Arkham Horror: The Card Game – Where Doom Awaits: Mythos Pack
Arkham Horror: The Card Game – Where Doom Awaits: Mythos Pack Rulebook
Table of Contents
Table of Contents
Scenario VI: Where Doom Awaits
Introduction
Check Campaign Log.
- If Naomi has the investigators' back: Proceed to Part 1.
- Otherwise: Skip to Setup.
Part 1: The path leading up Sentinel Hill is narrow and too torn up for Zebulon's truck, so you park at the base of the hill and prepare to make the rest of the trip on foot. Just then, you notice that you are not alone. Several men and women emerge from the woods behind you, brandishing firearms and lining you up in their sights. You raise your hands and brace for the worst. "Wait," one of them says, raising his hand to the others. "I recognize you from the Clover Club." He grins toothily and lowers his weapon. "Naomi sends her regards."
Curious, you ask what the gangsters are doing here. "Ms. O'Bannion had us investigate the attack on her fiancé's club," he explains. "Turns out there were some men in Arkham behind the whole thing. Some Bishop fellow and his lackeys. We tailed them all the way to this dump." Before he can explain further, the all-too-familiar ratta-tat of a tommy gun echoes across the hill. "That'll be Vinny. Come on, boys!" He beckons to the others to follow and runs up the hill. Shaking your head, you do the same. These mobsters don't know what they're getting into.
- The lead investigator gains a clue from the token bank (2 clues instead if there are 3 or 4 investigators in the game).
- Proceed to Setup.
Setup
- Gather all cards from the following encounter sets: Where Doom Awaits, Beast-thralls, Sorcery, Bishop's Thralls, Striking Fear, Ancient Evils, Chilling Cold. These sets are indicated by their icons.
- Put Base of the Hill, Ascending Path, and Sentinel Peak into play. Each investigator begins play at Base of the Hill.
- Remove 1 copy of Diverging Path from the game, at random. Set the other 3 copies of Diverging Path aside, out of play.
- Remove 1 copy of Altered Path from the game, at random. Set the other 3 copies of Altered Path aside, out of play.
- Set Seth Bishop aside, out of play.
- Based on your difficulty level, add the following chaos token(s) to the chaos bag for the remainder of the campaign:
- Easy: –3.
- Standard: –5.
- Hard: –6.
- Expert: –7.
- Depending on the following circumstances, a different version of Act 2 should be used in this scenario. Each other version of Act 2 is removed from the game.
- Check Campaign Log. If the investigators restored Silas Bishop, use Act 2—Ascending the Hill (v. I).
- If the above is not true, check Campaign Log. If the investigators failed to recover the Necronomicon, or if the Necronomicon was stolen, use Act 2—Ascending the Hill (v. II).
- If neither of the above are true, use Act 2—Ascending the Hill (v. III).
- Check Campaign Log. For each Brood of Yog-Sothoth that escaped into the wild, add 1 doom to agenda 1a.
- Check Campaign Log. If the investigators put Silas Bishop out of his misery, remnants of the creature's body have mutated and grown at Sentinel Hill. Put 1 "Conglomeration of Spheres" enemy from the Hideous Abominations encounter set into play at Ascending Path. Shuffle the rest of that set into the encounter deck. This set is indicated by its icon.
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, two skull tokens, and five further symbol-font tokens.
- Use Act 2—Ascending the Hill (v. III) in this scenario. Remove each other version of Act 2 from the game.
- Naomi does not have the investigators' back.
- No Brood of Yog-Sothoth escaped into the wild.
- The investigators did not put Silas Bishop out of his misery.
Note on the chaos bag: the seven symbol-font tokens in the printed list have no text layer, so they are not named in the text here. They are the two skull tokens followed by five further symbol tokens, in printed order.
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): 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.