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Arkham Horror: The Card Game – A Light in the Fog: Mythos Pack thumbnail

Arkham Horror: The Card Game – A Light in the Fog: Mythos Pack

Expansion for Arkham Horror: The Card GameExpansion for Arkham Horror: The Card Game – The Innsmouth Conspiracy: ExpansionExpansion for Arkham Horror: The Card Game (Revised Core Set)

Arkham Horror: The Card Game – A Light in the Fog: Mythos Pack Rulebook

Table of Contents

Table of Contents

  • Scenario VI: A Light in the Fog
  • Scenario Setup
  • Keys
  • Standalone Mode
  • Suggested Location Placement
    • Act 1
    • Act 3 / Agenda 3
  • Location Rules Text
  • Flashbacks
    • Flashback XII
    • Flashback XIII
  • Do Not Read Until the End of the Scenario
    • Resolution 1
    • Resolution 2
    • Resolution 3
    • Resolution 4
  • Additional Rules and Clarifications
    • Keys
    • Flood Tokens
    • Bless and Curse Tokens

Scenario VI: A Light in the Fog

Crimson-tinted fog bathes the sky as you reach the gatehouse of Falcon Point. Atop the cliffs above you, the lighthouse beacon pierces through the mist. Considering the state of Innsmouth, you wonder what purpose the signal serves now. You doubt there are any ships out at sea given the inclement weather.

Somewhere inside is the evidence you found weeks ago. You suspect that Oceiros—the man who captured you and left you in that pit to die—also resides within. "Are you ready?" Agent Harper asks. "We have no real escape route here, should things go south. Be prepared for anything." You nod. It's too late to turn back now. Steadily, you make your way toward the cliffs. One way or another, this ends today.

Proceed to Setup.

Scenario Setup

  • Gather all cards from the following encounter sets: A Light in the Fog, Creatures of the Deep, Flooded Caverns, Rising Tide, Syzygy, and Striking Fear. These sets are indicated by the following icons: [six encounter set icons printed in a row; the icons are pictures and are not mapped to individual sets in this transcription].
  • Put Falcon Point Gatehouse, Falcon Point Cliffside, Lighthouse Stairwell, and Lighthouse Keeper's Cottage into play on the same row. Put Lantern Room into play directly above Lighthouse Stairwell (see Suggested Location Placement for Act 1, below).
    • Each investigator begins play at Falcon Point Gatehouse.
    • From among the Tidal Tunnel locations, remove the 2 Underground River locations from the game.
    • Set each other location aside, out of play.
  • Set each key aside, as follows:
    • Set the white, black, blue, yellow, and red keys aside, faceup.
    • Set the purple and green keys aside, facedown. Shuffle them so you do not know which is which.
  • Put the double-sided "Captured!" story card into play next to the scenario reference card, with its story side faceup. (This card is on the reverse side of the Holding Cells location.) Its text is active.
  • Set the following cards aside, out of play: the Oceiros Marsh enemy, both copies of the Worth His Salt treachery, and both copies of the Taken Captive treachery.
  • Check Campaign Log.
    • If the idol was brought to the lighthouse, search the collection for the Waveworn Idol and set it aside, out of play.
    • If the mantle was brought to the lighthouse, search the collection for the Awakened Mantle and set it aside, out of play.
    • If the headdress was brought to the lighthouse, search the collection for the Headdress of Y'ha-nthlei and set it aside, out of play.

Keys

During this scenario, keys represent the following:

  • Red: A gilded key made of coral and covered in strange, glowing runes. The word "Y'ha-nthlei" is inscribed upon the handle.
  • Blue: A key carved with a symbol of an engorged fish eye.
  • Green: A fist-sized cluster of raw peridot that pulses and glows with unnatural light.
  • Yellow: A heavy iron ring crowded with prison cell keys.
  • Purple: The deceased larva of a malformed fish.
  • Black: A map of the depths beneath Devil Reef.
  • White: A pocket telescope.

Standalone Mode

If you are playing in Standalone Mode and do not wish to refer to any other setups or resolutions, you may use the information below when setting up and playing this scenario:

  • Assemble the chaos bag using the following tokens: +1, 0, 0, -1, -1, -1, -2, -2, -3, -4, skull, skull, cultist, cultist, tablet, tablet, elder thing, elder thing, one token printed with an icon that could not be identified from the PDF text layer [unidentified chaos token icon], and elder sign.
  • The investigators reached Falcon Point before sunrise.
  • The idol, mantle, and headdress were not brought to the lighthouse.

Suggested Location Placement

Act 1

  • Lantern Room is placed directly above Lighthouse Stairwell.
  • Falcon Point Gatehouse, Falcon Point Cliffside, Lighthouse Stairwell, and Lighthouse Keeper's Cottage are placed on the same row.

