Spells cards. This is the first expansion that allows the investigators to travel within non-terrestrial locations.

Cities in Ruin

o This small box expansion features the usual complement of new Encounter, Asset, Prelude, and Spell cards and introduces an interesting new mechanic known as Disasters, and new encounters known as Devastation Encounters. Also included are four new Investigators and a new AO (Shudde M’ell).

Masks of Nyarlathotep

o This large box expansion features new Encounter, Asset, Prelude, and Spell cards and introduces two new game mechanics. The first is an action, Gather Resources, which allows investigators to gain Resource tokens that will aid them in acquiring assets and healing. The second involves Personal Stories that help to flush out the investigators background stories.

Prelude Card

The Prelude deck is shuffled and one is drawn at random. It is titled, “Sins of the Past”, which allows up to three investigators the opportunity to gain the highly sought after ‘Promise of Power’ condition card but at the cost of gaining the dreaded ‘Dark Pact’ condition, spawning additional gates, and advancing the Doom track by two. These decisions (per the Prelude card instructions) will be finalized once the game Setup is complete.

The Investigators

The Investigator stands are randomized in the box lid and three are randomly selected. They are revealed to be:

 

Starting Investigators

   

Player No.

Name

Occupation

Starting Location

Health

Sanity

Equipment

1

* Tony Morgan

Bounty Hunter

Bogota, Columbia (Space 7)

7

5

Handcuffs

2

Tommy Muldoon

Rookie Cop

Anchorage, Alaska (Space 1)

7

5

Carbine Rifle

3

Minh Thi Phan

Secretary

Tokyo, Japan

6

6

Cryptic Text

* Indicates Lead Investigator

The Ancient One

Cryptic Text * Indicates Lead Investigator The Ancient One The Ancient One cards are randomized and

The Ancient One cards are randomized and one is selected, revealing the dreaded Abhoth, the Source of Uncleanliness! Examining the Setup section of Abhoth’s card, it reveals that eight Cultists should be removed from the Monster Cup and set aside for future use. In addition, the Abhoth Special Encounter cards are placed near the AO’s display. These components will work in tandem whenever an investigator encounters a Cultist monster.

Now that our antagonist has been revealed, we can begin to develop an effective strategy to use against him. Clearly, controlling the number of Cultists on the board will be vital. If the board ever contains six or more Cultists during a Reckoning resolution, the Doom track will advance one space. This problem is further exacerbated by the fact that the Cultist Monsters are not dealt with in the usual manner (during a normal Combat Encounter); instead, a Spawn of Abhoth Special Encounter card must be drawn and resolved. Note that these are not Combat Encounters, and as such, any bonuses that state, “during a Combat Encounter” will not apply!

The Mythos Deck

The Mythos deck is created per the usual procedure, with three Stages being constructed. Stage I includes four cards of which one will be a Blue (Rumor) card. This gives me a 25% chance of drawing it during the first Mythos Phase. Few things are more damaging in the early stages of the game than to draw a ‘Rumor’ during the first turn.

Starting Effects

As we are playing with three Investigators, the 3-Player Reference Card is located and placed near the AO’s display. As we will be integrating the rules changes outlined in the January 12, 2016 Errata Sheet, we will be utilizing the revised Reference Cards. The Reference Cards control the number of Clues that are spawned, Gates that appear, and Monsters that emerge during a Monster Surge. These numbers vary based on the number of Investigators in play. The Doom Token is set at ‘14’ per the AO’s card. The Omen token is placed on the green (comet) space on its track. Next, the Reserve is stocked by drawing the top four cards from the Asset deck and placing them on the display in the spaces provided: They are revealed to include the follow:

Starting Reserve Display

Name

Type

Cost

Description

Profane Tome

Item/Tome

1

Reroll 1 die when resolving a WILL test during a Combat Encounter

Lucky Rabbit’s

Foot

Trinket

1

Once per round, you may reroll 1 die when resolving a test

Syndicate

Agent

Ally

2

Gain +2 STR during Combat Encounters. You may reroll 1 die when resolving a STR test during a Combat Encounter

Body Guard

Ally

2

Gain +1 STR. Reduce the damage of Monsters you encounter by 1 (to a minimum of 1).

damage of Monsters you encounter by 1 (to a minimum of 1). problematic. The initial gate

problematic.

