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Arkham Horror: The Card Game – In The Clutches of Chaos: Mythos Pack thumbnail

Arkham Horror: The Card Game – In The Clutches of Chaos: Mythos Pack

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

Arkham Horror: The Card Game – In The Clutches of Chaos: Mythos Pack Rulebook

Table of Contents

Table of Contents

  • Scenario VII: In the Clutches of Chaos
    • Intro 1
    • Intro 2
    • Intro 3
    • Intro 4
  • Setup
  • Standalone Mode
  • Choosing a Random Location
  • Breaches and Incursions
    • Placing Breaches
    • Resolving Incursions
  • Suggested Location Placement for "In the Clutches of Chaos"
  • Do Not Read: Until the End of the Scenario
  • Resolution 1
  • Resolution 2
  • Resolution 3
  • Resolution 4

Scenario VII: In the Clutches of Chaos

Intro 1

After what you saw at the Unvisited Isle, your faith in humanity is on thin ice. You feel like a wayward spirit, wandering the streets with no destination in mind. You wish you could just return home and forget everything that has happened in the last few weeks, but you know that is just a pipe dream. After hours of aimless meandering, you snap back to reality when you realize you have wandered into Independence Square. A soft breeze carries a trail of brittle leaves across the grass of the clearing, drawing your eyes upward. There, sitting amidst a circle of autumn-colored leaves, sits Anna Kaslow. Her eyes are closed in a deep trance, her fingers pressed against the temples of her head. Laid out on the grass in front of her is a wool blanket, and on top of that, a circle of overlapping facedown tarot cards. You approach and take a seat in front of the fortune teller. It's only now that you realize just how sore and tired you are. Every one of your muscles aches with pain, and it takes a significant amount of effort for you to not immediately pass out.

Check Campaign Log.

  • If the investigators are never seen or heard from again, proceed to Intro 2.
  • Otherwise, skip to Intro 3.

Intro 2

You recognize the soothsayer from your investigation into the disappearances at Josef Meiger's manor. It was her advice that led the second set of victims to their doom, or so you suspect. Oddly enough, she appears to recognize you, as well. She runs her fingers along the circle of cards before her. "I suspect the past few weeks have been quite arduous for you. Are you here for guidance?" You grimace. The last time Anna read somebody's fortune, it did not end well for them. What makes you think you will be any different?

Skip to Intro 4.

Intro 3

Anna opens her eyes. "I was wondering when we would meet again." You wonder aloud how she could possibly not know, when everything else she has predicted has come to pass. Your remark earns you a hearty chuckle from the soothsayer. "That doesn't mean I know everything, my dear." She runs her fingers across the circle of cards. "I suspect the past few weeks have been quite arduous for you. Are you here for more guidance?" You grimace. This all began with a reading of your fortune. What makes you think another reading will make this all go away?

Proceed to Intro 4.

Intro 4

Before you can answer, Anna turns over the card closest to her. It depicts a furtive hooded figure with five swords embedded in the ground around it. Others cower and flee before the victorious figure, and a maelstrom of dark clouds brew over its head. Above this image, the card reads: FIVE OF SWORDS. "You may feel as though you have been defeated, but you must not give in to despair. The battle may be over, but your struggle has not yet ended." Misery catches in your throat. You want nothing more than for this nightmare to be over, but Anna's words ring true: you know it will not end unless you put an end to it yourself.

A flash of light burns across the sky, followed swiftly by a resounding crack of thunder. The clouds above are not natural. Phantasmal shapes shift and churn within the mist above. If you listen closely, you can faintly hear their howls of pain and sadness drifting on the wind. "It has begun," Anna utters quietly. You rise to your feet, ignoring your exhaustion, your pain, and your fear.

Proceed to Setup.

