!!!!! DunwichLegacy-full.campaign This is a full campaign template that contains the narrative, setup instructions, and log items from the Dunwich Legacy campaign. This version of the campaign does the "Extra Curricular Activity" scenario first. [narrative] Dr. Henry Armitage pours himself a glass of pinot and sits down at his desk, gesturing for you to sit across from him. “I apologize for the short notice,” he begins. His face is pale, his forehead sweaty and wrinkled with worry. [/narrative] [narrative] Armitage—the head librarian of Miskatonic University, and a former mentor of yours—privately contacted you in the hopes of gaining your assistance. Eager to help, you made your way to his home in Southside. Upon entering, you were surprised to find his home in disarray. Books and notes litter his desk, and an empty bottle of wine has tipped over onto the ground by the fireplace. You'd always known Armitage to be neat and well-organized. [/narrative] [narrative] The elderly man takes a moment to collect his thoughts. “I am looking for two of my colleagues—Dr. Francis Morgan, professor of archaeology, and Warren Rice, professor of languages. Warren was supposed to meet up with me over supper earlier today to discuss several important findings, but he has since gone missing. At first I thought nothing of it, but I have a nagging feeling something else is going on. A very…[strong]familiar[/strong] feeling.” You’ve never seen Armitage quite this worried before. His hands tremble as he reaches for the glass on his desk, and he sips from it nervously. “I tried to find Francis, hoping he knew where Warren was, be he too is out of touch. Francis has been spending a lot of time in some gambling den, or so I am told. [/narrative] [narrative] “I sent for you because I am worried Warren might be in trouble. I would appreciate it greatly if you could find him for me. You may also wish to ask Francis for help, if you can reach him.” [/narrative] [narrative] Professor Warren Rice was last seen working late at night in the humanities department of Miskatonic University. Dr. Francis Morgan was last seen gambling at the Clover Club, an upscale speakeasy and gambling joint located downtown. [/narrative]
[logged:We were unconscious for several hours.] [narrative] You are more than a little rattled by your experiences in the university and the Clover Club. You’re not sure what to make of whoever—or whatever—was after Rice and Morgan. Worried about Dr. Armitage, you swiftly make your way back to his home. When you arrive, you find that the latches of his front door have been busted open, and his living area and study have been ransacked. Dr. Armitage is nowhere to be found. Searching his home, you find a journal the intruders didn’t steal tucked beneath several other documents in the bottom drawer of Armitage’s desk. The journal appears to be written in a strange language you cannot decode, using a script you’ve never seen in your entire life. Fortunately, it seems Dr. Armitage had already gone through the trouble of translating it into English. Apparently, it belongs to one “Wilber Whateley”. [/narrative] [narrative] The journal—along with Armitage’s many notes—tells a startling tale, one you would scarcely believe had it not been for your harrowing experiences earlier tonight… [/narrative] [ul] [li][log]Dr. Henry Armitage was kidnapped.[/log][/li] [li]Each investigator gains [experience]2 bonus experience[/experience] as reading Wilber’s journal gives them insight into the hidden world of the mythos.[addCounter:Experience:2][/li] [/logged] [unlogged:We were unconscious for several hours.] [narrative] When you arrive at Dr. Armitage’s home in Southside, you find him sitting at his desk, pale-faced and sweating with worry. He is grateful to you for searching for his colleagues, but he doesn’t look relieved. With a long pause, he straightens his glasses and explains: [/narrative] [narrative] “I’m afraid I must apologize. There’s something I didn’t mention to you earlier.” Dr. Armitage then spins a tale you would scarcely believe had it not been for your harrowing experiences earlier that night… [/narrative] [ul] [li][log]We rescued Dr. Henry Armitage.[/log][br]Any one investigator may choose to add [card]Dr. Henry Armitage[/card] to his or her deck. This card does not count toward that investigator’s deck size.[hiddenlog]We can add [card]Dr. Henry Armitage[/card] to an investigator's deck.[/hiddenlog][/li] [/ul] [/unlogged]
[narrative] Inside the chamber that contained the terrible beast, you find the missing townsfolk and the others from Arkham, they are bound and shackled. You also find several documents that suggest the creature you found isn’t the only one of its kind in Dunwich. You free the creature’s victims from their bonds, and they offer you their thanks. You begin to plan your next move. [/narrative] [unlogged:Dr. Henry Armitage was sacrificed to Yog-Sothoth.] [narrative] “It is far worse than we thought,” Dr. Armitage says, pale and trembling. “Wilbur Whateley was only the beginning. There were more, many more in Dunwich, who knew of the ‘Great Old Ones’ and who desired power and knowledge above all else, the Earth be damned. I knew I should have burned that wretch’s journal. But thanks to its contents, I know how we can stop them. We are the only ones who can! Now quickly, help me with this solution—the powder is the key, yes, the powder is the only way…” [/narrative] [ul] [li][log]Dr. Henry Armitage survived The Dunwich Legacy.[/log][br] If the [card]Dr. Henry Armitage[/card] is not already in an investigator’s deck, any one investigator may choose to add that card to his or her deck. It does not count toward that investigator’s deck size.[/li] [li]If the [card]Powder of Ibn-Ghazi[/card] card is not already in an investigator’s deck, any one investigator may choose to add that card to his or her deck. It does not count toward that investigator’s deck size.