Arkham Horror: The Card Game – Lost in Time and Space: Mythos Pack
Arkham Horror: The Card Game – Lost in Time and Space: Mythos Pack Rulebook
Table of Contents
Table of Contents
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, –1, –2, –2, –3, –3, –4, –5, Skull, Skull, Cultist, Tablet, Elder Thing, Autofail, Elder Sign.
- Throughout this scenario, there may be additional instructions or narrative on agenda cards that reference events in the Campaign Log. None of these events happened. Ignore these instructions in their entirety.
- Do not read the campaign epilogue, even if you win the scenario.
Note on the chaos bag: the seven symbol-font tokens in the printed list have no text layer. They are identified here from the page image, in printed order, as two Skull tokens, the Cultist, the Tablet, the Elder Thing, the Autofail, and the Elder Sign.
Setup
- Gather all cards from the following encounter sets: Lost in Time and Space, Sorcery, The Beyond, Hideous Abominations, and Agents of Yog-Sothoth. These sets are indicated by the following icons: (encounter-set icons for Lost in Time and Space, Sorcery, The Beyond, Hideous Abominations, and Agents of Yog-Sothoth, in that order).
- Put Another Dimension into play. Each investigator begins play in Another Dimension.
- Set the following cards aside, out of play: The Edge of the Universe, Tear Through Time, and Yog-Sothoth.
- Shuffle the remainder of the encounter cards to build the encounter deck.
Locations in the Encounter Deck
This scenario includes several single-sided locations that are shuffled into the encounter deck along with the rest of the gathered encounter sets. These locations only have a revealed side, and have a Revelation effect that puts them into play when drawn.
When put into play, a single-sided location is put into play with its revealed side faceup, because it has no unrevealed side. Otherwise, it functions as a normal location in every other way.
Do Not Read Until the End of the Scenario
Note on the printed numbering: the guide prints two sets of resolutions for this scenario, and both use the numbers 1 and 2. The first set, on page 24, is headed "If no resolution was reached (each investigator resigned or was defeated): Go to Resolution 2." The second set, on pages 26–27, has its own Investigator Defeat block and routes to Resolution 2 or Resolution 4 by act. Both sets are transcribed below exactly as printed, in printed order, and each "Go to" reference points to the numbers as printed.
If no resolution was reached (each investigator resigned or was defeated): Go to Resolution 2.
Resolution 1: The poorly bound tome appears to be the written records of Old Whateley, the man who taught Wilbur the ancient secrets of sorcery. You find a passage describing a place outside of time and space, where worlds converge and Yog-Sothoth dwells. Only by reaching this nexus at the edge of reality can you unmake the tear that has split open the world. Feeling as if you may be going to your doom, you muster a final ounce of courage and step into the gate.
- In your Campaign Log, record that the investigators entered the gate.
- Each investigator earns experience equal to the Victory X value of each card in the victory display.
Resolution 2: The sorcerers from Dunwich, seeking arcane power from beyond this realm, have accomplished what Wilbur and Old Whateley could not. Through blood sacrifice and indescribable experiments, the dark power the sorcerers sought is now within their reach. However, they will never get the chance to truly wield this power. In beseeching Wilbur's father for knowledge, they have drawn the creature forth from its extradimensional realm. Yog-Sothoth emerges from the open rift above Sentinel Hill, blotting out the sky and enveloping the world. Now it has come to Earth, and it rules where humanity once tread.
- In your Campaign Log, record that Yog-Sothoth tore apart the barrier between worlds, and became one with all reality.
- Each investigator is driven insane.
- The investigators lose the campaign.
Do Not Read Until the End of the Scenario
Before resolving any other resolution, if at least 1 investigator was defeated: The defeated investigators read Investigator Defeat first.
Investigator Defeat: Where did you come from? Why are you here? Are you dreaming, or is this place real? Now that you think about it, haven't you been here before? Or perhaps you've been here all along. Now you remember. This is your real home. The path you now walk is but one ledge, with many more below. You only have to fall and you will be where you belong. One more step…
- Each defeated investigator is killed.
- If another resolution was reached, the other investigators read that resolution.
- If no resolution was reached (each investigator was defeated) and the investigators were at Act 4 when the scenario ended, go to Resolution 2.
- If no resolution was reached (each investigator was defeated) and the investigators were at Act 1, 2, or 3 when the scenario ended, go to Resolution 4.
Resolution 1: Lying on your back in a patch of wet grass, you find yourself staring longingly at the night sky. Somehow, you are once again atop Sentinel Hill, unable to recall exactly how you got here. You are mesmerized by the night sky. Seconds become minutes, and minutes become hours. Eventually, you are found and lifted to your feet by a group of Dunwich citizens. "What happened? What are ya doin' here?" they ask you, frightened but curious. You can't seem to find the right words to describe the events that occurred beyond the gate…if they ever truly occurred. There doesn't appear to be any trace of Seth Bishop, of the creatures you fought earlier, or of the phantasmal and otherworldly gate. But every time you sleep, you dream—and when you dream, it all comes rushing back.
- In your Campaign Log, record that the investigators closed the tear in reality.
- Each investigator suffers 2 physical trauma and 2 mental trauma, as he or she never fully recovers from his or her time spent outside the realm of reality.
- Each investigator earns experience equal to the Victory X value of each card in the victory display. Each investigator earns 5 bonus experience, as he or she saved the world from being torn apart.
- The investigators win the campaign!
Resolution 2: Several of the villagers from Dunwich heard the ruckus on Sentinel Hill and went to investigate. What they found there answered none of their questions. "What d'you think happened?" a frightened Curtis Whateley asks as they examine the hilltop. The other villagers shake their heads, unable to say. "Last thing I saw, the sky'd open'd up an' there was a bright flash," one of them says, looking up at the starry sky from the top of Sentinel Hill.
"Those Arkham fellas ain't nowhere to be seen," Curtis adds, looking down at the cracked stone altar. "Not even of a hint of 'em. Mr. Bishop and his pals, now, that's a diff'rent story." The young man motions toward several corpses on the ground.
"Think we should get ahold of those coppers outta Aylesbury?" "Why, so they can laugh at us again?" Curtis spits. "They ain't never gonna believe us 'bout all this anyway." He glances at the stone altar, fidgeting nervously. "Better t' forget about the whole thing. C'mon, let's bury the dead and get outta here."
- The investigators win the campaign…and are never seen or heard from again.
Resolution 3: The creature erupts in a cosmic fury of sound, color, and distorted space, hurling you back and away from it. You watch in horror as one of its arms tears through the fabric of the world, and its amorphous shape funnels through the rift, pulling the threads of the world along with it. You try to cling to something, but you are inexorably sucked into the rift. You feel as if your body is stretching and your mind is being crushed. Then, everything goes black.
- In your Campaign Log, record that Yog-Sothoth has fled to another dimension.
- Each investigator is killed.
- The investigators win the campaign…and are never seen or heard from again.
Resolution 4: The sorcerers from Dunwich, seeking arcane power from beyond this realm, have accomplished what Wilbur and Old Whateley could not. Through blood sacrifice and indescribable experiments, the dark power the sorcerers sought is now within their reach. However, they will never get the chance to truly wield this power. In beseeching Wilbur's father for knowledge, they have drawn the creature forth from its extradimensional realm. Yog-Sothoth emerges from the open rift above Sentinel Hill, blotting out the sky and enveloping the world. Now it has come to Earth, and it rules where humanity once tread.
- In your Campaign Log, record that Yog-Sothoth tore apart the barriers between worlds, and became one with all reality.
- Each surviving investigator is driven insane.
- The investigators lose the campaign.