Setup

  • Gather all cards from the following encounter sets: In the Clutches of Chaos, Agents of Azathoth, and Nightgaunts. These sets are indicated by the following icons: [three encounter-set icons, not reproduced]
  • Randomly choose one of the two Rivertown locations, one of the two Merchant District locations, one of the two French Hill locations, one of the two Uptown locations, one of the two Southside locations, and one of the two South Church locations and put them into play. Remove the other versions of Rivertown, Merchant District, French Hill, Uptown, Southside, and South Church from the game. (See suggested location placement, below.) Each investigator begins play in Southside.
  • Check Campaign Log. If Anette Mason is possessed by evil, perform the following:
    • Gather all cards from the following additional encounter sets: Music of the Damned, Anette's Coven, City of Sins, and Witchcraft. These sets are indicated by the following icons: [four encounter-set icons, not reproduced]
    • When constructing the act deck, use Act 1a—"Dark Knowledge (v. I)" and Act 2a—"Beyond the Grave."
    • Put Hangman's Hill (Where It All Ends) and Silver Twilight Lodge (Shrouded in Mystery) into play.
  • Check Campaign Log. If Carl Sanford possesses the secrets of the universe, perform the following:
    • Gather all cards from the following additional encounter sets: Secrets of the Universe, Silver Twilight Lodge, Striking Fear, and The Midnight Masks. These sets are indicated by the following icons: [four encounter-set icons, not reproduced]
    • When gathering The Midnight Masks encounter set, only gather the 5 treachery cards (2x False Lead and 3x Hunting Shadow). Do not gather any of the other cards from that encounter set.
    • When constructing the act deck, use Act 1a—"Dark Knowledge (v. II)" and Act 2a—"New World Order."
    • Put Silver Twilight Lodge (Where It All Ends) and Hangman's Hill (Shrouded in Mystery) into play.
  • Set the Piper of Azathoth enemy aside, out of play.

Standalone Mode

If you are playing in Standalone Mode and do not wish to refer to any other setup/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, –2, –2, –3, –4, [seven icon tokens: Skull, Skull, Cultist, Tablet, Elder Thing, an unnamed symbol, Elder Sign]. (Transcriber note: the printed guide shows these seven tokens only as icons. The names are assigned by appearance. The sixth icon, a stylised swirl with a "2", is not named in the printed text and is left as an icon placeholder.)
  • The investigator must decide (choose one):
    • Anette Mason is possessed by evil.
    • Carl Sanford possesses the secrets of the universe.

Choosing a Random Location

During this scenario, you will often be instructed to choose a random location. This should be done by shuffling together the 8 locations removed from the game during setup (the versions of each location in play not currently being used) and drawing 1 at random.

If you are instructed to choose multiple different random locations, shuffle together the 8 locations not currently being used and randomly draw a number of different locations equal to the amount specified.

Breaches and Incursions

In this scenario, doom does not accrue at the usual rate. Instead, breaches—represented by resource tokens—are placed on locations. When enough breach tokens have been placed on a single location, an incursion occurs, which adds doom to that location and causes breaches to open in connecting locations. The investigators' primary goal in this scenario should therefore be to prevent incursions from happening by removing breaches from locations. This can only be done using the abilities on each location.

Placing Breaches

Breaches are primarily placed on locations via the following ability on Agenda 1a: "Forced – When doom would be placed on this agenda: Instead, place 1 breach on a number of different random locations equal to 1 more than the number of investigators." However, card effects can also place breaches directly on locations. For example: There are two investigators in the game, and it is the mythos phase. During the "place 1 doom on the current agenda" step of the mythos phase, instead of placing doom on Agenda 1a, the investigators must choose 3 different locations, at random. The locations randomly chosen are Southside, Rivertown, and French Hill. Therefore, 1 breach is placed on each of those locations.

When breaches are placed on multiple different locations, they should be placed one at a time. This process can be interrupted if it causes an incursion (see below).

Resolving Incursions

Incursions are primarily caused via the following ability on Agenda 1a: "Forced – When a breach would be placed on a location with 3 breaches: Instead, resolve an incursion at that location." However, card effects can also cause an incursion to occur. To resolve an incursion at a location, perform the following steps, in order:

  • First, remove all breaches on that location.
  • Second, place 1 doom on that location.
  • Finally, place 1 breach on each connecting location. This can chain-react and cause additional incursions to occur, so beware!

Once an incursion is resolved at a location, breaches from other incursions cannot be placed on that location for the remainder of that phase.

For example: A breach is about to be placed on Rivertown, which has 3 breaches on it. Instead, an incursion is resolved at Rivertown. First, all of the breaches on Rivertown are removed. Then, 1 doom is placed on Rivertown. Finally, 1 breach is placed on each of the locations connected to Rivertown. This may cause another incursion at one of those locations.

Suggested Location Placement for "In the Clutches of Chaos"

The printed guide shows the following layout of location cards. Each location's card text is on the location card itself. Below, each location is listed with its printed card subtitle and flavor text.