The initial gate is spawned and it opens in The Amazon and bears the red “circle of fire” symbol. This is advantageous, as this will allow one movement of the Omen track without triggering the Doom track to advance. The gate is guarded by a Witch. The Witch is not the most powerful of the monsters that could have appeared, but her special ability will cause an investigator that fails his Will check to gain a Curse condition, making an encounter with her

The Expedition deck is shuffled and cut, revealing that the Expedition marker will begin in Buenos Aires, Argentina. This places it within convenient reach of Tony Morgan’s starting location in Bogota, Columbia (Space 7).

Now the starting Mystery card is revealed, and it is entitled, “Child of Abhoth”. The card instructs that the ‘Child of Abhoth’ Epic Monster be placed in a random space. A Clue token is drawn from the bag and it revealed to be a sea space in the central Indian Ocean (Space 18). The Epic Monster is located from the supply and placed accordingly. The Mystery will be solved by defeating the Child of Abhoth. As with all Epic Monsters, this is never an easy task. Examining the rear of the counter, the Epic Monster’s statistics are revealed as follows:

the Epic Monster’s statistics are revealed as follows:   Child of Abhoth Epic Monster Will Horror
 

Child of Abhoth Epic Monster

Will

Horror

Strength

Damage

*Toughness

Misc.

-1

3

-1

2

5

Reckoning Effect: Nearest investigator without an Illness Condition gains 1 Illness.

* Toughness = No. Investigators +2

The Reckoning Effect will likely make the life of one or more of the investigators very unpleasant. The central Indian Ocean is three spaces from Phan (currently in Tokyo), and five spaces from both Morgan and Muldoon. It is unlikely that the investigators will be able to neutralize this threat before it will be able to spread an Illness Condition to at least one member of the team.

Lastly, the Prelude card that was selected at the beginning of the Setup procedure is resolved. I have decided to play aggressively, and as such, the Lead Investigator (Morgan) decides to act on the offer, gaining both a ‘Dark Pact’ and ‘Promise of Power’ condition card. In addition, Minh Thi Phan opts to take a ‘Promise of Power’ condition as well, in the process spawning an additional gate, which appears in Rome, Italy. It bears a red “ring of fire” symbol as well and is guarded by a Deep One. At this point, I am not sure if taking the options offered by the Prelude card will end up being a wise decision, but we will likely find out soon enough!

I have decided to produce the following after action report in the narrative form. At the end of this file is an outline of the exact game sequence for those that wish to follow along. I am including only the first two turns of the game in this example. Now let us get to the action!

Foreword “Deep beneath Mount Voormithadreth, the tallest peak in the Eiglophian Mountains of the arctic

Foreword

“Deep beneath Mount Voormithadreth, the tallest peak in the Eiglophian Mountains of the arctic kingdom of Hyperborea, lies the Cavern of Y'quaa. At the very heart of this cavern sits a bubbling pool of putrid slime, and within it, a greyish slithering mass of protein known as Abhoth, The Source of All Uncleanliness. From this location, it disgorges horrific malformed monstrosities, collectively known as the “Children of Abhoth”. Abhoth has a twisted and cynical mind, and can communicate telepathically with his offspring.

In general, its progenies are complex life forms, but the majority of them are simple-minded, acting exclusively on

impulse. No two of Abhoth's children are alike. Their forms can range from amorphous blobs and singular body parts, to mystifying humanoids and monstrous mutants. Abhoth's tentacles and limbs grab many of its children as they move away, pulling them back and devouring them. Most of those that escape simply wander off; only a few

of them actually tend to their father’s needs. These revolting scions move out from their subterranean lair and

spread out across the face of the earth bringing plague, disease, and pestilence to the sons and daughters of men.

Their ultimate desire is to abet Abhoth in imposing his darkened will upon humanity and for the ‘Unclean One’ to reign supreme over all the earth and its inhabitants. However, this stirring has not gone unnoticed.

