Arkham Horror: The Card Game – Undimensioned and Unseen: Mythos Pack
Arkham Horror: The Card Game – Undimensioned and Unseen: Mythos Pack Rulebook
Table of Contents
Table of Contents
Scenario V: Undimensioned and Unseen
Part 1
You try to calm the villagers so that they will explain what is happening. They tell you that they heard a crash from the north, and when they went to see what it was, they found the Bishop house smashed to splinters, and a chain of enormous footprints running from it toward the Cold Spring Glen. "You know what to do, don't you? You Arkham folks stopped that thing last time," says one of the villagers. Curtis shakes his head and bites his lips. "We couldn't even see that hellish beast until the old professor sprinkled his powder on it," he says. "All I want now is never to see it again..." You have to find some way to stop the rampaging monster. But if the papers you have found are not lying, there may be more than one such creature out there...
- Record in the campaign log that you calmed the people of Dunwich.
- Proceed to Setup.
Part 2
You warn the villagers that they are in mortal danger and beg them to flee Dunwich before it is too late. Some immediately follow your advice, remembering how the terrible monster nearly destroyed the whole village. Curtis falls to his knees in despair, his eyes shining as if with fever. "That's the same thing again, isn't it? Come back for our souls." Curtis begins to stammer. "I hope you still have a little of that powder the old professor had last time. We couldn't even see that hellish beast until he sprinkled his powder on it. All I want now is never to see it again..."
You have to find some way to stop the rampaging monster. But if the papers you have found are not lying, there may be more than one such creature out there...
- Record in the campaign log that you warned the people of Dunwich.
- Proceed to Setup.
Setup
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Gather all cards from the following encounter sets: "Undimensioned and Unseen," "Whippoorwills," "Beast Minions," "Dunwich," and "Gripped by Fear." These sets are marked with the following icons:
[Icon row: five encounter-set symbols, in the order the sets are listed above.]
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Randomly choose one of the two versions of each location: "Dunwich Village," "Cold Spring Glen," "Ten-Acre Meadow," "Blasted Heath," "Whateley Ruins," and "Devil's Pasture." Put the chosen versions into play and remove the remaining versions from the game (see the sample layout below). All investigators begin the game in Dunwich Village.
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Count how many characters are recorded in the campaign log under "Sacrificed to Yog-Sothoth."
- If there are 4 or more characters, set aside 2 copies of the Spawn of Yog-Sothoth card. Remove the other 3 copies from the game.
- If there are exactly 3 characters, put 1 Spawn of Yog-Sothoth into play in Cold Spring Glen, and set aside 2 copies of the Spawn of Yog-Sothoth card. Remove the other 2 copies from the game.
- If there are exactly 2 characters, put 1 Spawn of Yog-Sothoth into play in Cold Spring Glen, and set aside 3 copies of the Spawn of Yog-Sothoth card. Remove the other 1 copy from the game.
- If there is 1 character or fewer, put 1 Spawn of Yog-Sothoth into play in Cold Spring Glen and 1 Spawn of Yog-Sothoth into play in Blasted Heath. Set aside the remaining 3 copies of the Spawn of Yog-Sothoth card.
Random Location Selection
In this scenario you will often need to choose a random location. To do this, shuffle the 6 locations that were removed from the game during setup (the unused version of each location in play) and draw one of them at random.
[Sample location layout: six location cards arranged on the table, with the chosen locations in play, as shown on page 10 of the booklet.]
Solo Play
If you are playing solo and do not want to review the previous scenarios and their outcomes, you may start this scenario right away using the following setup:
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Build the chaos bag from the following tokens: +1, 0, 0, –1, –1, –1, –2, –2, –3, –3, –4, two skull tokens, one cultist token, one tablet token, one elder thing token, one auto-fail token, and one elder sign token.
The booklet prints the last two tokens as icons only. Their names here follow the standard Arkham Horror chaos bag, in the order the booklet prints them.
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3 characters are sacrificed to Yog-Sothoth.
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No investigator includes the Ibn-Ghazi's Powder card in their deck.
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Investigators do not include additional weaknesses in their decks, as specified in setup.
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Dr. Armitage is sacrificed to Yog-Sothoth.
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Try to destroy as many Spawn of Yog-Sothoth as possible.
DO NOT READ until the scenario is over
If no resolution was reached (all investigators have escaped or been defeated): proceed to Resolution 1.
Resolution 1
You did everything you could to stop the rampaging monsters, but there were too many of them, and you simply could not kill them all. Exhausted and terrified, you return to Zebulon's house and pray to survive the night.
- Record in the campaign log that X Spawn of Yog-Sothoth survived. X equals the total number of Spawn of Yog-Sothoth still in the game and set aside.
- If any investigator's deck contains the Ibn-Ghazi's Powder card, remove it from that investigator's deck.
- Each investigator gains experience equal to the sum of the victory values of all cards in their victory display.
Resolution 2
Having apparently killed the last of the rampaging monsters, you return to Zebulon's house, exhausted and terrified.
- Record in the campaign log that no Spawn of Yog-Sothoth survived.
- If any investigator's deck contains the Ibn-Ghazi's Powder card, remove it from that investigator's deck.
- Each investigator gains experience equal to the sum of the victory values of all cards in their victory display.
To Be Continued
The story continues in Scenario VI, "Where Death Awaits."