Note: The order of the locations on this row does not matter, so long as Lantern Room is directly above Lighthouse Stairwell.

Act 3 / Agenda 3

  • Above/Topmost: Lantern Room.
  • The row below Lantern Room: Falcon Point Gatehouse, Falcon Point Cliffside, Lighthouse Stairwell, and Lighthouse Keeper's Cottage.
  • Below that, three further rows of four locations each, read from top to bottom. Each of these rows has a Tidal Tunnel location in columns one, two, and four, and a Sunken Grotto location in column three. The Sunken Grotto locations in these rows are Upper Depths, Lower Depths, and Final Depths, in that order. The Final Depths row is the Below/Bottommost row.

Note: The order of the locations on each row does not matter, so long as Lantern Room, Lighthouse Stairwell, and each Sunken Grotto are on the same column, as depicted.

Location Rules Text

The following locations appear in this scenario. Only rules text is reproduced here; flavour text is omitted.

  • Falcon Point Gatehouse (Falcon Point). Falcon Point Gatehouse cannot be fully flooded.
    • Resign. You head back into the woods, leaving the lighthouse and its mysteries behind. If you control the black or red keys, place each one you control on the current act.
  • Falcon Point Cliffside (Falcon Point). Falcon Point Cliffside cannot be fully flooded.
  • Lighthouse Stairwell (Falcon Point). Lighthouse Stairwell cannot be fully flooded.
    • [ability icon] If there are any Relic story assets currently set aside: Add 1 of them to your hand.
  • Lighthouse Keeper's Cottage (Falcon Point). Lighthouse Keeper's Cottage cannot be fully flooded.
  • Lantern Room (Falcon Point). Lantern Room cannot be flooded.
  • Tidal Tunnel (Cave). No rules text.
  • Sunken Grotto – Upper Depths (Cave). Investigators at this location spend 1 clue, as a group: Look at the revealed side of a Tidal Tunnel location on this row.
  • Sunken Grotto – Lower Depths (Cave). No rules text.
  • Sunken Grotto – Final Depths (Cave). No rules text.

Flashbacks

Flashback XII

Do not read unless you are instructed.

You peer up at Falcon Point lighthouse, but from much farther below. You are aboard Mr. Moore's fishing vessel, during your voyage to Devil Reef several weeks earlier. The ship sways back and forth as angry waves thrash against its hull. "'Fraid it's gon' be a bit rocky," the ship captain shouts over the crashing of the tumultuous sea. "Weather's been awful wild of late. Strange tides an' stranger winds."

But still you stare up at the ominous lighthouse, its beacon a guiding light, a warning sign, or both. Curious what knowledge he might have, you ask Mr. Moore about the lighthouse. "That ol' thing? Been there longer'n Innsmouth itself. Marsh family's kept it runnin' as long as I remember. Oceiros is keeper now. Strange fella, that Oceiros. They say the only place in town he visits is the Order o' Dagon hall by New Church Green." He shakes his head.

You wonder if there are more secrets inside that lighthouse than meets the eye. Mr. Moore seems to note your curiosity. "I've heard them Marshes've carved out caverns beneath the lighthouse goin' all the way down to sea level an' beyond," he claims. "Dunno if that's true, but sometimes when I'm out ta sea I've seen groups of 'em up by the cliffside, all wavin' an' kneelin' like they're prayin' or something. Never really paid it much mind, but..." his voice grows quieter. "Jus' thought you oughta know."

You nod and thank him. If what he's saying is true, perhaps you should give this lighthouse a visit. You make a mental note to research more about Falcon Point once you return to town. When your mind snaps back to the present, you recall the legwork you'd done after your expedition to Devil Reef, and the information you found on the vast network of tunnels beneath the lighthouse...

  • In your Campaign Log, under "Memories Recovered," record a conversation with Mr. Moore.
  • Choose and remove one of the following chaos tokens from the chaos bag for the remainder of the campaign (cultist, tablet, or elder thing).
  • The lead investigator gains 1 clue from the token pool.

Flashback XIII

Do not read unless you are instructed.

You speak with one of the many sailors who frequent a ramshackle tavern by the docks of Innsmouth, somewhere in the southeastern slums of the decrepit seaport. He's found his own little corner of the pub in which to hide and drown himself in alcohol. So much the better—you'd prefer to keep your investigation quiet.

You jot down notes as the drunken man rambles on about the creatures he's seen swimming off the coast and prowling around the reefs. "Deep Ones," he names them. "Caught one in my net once," he blabbers through slurred speech. "She an' her eggs—tha's right!—'er eggs, bigger'n your fist, an' squirmin' an' wrigglin', too!"