A group of intrepid investigators, recognizing a convergence of signs, has conducted extensive research and

performed detailed investigation into the events at hand. They have quickly discovered that the strange phenomena are not limited to simply local areas, but it has begun to manifest itself all across the globe. Strange, inexplicable

plagues and virulent pestilences were now being reported in diverse places and in numbers that are well beyond those experienced in Europe during the Dark Ages, at the height of the “Black Death”! A conjunction of factors had started to form, and it could no longer simply be ignored. Government intelligence agencies from many nations, including the United States, have initiated extensive inquiries into theses strange happenings and at long last some members of the world governments have started to listen…

inquiries into theses strange happenings and at long last some members of the world governments have

Turn 1: A Clue in Tokyo

Morgan - Bogota, Columbia – January 21, 1926

[Action 1: Prepare for Travel (Ship); Action 2: Focus]

Morgan has always prided himself on his street smarts. His career as a bounty hunter had brought him into contact with some of the more seedy people and places that most individuals never even dream of… He was preparing to travel to the central Amazon and join up with the Miskatonic University expedition, which reportedly were conducting field operations in a very remote region. The rumors on the street said that the expedition was searching for a lost city from antiquity known as Puno-Taraco. As Tony walked to the travel office to make his preparations, a local grifter named 'el Chacal' accosted him. Tony had heard of him, as he had apparently gained some degree of notoriety amongst the other panhandlers as a skilled magician. Tony asked him to teach him a few slight-of-hand tricks, thinking that he might be able to use them someday to help him gain information. However, Morgan was not as streetwise as he believed. While Tony was in the process of learning the tricks, ‘the Jackal’ successfully lifted Tony’s wallet containing most of his money and all of his identification papers! In just a few short days, 'el Chacal' managed to do irreparable damage to Tony’s reputation, by defrauding several of Bogota’s most prominent citizens using Tony’s identity papers! Morgan’s reputation would never be the same again… but hopefully Tony had learned a valuable lesson… every man has to know his limitations…

valuable lesson… every man has to know his limitations… Phan - Tokyo, Japan – January 22,

Phan - Tokyo, Japan – January 22, 1926

[Action 1: Prepare for Travel (Ship); Action 2: Travel: Tokyo>Sydney]

Minh had not yet been able to come to terms with the tragic murder of her employer. Mr. Thomas had been more than just an employer – he had become a close and personal friend. As a part of her secretarial functions at his import company, she would often have access to highly sensitive documents. One such document that came across her desk was a secret file that originated with Japanese Naval Intelligence. The classified report dealt with the discovery of an uncharted atoll in the central Indian Ocean. The report described the island as a volcanic atoll and designated it as ‘NITAKA-TORI’. The intelligence report provided the atoll’s location as 25°39’04” South by 69°57’36” East. The report went on to describe the horrific outcome of the discovery.

as 25°39’04” South by 69°57’36” East. The report went on to describe the horrific outcome of

According to the report, the Japanese steamship Komagata Maru came upon a previously uncharted atoll in the central Indian Ocean. A dense and unnatural greenish-coloured fog shrouded the island, which featured a towering volcano near its center. Captain Kusaka dispatched a shore party and charged them with the task of exploring and charting the island’s interior. The ship’s executive officer, Yamaguchi, commanded the landing party, which consisted of twelve crewmen. The landing party spent two days on shore and completed their reconnaissance - returning to the ship without incident.

reconnaissance - returning to the ship without incident. Soon after, they began to exhibit the signs

Soon after, they began to exhibit the signs of a severe and aggressive skin disorder. In a matter of hours, grievous sores began to cover their bodies. Although the members of the landing party were quickly quarantined, the infection rapidly spread to the entire crew. For reasons unknown, the Naval High Command issued orders to the light cruiser Nagara to sink the vessel in deep water – with all hands on board!

This was likely the clue that the team had been waiting for. Minh immediately cabled Tommy Muldoon in Anchorage and informed him of the discovery. They quickly agreed that he should be given the assignment of traveling to Nitaka-Tori and eliminating the thing that resided there… a vile Child of Abhoth had manifested itself at last…

After contacting Muldoon, Minh booked passage to Sydney to try to expedite Muldoon’s arrival. While she walked along the docks, a crazed man flailing a handgun approached her. Minh perceived that something was very different about this individual. She quickly determined that he was likely possessed by some alien entity. Minh managed to talk to the man, and using the knowledge of Abhoth that she gained in Tokyo, she was able to convince him to drop the weapon and go home. The weapon was a brand-new .38 revolver, which Minh quietly collected, and placed in her purse as she strolled back to the safety of her hotel room.