Row 1: Merchant District; Rivertown

Row 2: Hangman's Hill (Shrouded in Mystery); Uptown; Southside; French Hill; Silver Twilight Lodge (Where It All Ends)

Row 3: South Church

  • Merchant District (Arkham): The commercial center of Arkham, the Merchant District is usually bustling at all hours. But tonight, the dockhands and sailors have vanished, leaving you with a sense of unease. The mist over the dark waters of the Miskatonic River seems to take unnatural shapes as you watch from afar.
  • Rivertown (Arkham): These past few weeks, the warehouses and docks of Rivertown have been swathed in grey mist, making an already quiet district even more empty and desolate.
  • Hangman's Hill (Arkham; Shrouded in Mystery): As you approach Hangman's Hill once more, you find it devoid of any activity—from the living or otherwise. It seems the coven has left this place behind, at least for the time being.
  • Uptown (Arkham): Typically a safe neighborhood, the cobbled streets of Uptown have taken a very different mood this night. Tendrils of mist reach out from the woods that border the town, stretching over Hangman's Brook and crawling through the streets.
  • Southside (Arkham, Central): If you didn't know any better, you would think Southside was a ghost town. All of the residents have retreated into their homes and locked their doors. The only light you see seems to be coming from the Catholic church to the south.
  • French Hill (Arkham): One of the richest and most historical neighborhoods in Arkham, the many decaying mansions and estates of French Hill hold a lot of old wealth…and many more secrets.
  • Silver Twilight Lodge (Arkham; Where It All Ends): As you approach the manor of the Lodge once more, bright light shines from behind its windows. You can hear faint chanting from within.
  • South Church (Arkham):

Do Not Read: Until the End of the Scenario

DO NOT READ until the end of the scenario.

If no resolution was reached (each investigator resigned or was defeated): Check Campaign Log.

  • If Anette Mason is possessed by evil, proceed to Resolution 3.
  • If Carl Sanford possesses the secrets of the universe, proceed to Resolution 4.

Resolution 1

The spirit cackles as she hears your words, but her laughter is soon cut short. Emerging from the trees, the remainder of Anette's coven–led by the red-haired witch Erynn–surround Anette wordlessly. Erynn gives you a solemn nod, her conviction showing through her stern demeanor. Understanding why they have come, you step aside and allow them to do their work.

One of the witches draws a circle in the dirt around Anette, while the rest bind her with tendrils of searing energy. The revenant shrieks and wails in agony, but the witches dare not cease. Finally, as their chants rise to a crescendo, Erynn pierces the sanctity of the circle with her knife, pressing firmly against the air and straining as though she were attempting to pierce solid stone. Keziah's ghost departs in a whirl of spectral mist, dissipating into thin air with a final cry. Anette's body, unsupported, collapses to the ground. "It's over," you say, placing a hand on Erynn's shoulder.

"No," she replies harshly, gesturing to the sky above. The storm clouds have all disappeared, yet you count not a single star in the night sky. The borders of the horizon frame the empty void above you, a breach so enormous you had not even realized it was there. How long had it loomed over the city while you spent your time warding against lesser incursions?

You ask what can be done to close a breach of such size. She clenches her jaw. "I don't know. But I know who does." She kneels over Anette, raises her hand, and slaps her hard across the face. Anette jerks awake, startled out of her catatonic state.

"Is this what you wanted, sister?" Erynn drags her to her feet, forcing her to look up at the catastrophe she has wrought.

"You know it isn't," Anette replies, her voice ragged. "I only wanted us all to have some semblance of the strength she possessed. I had no desire to use it in the same way she did. But the spirit took control, and I could not resist." She lowers her head in resignation. "I'm sorry, sisters. I failed us all. I was not strong enough."

  • The investigators must decide (choose one):
    • "You've done enough harm. We'll handle this from here." In your Campaign Log, record the investigators continued alone.
    • "We will need your help to fix this." In your Campaign Log, record the investigators asked Anette for assistance.
    • "You are under arrest." You may only choose this option if at least one of the investigators has the Detective, Police, or Agency trait. In your Campaign Log, record the investigators arrested Anette.
    • "Then teach me how to be stronger." You may only choose this option if at least one of the investigators has the Sorcerer, Miskatonic, or Scholar trait. In your Campaign Log, record Anette taught you the spells of old.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Proceed to Interlude IV: Twist of Fate.

Resolution 2

You wouldn't put it past the president of the Silver Twilight Lodge to lie about the consequences of your actions – after all, he has already deceived you more than once before. You ask him what he means when he says you will all be extinct. He grimaces and tells you to look outside.