Absorbed in the ritual of telling a tale for his fellow sailors, he elaborates: "She had one of 'em in her arms. Tiny little devil, with bulgin', hateful eyes. Couldn't stand the sight of it. I threw the net o'er as soon as I realized what I'd caught, an' came right back 'ere. If I had my way I'd never sail 'gain."

You mull this new information over in your head. If this man speaks the truth, these creatures seem to have a lifecycle similar to that of a fish. But then, what is the purpose of the uncanny hybrid creatures you have seen skulking about the town? Are they but figments of your frightened imagination? Or is there a much more sinister part of this lifecycle that you are missing?

  • In your Campaign Log, under "Memories Recovered," record the lifecycle of a "Deep One."
  • Choose and remove one of the following chaos tokens from the chaos bag for the remainder of the campaign (cultist, tablet, or elder thing).

Do Not Read Until the End of the Scenario

  • If no resolution was reached because each investigator was defeated and it was agenda 1, 2, or 3: Skip to Resolution 4.
  • If no resolution was reached because each investigator was defeated and it was agenda 4: Skip to Resolution 3.

Resolution 1

Exhausted, you throw yourself onto the rocky shore. Waves lap at your ankles as you stare up into the sky. Behind the clouds, deep crimson hues spell an ominous end for all of humankind. Your skull pounds with agony as you struggle to remember why. The moon and sun slide into alignment. A thunderous crash resounds in the distance. Dark, churning clouds swirl and seethe over the hateful ocean. What does it all mean? What is the truth behind the Esoteric Order of Dagon? The truth hidden in Devil Reef? Darkness overtakes your senses once more.

  • For each investigator who resigned through the Moon Room, record in your Campaign Log (name of that investigator) possesses a diving suit.
  • If the black key was on the current act when the game ended, record in your Campaign Log the investigators possess a map of Y'ha-nthlei.
  • If the red key was on the current act when the game ended, record in your Campaign Log the investigators possess the key to Y'ha-nthlei.
  • For each set-aside Relic story asset that was added to an investigator's hand during this scenario, any investigator may choose to add that story asset to their deck. It does not count toward that investigator's deck size.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display. Record this experience under "Unspent Experience" in your Campaign Log, but do not spend any of it yet. You will be instructed to spend this experience at a later time.
  • Proceed to Scenario VII: The Lair of Dagon.

Resolution 2

Exhaustion and despair eat at your muscles as you escape into the dark woods surrounding Falcon Point. You know it is too dangerous to stop moving, but you can hardly stand. You brace yourself against a nearby tree and stare up into the sky. Behind the clouds, deep crimson hues spell an ominous end for all of humankind. Your skull pounds as you struggle to remember why. The moon and sun slide into alignment. A thunderous crash resounds in the distance. Dark, churning clouds swirl and seethe above the hateful ocean. What does it all mean? What is the truth behind the Esoteric Order of Dagon? The truth hidden in Devil Reef? Darkness overtakes your senses once more.

  • If the black key was on the current act when the game ended, record in your Campaign Log the investigators possess a map of Y'ha-nthlei.
  • If the red key was on the current act when the game ended, record in your Campaign Log the investigators possess the key to Y'ha-nthlei.
  • For each set-aside Relic story asset that was added to an investigator's hand during this scenario, any investigator may choose to add that story asset to their deck. It does not count toward that investigator's deck size.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display. Record this experience under "Unspent Experience" in your Campaign Log, but do not spend any of it yet. You will be instructed to spend this experience at a later time.
  • Proceed to Scenario VII: The Lair of Dagon.

Resolution 3

You panic as the water level rises all the way to the ceiling of the cavern. There is no air left to breathe. You feel the currents pulling you deeper and deeper below the surface, where the bulging, glowing eyes of Deep Ones lie in wait. Desperately, you swim up to the cellar door of the lighthouse. Your only hope is to force it open and crawl up into the buildings above, where sweet oxygen awaits. You shove and push with all of your might, hoping, imagining, praying that any moment now your strength will spring the hatch open. Your lungs are about to burst. No! This cannot be the end! You struggle and fight for survival, but the lock does not budge. Hungry for air, your lungs give. Your throat fills with cold saltwater. The sensation of your ankles being gripped by webbed hands is the last thing you feel.

  • Each investigator is killed.
  • The investigators lose the campaign.

Resolution 4

Coming here was a terrible mistake. Falcon Point is no simple lighthouse, but a headquarters for the Order of Dagon, even more hostile and deadly than the town of Innsmouth you left behind. With danger at every turn and the hateful lighthouse keeper hot on your tail, you leave the secrets of the lighthouse behind and flee into the dark woods.