purse as she strolled back to the safety of her hotel room. Muldoon - Anchorage, Alaska

Muldoon - Anchorage, Alaska – January 24, 1926

[Action 1: Focus; Action 2: Prepare for Travel (Ship)]

After receiving the cable from Minh, Tommy went about to prepare for his long voyage to the Indian Ocean. He would need to sail through Vladivostok and then to Japan. From there he would book passage to Singapore and then on to Sydney, Australia. Once in Sydney he could call in a favor from an old friend, a ship Captain named Brumby. It would likely take a bit of persuasion for a voyage of this distance, but considering the gravity of the situation, Tommy would not be willing to take “no” for an answer from his ship-captain friend. After leaving the travel office, Tommy spotted a few thugs hanging around an abandoned building across the street. His gut-instinct told him that he had just become their “mark”.

around an abandoned building across the street. His gut-instinct told him that he had just become

He proceeded back to his hotel, making sure not to tip them off that he was aware of their presence. Using his peripheral vision, he made certain to keep an eye on the “friends” that he knew were trailing him. As he turned the corner, Tommy quickly hid in the shadows and waited for his pursuers to pass. As they did, Tommy struck, disabling one and placing the other in a crushing chokehold. After a few seconds of “persuasion”, Tommy managed to convince them to hand over their wallets. This act dramatically improved his reputation and influence in the underworld community – no one would underestimate Tommy Muldoon again…

Turn 2: Death on the Amazon River

Muldoon - Anchorage, Alaska – February 8, 1926

[Action 1: Travel: Anchorage>Tokyo, Japan; Action 2: Acquire Assets: Gain Luck Rabbits Foot, Profane Tome]

A Pacific crossing is never uneventful, but during the month of February, it is downright brutal! Tommy booked passage on a steamer that left Anchorage on January 25. The crossing of the Bearing Sea and the Sea of Okhotsk was wrought with heavy seas with twenty-five foot swells. After a short layover in Vladivostok to take on fuel, the ship crossed the Sea of Japan and eventually made port in Tokyo on February 6. Upon arriving Tommy went about to acquire some assets that would be useful during his future encounter on Nitaka-Tori. He used his contacts to locate a small shop in the Kyobashi district where he was able to acquire a ‘Lucky Rabbits Foot’ and a ‘Profane Tome’. Tommy had high hopes that these items would serve him well during the coming confrontation on the mysterious atoll.

during the coming confrontation on the mysterious atoll. Phan – Sydney, Australia – February 11, 1926

Phan – Sydney, Australia – February 11, 1926

[Action 1: Component Action: Cryptic Text; Action 2: Travel: Sydney>Batavia, Java (Space 20)

Phan finally had a little time to examine the ‘Cryptic Text’ that she acquired before leaving the import company. Phan’s knowledge of arcane books and languages has proved to be very useful, as she was able to decipher a hidden code in the text. It revealed an incantation for a spell called ‘Arcane Insight’. The cipher ended up being much more complex, and time consuming than Phan originally anticipated. Eventually, Phan memorized the spell, but the process took a toll on her mental stability. Early in the morning of February 11, Phan received a phone call from a friend that worked at the Japanese consulate in Sydney. The acquaintance reported to her that there was talk amongst some of the consulate officials regarding a Japanese sailor that washed up on the shore of Java. He was babbling incoherently about a mysterious fog-covered island in the Indian Ocean, and about a “presence” that was trying to kill him. He was taken to an asylum in Batavia for observation.

Upon hearing this, Phan immediately booked passage on the next ship bound for Java. She arrived in Batavia on February 14, and reserved a suite at the Grand Hotel Java. After a short nap, she took a walk around the neighborhood and began to inquire about the story regarding the Japanese sailor. Her questions were met with a strong resistance by the locals… they feared something. Later that day after dinner, Phan returned to her room to make a few phone calls. Shortly after returning to her room, she observed a note being slipped under her door. It was in some sort of code. She was able to decipher it relatively quickly and it carried an ominous warning. It read, “THEY KNOW WHY YOU

carried an ominous warning. It read, “T HEY KNOW WHY YOU ARE HERE . Y OU

ARE HERE. YOU ARE IN GRAVE DANGER. LEAVE THIS HOTEL IMMEDIATELY AND DO NOT PROVIDE A FORWARDING

ADDRESS. THE SAILOR THAT YOU SEEK HAS BEEN NEUTRALIZED. IF YOU REMAIN IN BATAVIA THEY WILL KILL YOU”. Phan

took the warning seriously and immediately checked out of the hotel. She took up residence in an inn on the outskirts of town. This threat confirmed that the report of the sailor was indeed true and provided additional evidence that story regarding the island of Nitaka-Tori was factual.

