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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.

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:
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.

LORE 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.

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’.

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 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.

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 HEALTH and SANITY tokens. Health and Sanity tokens are used
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.

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.

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.

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 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.
Eldritch Tokens
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.

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.

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.

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
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


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
Trinket 1 Once per round, you may reroll 1 die when resolving a test
Foot
Syndicate Gain +2 STR during Combat Encounters. You may reroll 1 die when resolving a STR
Ally 2
Agent 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).

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
problematic.

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:

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 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…
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…

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.
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.

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.

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”.
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.

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

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.

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…
Setup
I. Draw Prelude
A. Sins of the Past
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

Turn 1

I. Actions
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
a. Tokyo, Japan>Sydney, Australia
i. Spend Ship-Travel Ticket
II. Encounters
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
A. Infection
iii. AO
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
a. Roll 1d6. On 6, flip card
b. = 2
B. Dark Pact
a. Roll 1d6. On 1, flip card
b. = 2
c. Spawn Gates
i. Buenos Aires
1. Goat Spawn
d. Event
i. Lead Investigator chooses an Investigator with Ally
ii. That Investigator discards ally and gains detained condition
1. None.

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