By the time you are too deep into the treeline to see the lighthouse beacon, you are utterly exhausted. You know it is too dangerous to stop moving, but you can hardly stand. You brace yourself against a nearby tree and stare up into the sky. Behind the clouds, deep crimson hues spell an ominous end for all of humankind. Your skull pounds as you struggle to remember why. The moon and sun slide into alignment. A thunderous crash resounds in the distance. Dark, churning clouds swirl and seethe above the hateful ocean. What does it all mean? What is the truth behind the Esoteric Order of Dagon? The truth hidden in Devil Reef? Darkness overtakes you once more.

  • If the black key was on the current act when the game ended, record in your Campaign Log the investigators possess a map of Y'ha-nthlei.
  • If the red key was on the current act when the game ended, record in your Campaign Log the investigators possess the key to Y'ha-nthlei.
  • For each set-aside Relic story asset that was added to an investigator's hand during this scenario, any investigator may choose to add that story asset to their deck. It does not count toward that investigator's deck size.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display. Record this experience under "Unspent Experience" in your Campaign Log, but do not spend any of it yet. You will be instructed to spend this experience at a later time.
  • Proceed to Scenario VII: The Lair of Dagon.

Additional Rules and Clarifications

The following shared rules from the campaign guide's Additional Rules and Clarifications section are used by this scenario.

Keys

This expansion contains key tokens that represent important objects or pieces of information that can be claimed and used during scenarios.

Key tokens have two sides. When facedown, all seven keys have the same universal key symbol, so they can be randomized without the investigators knowing which is which. When faceup, each key is color coded with a unique color: red, blue, green, yellow, purple, black, and white.

If a scenario uses one or more keys, the setup of that scenario indicates how many are set aside and whether they should be faceup or randomized facedown. Keys can enter play via several different card effects, and they are usually placed on an enemy, location, or story asset. Keys can be acquired in any of the following ways:

  • If a location with a key on it has no clues, an investigator may take control of each of the location's keys as a [ability icon] ability.
  • If an investigator causes an enemy with a key on it to leave play, that investigator must take control of each of the keys that were on that enemy. (If it leaves play through some other means, place its keys on its location.)
  • Some card effects may allow an investigator to take control of keys.

When an investigator takes control of a key, they flip it faceup (if it is facedown) and place it on their investigator card. As an [ability icon] ability, an investigator may give any number of their keys to another investigator at the same location. If an investigator who controls one or more keys is eliminated, place each of their keys on their location.

Keys have no inherent game effect. However, some card effects may change depending on which keys an investigator controls. Additionally, keys may sometimes be required in order to progress during a scenario.

Flood Tokens

Throughout this campaign, scenario card effects can flood locations. Each location can be at one of three different flood levels: it is either unflooded, partially flooded, or fully flooded. A location's flood level can be tracked using the double-sided flood tokens included in the deluxe box.

A location's flood level has no inherent game effect. However, some card effects may change or become stronger while you are at a flooded location, particularly if that location is fully flooded.

  • A location with no flood token is unflooded.
  • If a location becomes partially flooded, place a flood token on it with the partially flooded side faceup to designate this.
  • If a location becomes fully flooded, place a flood token on it with the fully flooded side faceup (or if it is already partially flooded, flip its flood token over) to designate this.
  • If a location's flood level is "increased," it changes from unflooded to partially flooded, or from partially flooded to fully flooded. A fully flooded location cannot have its flood level increased.
  • If a location's flood level is "decreased," it changes from fully flooded to partially flooded, or from partially flooded to unflooded. If a location becomes unflooded, remove its flood token.
  • For the purposes of card effects, both partially flooded locations and fully flooded locations are considered to be "flooded."

Bless and Curse Tokens

This expansion contains two additional kinds of chaos tokens: bless tokens and curse tokens. By default, the chaos bag does not contain any bless or curse tokens. However, certain card effects can add these tokens to or remove them from the chaos bag.

  • Bless tokens revealed during a skill test have the following effect: "+2. Reveal another token. Instead of returning this token to the chaos bag, return it to the token pool."
    • No more than 10 total bless tokens can be included in the chaos bag or sealed on cards in play at any given time.
  • Curse tokens revealed during a skill test have the following effect: "–2. Reveal another token. Instead of returning this token to the chaos bag, return it to the token pool."
    • No more than 10 total curse tokens can be included in the chaos bag or sealed on cards in play at any given time.
  • Bless or curse tokens revealed outside of a skill test have no effect on their own unless otherwise specified by a card effect.
  • Check Campaign Log.
    • If the investigators reached Falcon Point after sunrise, place 1 doom on agenda 1.
    • If the tide has grown stronger, place 1 doom on agenda 1.
  • Add the flood tokens to the token pool.
  • Shuffle the remainder of the encounter cards to build the encounter deck.
  • You are now ready to begin.