Morgan – Bogata, Columbia – February 14, 1926

[Action 1: Focus; Action 2: Travel: Bogota, Columbia (Space 7)>the Amazon

Following the fiasco with 'el Chacal', Tony decided to refocus his efforts. Irreparable damage to his reputation demanded that he leave Bogota as soon as possible. Then the next day while perusing the morning edition of the El Espectador there appeared an article about the Miskatonic University expedition that was underway in the Amazon. The article went on to say that Dr. Miles Winthrop, a senior member of the Miskatonic University archaeology department, was leading the expedition. The article went on to outline Winthrop’s theory that the legendary lost city of Puno-Taraco was likely located in the Uraricoera River region of Brazil, and that his party was in the process of conducting extensive fieldwork in that region. This topic interested Tony and he decided to travel to Brazil and see if this expedition could be of help to him and his search for the truth. This would not be an easy trek as the base camp of the expedition was reportedly located in the remote Roraima region, northwest of Boa Vista. The trek was a difficult one as expected, much of it along uncharted paths. On March 3, he finally reached Boa Vista.

That evening there was a great clamor amongst the townspeople as the workers from a local timber company returned to the city with a fantastic story. It appears that thirty men left the city near the end of February and entered into the wilds to the northeast of the city to harvest rare timber. According to their story, the group was attacked by what they described as “Serpent People”. Of the original thirty men, only seven returned to tell their tale. The survivors were severely dehydrated, malnourished, and each had suffered some sort of trauma ranging from severe lacerations to deep puncture wounds. Out of the seven survivors, four of them died from their wounds by the next morning. However, they did manage to bring back proof of the encounter, as one of the men had managed to capture a few photographs. When the film was developed, it revealed two startling images of creatures that possessed the chest and legs of a man but with the head of a snake! The images brought a sense of severe trepidation to all that viewed them – including Tony. He knew deep down that this was in some way related to the events that were occurring around the world and that they these abominations had to be eliminated. The next day Tony entered into the area of the surrounding jungle described by the survivors to see if he could pick up the creatures trail and hunt these vile beasts down. After searching for several hours, Tony came across a clearing where four of these creatures were sunning themselves on some large rocks. He stealthily crept up on the group and liquidated them all while they slept, severing their heads with a machete.

all while they slept, severing their heads with a machete. What Tony did not know at

What Tony did not know at the time was the fact that these creatures were the products of a witch’s incantation. Eventually, Morgan was able to confront the sorceress in her jungle lair and a battle to the death developed. Morgan brandished his Sword of St. Jerome and that action by itself instilled a great deal of fear in the enchanter. Once he saw her fear, Tony became emboldened. Before she could finish her incantation, Morgan ran her through with his fabulous sword. Knowing that he had both dispatched the Serpent People and the Witch that controlled them, Tony gained a great deal of satisfaction and was able to refocus for the struggle that surely lay ahead…

I. Draw Prelude

A. Sins of the Past

Setup

1. After Setup, L.I. may gain a Dark Pact to gain a Promise of Power Cond.

2. If L.I. gains the condition, another may spawn gates to gain Promise of Power Cond.

3. If that Invest. gains the condition, another may adv. Doom by 2 to gain Promise of Power

II. Place Game board

III. Organize Tokens

A. Organize Gate Stack

B. Organize Clue Pool

C. Organize General Token Pool

IV. Choose Investigators

A. Player #1

1. Tony Morgan, the Bounty Hunter, in Bogota, Columbia (Space 7)

B. Player #2

1. Tommy Muldoon, the Rookie Cop, in Anchorage, Alaska (Space 1)

C. Player #3

1. Minh Thi Phan, the Secretary, in Tokyo, Japan

V. Receive Starting Possessions, Health Tokens and Sanity Tokens

A. Morgan

1.

Handcuffs Asset

2.