The storm clouds have all disappeared, yet you count not a single star in the night sky. The borders of the horizon frame the empty void above you, a breach so enormous you had not even realized it was there. How long had it loomed over the city while you spent your time warding against lesser incursions?

Sanford limps after you, peering up at the night sky. You ask what can be done to close a breach of such size, but before he can respond, coils of darkness emerge from the shadows, twisting into dark cloaks. In seconds you are surrounded by the witches of Anette's coven. The high priestess steps forward, glaring at Carl Sanford with all of the intensity of hell itself.

"Do not trust the word of this sinister worm," she warns you. "Everything he has done, he has done to further his own agenda. He would gladly hold the world hostage if it meant one last chance at power."

Despite his wounds, Sanford rises to his feet and bellows back at her: "What hypocrisy! Do you forget that it was you and your misguided sect who started all of this? Summoning the dead, asking them for power?" He scoffs. "We would have elevated all of humanity. You sought only to elevate yourselves." Sanford turns to appeal to your judgment one last time. "Do not be a fool," he says quietly. "This outcome is not what the Lodge desires. Allow me to help, and together maybe we can return things to normal."

  • The investigators must decide (choose one):
    • "You've done enough harm. We'll handle this from here." In your Campaign Log, record the investigators continued alone.
    • "We will need your help to fix this." In your Campaign Log, record the investigators asked Sanford for assistance.
    • "You are under arrest." You may only choose this option if at least one of the investigators has the Detective, Police, or Agency trait. In your Campaign Log, record the investigators arrested Sanford.
    • "You don't deserve to lead us." You may only choose this option if at least one of the investigators has the Sorcerer, Silver Twilight, or Cultist trait. In your Campaign Log, record the investigators assumed control of the Silver Twilight Lodge.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Proceed to Interlude IV: Twist of Fate.

Resolution 3

Anette stands at the center of her circle of witches, her eyes aglow with boundless power. Above, hundreds of phantasmal shapes reach out, a web of power linking the witches and their deceased brethren. The wraiths descend, each claiming a body for themselves, manipulating it to their own ends. The witches' only show of resistance is the blood that drips from their eyes as their unwilling spell reaches its culmination. "It is time!" The disembodied voice of Keziah declares through Anette's lips. "The Primal Chaos awaits! Hear us, Daemon Sultan!" Her voice rises into the night, and a breach greater than the sky itself opens. The borders of the horizon frame the empty void above. It reaches into infinity, beyond the confines of three-dimensional space. "I have done as you commanded of me," she says to a being who is not present, but can hear her every word. "Now reap this world of the living, and let them suffer for their mistakes." With that, the spectral figures vanish one by one, whisked away by the emptiness above. Anette and her sisters collapse to the ground unceremoniously. A thin, discordant flute warbles throughout the fabric of the world…

  • In your Campaign Log, record doom draws ever closer.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Proceed to Interlude IV: Twist of Fate.

Resolution 4

Carl Sanford stands at the podium of the Lodge's Inner Sanctum, clad in silver-and-blue robes. Before him, his subjects kneel in subjugation, ready to receive the power promised to them and claim their rightful place in the new world that they will create. The tome Sanford reads from glows with witch-light. "The bonds of mortality have held us back for too long!" He declares as the ceremony reaches its climax. "We will break these bonds and ascend to a higher plane!"

Above the very building they stand in, a breach greater than the sky itself opens. The borders of the horizon frame the empty void above. It reaches into infinity, beyond the confines of three-dimensional space. Then all of the candles in the Lodge's sanctum are snuffed out at once, and the chanting ceases, followed by quiet, nervous murmuring. "What is going on?" Sanford demands, trying desperately to read from the tome in front of him. But it is too late. The Lodge has succeeded only in accelerating their doom. True immortality can only be achieved by those who are worthy. A thin, discordant flute warbles throughout the fabric of the world…

  • In your Campaign Log, record doom draws ever closer.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Proceed to Interlude IV: Twist of Fate.
  • Choose 2 different random locations. Place 1 breach on each of those locations (see Breaches and Incursions, below).
    • If there are 2 investigators in the game, perform this step twice.
    • If there are 3 investigators in the game, perform this step three times.
    • If there are 4 investigators in the game, perform this step three times, choosing 3 different random locations each time, instead of 2.
  • Shuffle the remainder of the encounter cards to build the encounter deck.
  • The massive Romanesque building towers over the rest of Uptown, light shining from within its stained glass windows. Father Michael has made it a point to keep the church open at all hours, and despite the strange happenings throughout town, tonight is no different.