7-Health

3.

5-Sanity

B. Muldoon

1.

Carbine Rifle Asset

2.

Improve Will

3.

7-Health

4.

5-Sanity

C. Phan

1.

Cryptic Text Unique Asset

2.

1-Clue Token

3.

6-Health

4.

6-Sanity

VI. Determine A.O.

A. Abhoth, the Source of Uncleanliness

1. Setup

a. Set aside 8-Cultist Monsters

b. Set aside all Abhoth Special Encounter Cards

VII. Create Monster Cup

A. Place all remaining monster tokens in the Monster Cup

VIII. Separate and Place Decks

A. Separate all decks

B. Randomize all decks

IX. Build Mythos Deck

A. Stage I

B. Stage II

C. Stage III

X. Resolve Starting Effects

A. Locate 3-Player Reference Card

B. Place Doom token on space ‘14’ of the Doom track

C. Place Omen token on green comet space

D. Asset Reserve

1. Profane Tome

2. Lucky Rabbit’s Foot

3. Syndicate Agent

4. Body Guard

E. Spawn Gates

1. The Amazon

a. Witch

F. Active Expedition

1. Cut Expedition Deck

2. Place token on space indicated on top card

G. Spawn Clues

1. Istanbul, Turkey

2. Outback, Australia (Space 21)

H. Draw Mystery Card

1. Child of Abhoth

a. Place Child of Abhoth Epic Monster in random location

i. Draw Clue for random location

i. Central Indian Ocean (Space 18)

I. Resolve Prelude Card

1. Lead Investigator (Morgan) gains Dark Pact Condition

2. Lead Investigator (Morgan) gains Promise of Power Condition

3. Phan Spawns a Gate

a.

Rome

i.

Deep One

4. Phan gains a Promise of Power Condition

I. Actions

Turn 1

A. Morgan, in Bogota, Columbia (Space 7)

1. Prepare for Travel

a. Gain Ship-Travel Ticket

2. Focus

a. Gain Focus Token

B. Muldoon, in Anchorage, Alaska (Space 1)

1. Focus

a. Gain Focus Token

2. Prepare for Travel

a. Gain Ship-Travel Ticket

C. Phan, in Tokyo, Japan

1. Prepare for Travel

a. Gain Ship-Travel Ticket

2. Travel

II. Encounters

a. Tokyo, Japan>Sydney, Australia

i. Spend Ship-Travel Ticket

A. Morgan, in Bogota, Columbia (Space 7)

1. Location Encounter

a. General Encounter (City)

i. “You try to convince a notorious grifter to teach you some tricks”

ii. Test Influence

1. Roll 2d6

2. = 1,3: Fail

iii. “If fail, he takes your money and ruins your reputation”

iv. Impair Influence

B. Muldoon, in Anchorage, Alaska (Space 1)

1. Location Encounter

a. General Encounter (City)

i. “Grifters have chosen you to be their next mark”

ii. Test Observation -1

1. Roll 3-1=2d6

2. 4,6: Pass

iii. If pass, you end up with the money and impressive reputation

iv. Improve Influence

C. Phan, in Sydney, Australia

1. Location Encounter

a. Asia/Australia Encounter (Sydney)

i. “An armed man asks you strange questions. You suspect he is possessed by an alien being

ii. Discard 1-Clue Token

iii. Gain 1-Random Weapon Asset

i. .38 Revolver

III.

Mythos Phase

 

A.

Draw/Resolve Mythos Card

 
 

1. Heart of Corruption

a.

Advance Omen Track

 

2. Monster Surge

 

a.

Spawn Gate Instead

 
 

i.

Shanghai

 

i.

Serpent People

 

A.

Move to the Amazon per Spawn Icon

 

3. Spawn Clues

 

a. Tokyo, Japan

 

b. Batavia, Java (Space 20)

 

4. Resolve Event

 

a.

Lead Investigator (Morgan) gains 1-Artifact then rolls die

 

i.

Morgan gains Sword of St. Jerome

 

b.

Roll 1d6 = 5 (n/e)

 
 

B.

Lead Investigator to Muldoon

 

Turn 2

I.

Actions

A.

Muldoon, in Anchorage, Alaska (Space 1)

 
 

1. Travel

a.

Anchorage, Alaska (Space 1)>Tokyo, Japan

 

i.

Spend Ship-Travel Ticket

 

2. Acquire Assets

a.

Test Influence

 
 

i. Roll 3+1=4d6

 

ii. = 1,3,5,5 (2-Successes)

 

b. Gain Lucky Rabbit’s Foot Asset

c. Gain Profane Tome

 

d. Replenish Reserve

 

i. Tear Gas

ii. Urban Guide

 
 

B.

Phan, in Sydney, Australia

 
 

1. Component Action

 

a.

Cryptic Text

 

i.

Test Lore

 

1. Roll 3d6

 

2. = 5,6,6 (3-Successes)

 

ii.

Spend 1-Sanity to gain 2-Spells, discarding 1

 

1. Arcane Insight

2. Markings of Isis (Discard)

 

iii.

Flip this card

 
 

2. Travel

a.

Sydney, Australia>Batavia, Java (Space 20)

 

C.

Morgan, in Bogota, Columbia (Space 7)

 
 

1. Focus

a.

Gain Focus Token

 

2. Travel

a.

Bogota, Columbia (Space 7)>the Amazon

II.

Encounters

A. Muldoon, in Tokyo, Japan

1. Token Encounter

a. Research Encounter (City)

i. “The dig crew is puzzled by the odd variety of bones they recovered”

ii. Test Observation -1

1. Roll 3-1=2d6

2. = 3,6 Pass

iii. If pass, you realize bones came from single, malformed creature. Gain this clue

B. Phan, in Batavia, Java (Space 20)

1. Token Encounter

a. Research Encounter (City)

i. “A note slipped under your door is written in code”

ii. Test Observation

1. Roll 3d6

2. = 4,6,6 Pass

iii. If pass, it warns you of impending danger. Gain this clue

C. Morgan, in Amazon

1. Combat Encounter

a. Serpent People

i. Use Handcuffs

ii. Defeat Monster of Toughness of 2 or <

b. Witch

i. Test Will -1

1. Use Sword of St. Jerome

2. Roll 2-1+2=3d6

3. = 2,4,6 Pass

ii. Test Strength -1

1. Use Sword of St. Jerome

2. Roll 3-1+5=7d6

3. = 2,2,3,3,4,5,5 (2-Successes)

iii. Defeat Witch

iv. Use Passive Ability to gain 1-Focus Token

2. Other World Encounter

a. Unknown Kadath

i. You enter the Onyx Castle of the Great Ones!

ii. Large man dressed as a Pharaoh tells you the gods have gone

iii. Resolve Pass to decline offer or resolve Fail to accept his offer

iv. Decline. You search castle.

v. Test Observation -1

1. Roll 4-1=3d6

2. = 2,2,3 Fail

3. Use Focus

A. Roll 1d6

a. =1 fail

4. Use Focus

A. Roll 1d6

a. =5 pass

vi. If pass you discover Great Ones left you a gift

vii. Gain 1-Relic Unique Asset and close gate

1. Gain Lost Treasure

III. Mythos Phase

A. Draw/Resolve Mythos Card

1. Framed for Murder

a. Advance Omen track

i. Advance Doom track by 2

1. For Rome gate

2. For Shanghai gate

b. Resolve Reckoning Effects

i. Monsters

1. Deep One (Rome)

A. No Effect

ii. Child of Abhoth (Space 18)

1. Phan gains Illness Condition

iii. AO

A. Infection

1. Lead Investigator Spawns 1-Cultist on Wilderness space

A. Dakar, French West Africa (Space 10)

iv.

Possessions/Conditions

1. Muldoon

2. Phan

A. Promise of Power

a. Roll 1d6. On 6, flip card

b. = 2

B. Infection

a. Test Strength. If fail, flip card

b. Roll 2d6

c. =1,2 fail

 

i.

Flip

ii.

Septic Shock

iii.

Lose 3-Health

iv.

Discard this card

3. Morgan

A.

Promise of Power

c. Spawn Gates

i. Buenos Aires

a. Roll 1d6. On 6, flip card

b. = 2

B. Dark Pact

a. Roll 1d6. On 1, flip card

b. = 2

d. Event

1. Goat Spawn

i. Lead Investigator chooses an Investigator with Ally

ii. That Investigator discards ally and gains detained condition

1. None.