[/li] [/ul] [/unlogged] [unlogged:Professor Warren Rice was sacrificed to Yog-Sothoth.] [narrative] Professor Rice adjusts his glasses and studies the documents and arcane manuscripts left in the chamber. “I thought this nightmare was over and done with,” he sighs. “But we have a duty to see this through. We have to stop these creatures, or it won’t be just Dunwich in trouble. The powder mixture Armitage created to see the creatures will be our saving grace,” he explains, and sets off to the task of recreating the powder. [/narrative] [ul] [li][log]Processor Warren Rice survived The Dunwich Legacy.[/log][br] If the [card]Professor Warren Rice[/card] is not already in an investigator’s deck, any one investigator may choose to add that card to his or her deck. It does not count toward that investigator’s deck size.[/li] [li]If the [card]Powder of Ibn-Ghazi[/card] card is not already in an investigator’s deck, any one investigator may choose to add that card to his or her deck. It does not count toward that investigator’s deck size.[/li] [/ul] [/unlogged] [unlogged:Dr. Francis Morgan was sacrificed to Yog-Sothoth.] [narrative] “Thank you for everything you’ve done,” Dr. Morgan says, taking count of your provisions and ammunition. “Last time, we needed some of that strange powder Armitage concocted to even see the beast that terrorized Dunwich. If there’s more of those things out there, we’re going to need that powder. I think I remember how he made it…” [/narrative] [ul] [li][log]Dr. Francis Morgan survived The Dunwich Legacy.[/log][br] If the [card]Dr. Francis Morgan[/card] is not already in an investigator’s deck, any one investigator may choose to add that card to his or her deck. It does not count toward that investigator’s deck size.[/li] [li]If the [card]Powder of Ibn-Ghazi[/card] card is not already in an investigator’s deck, any one investigator may choose to add that card to his or her deck. It does not count toward that investigator’s deck size.[/li] [/ul] [/unlogged] [unlogged:Zebulon Whateley was sacrificed to Yog-Sothoth.] [narrative] “Dunwich’s had its fair share of oddities,” Zebulon explains to you with a quavering voice, “but I ain’t eve seen anything as sick and twisted as this…this…[strong]thing[/strong].” He gives the creature’s remains one last sickening glance before closing the door to the chamber behind him, shuddering. He locks eyes with you, his expression grim. “Whoever dun this gotta pay. I’ll do all I can to help.” [/narrative] [ul] [li][log]Zebulon Whateley survived The Dunwich Legacy.[/log][br] If the [card]Zebulon Whateley[/card] is not already in an investigator’s deck, any one investigator may choose to add that card to his or her deck. It does not count toward that investigator’s deck size.[/li] [/ul] [/unlogged] [unlogged:Earl Sawyer was sacrificed to Yog-Sothoth.] [narrative] “I never could’a made it if it weren’t for you,” Earl says with a stammer, shaking your hand repeatedly. “If’n there’s anything I can do to repay yeh, just ask away. I ain’t much of a fighter or anythin’ but I’ll do all I can. Jus’…don’t make me look at anythin’ like that [strong]beast[/strong] again a’right.” [/narrative] [ul] [li][log]Earl Sawyer survived The Dunwich Legacy.[/log][br] If the [card]Earl Sawyer[/card] is not already in an investigator’s deck, any one investigator may choose to add that card to his or her deck. It does not count toward that investigator’s deck size.[/li] [/ul] [/unlogged]
[logged:We calmed the townsfolk.] [narrative] Six months have passed, and life for Curtis Whateley was finally returning to normal. Since they’d hushed up the incident and the authorities kept their distance from these parts, Mr. Osborn had auctioned off the Ericks and Bishop families’ belongings. Joe took a few trinkets for himself, of course, but Curtis wanted nothing to do with it. Folk already didn’t trust him on account of his family’s sins, even though he’d been attending church on the regular and had stayed far away from anything resembling the arcane. [/narrative] [narrative] Even so, Curtis could not shake a sense of foreboding. He’d seen the devastation that befell the Ericks, Bishop, and Frye homes. He’d even seen firsthand the creature the folks from Arkham had banished. Some days, his thoughts led him to Wilbur Whateley’s farm, where he would stand outside and stare for hours, too scared to enter, but too curious to leave. Maybe there was something in there that could give him strength enough to resist the nightmares. Curtis decided he would find it. [/narrative] [/logged] [logged:We warned the townsfolk.] [narrative] Gené knelt closer to the ground to examine the sign in the dirt. The shape of the sign was foreign to her, and the tracks that had led to it were unlike any she’d ever seen. Coupled with the report from the university…she wasn’t sure what to think. “Ms. Beauregard,” her assistant called out to her, “have you found something?” [/narrative] [narrative] Gené stood and turned to face the freshman who’d been assigned to her. He was a good kid and a bit callow, but a hard worker and eager to prove himself. “This place was supposed to be cordoned off,” Gené responded. “Nobody’s lived here for months. And yet, see for yourself: their primitive rites continue to this day.” [/narrative] [narrative] The student approached and joined Gené in examining the sign, flipping through the pages of his journal to reference its symbols. “What do you think it means?” he asked. She shook her head. Outsiders rarely traveled to Dunwich, and all the signposts leading to the village had been taken down. But these days, even the townsfolk who had called this place home had abandoned it. [/narrative] [narrative] “I don’t know,” Gené admitted. “But somebody is here, and this isn’t the first sign we’ve seen like this. Stories say there’s an altar where the townsfolk would conduct pagan rituals atop that hill. Maybe we’ll find more up there.” [/narrative] [/logged]
!!!!! BloodOnTheAltar-full.scenario This scenario version is a full version which contains narrative, setup instructions, and the campaign log. [narrative] When you finally reach Dunwich, you are greeted by Zebulon Whateley and Earl Sawyer, another man from the village who had met with Dr. Armitage during the incident several months ago. “Things ain’t lookin’ too good here,” Earl tells you. “Some folk up and went missin&rssquo; a few nights ago. ‘Dem whippoorwills won’ shut up. Dunno what yer doin’ here, but last time you Arkham folk came ‘round it was bad news. Very bad news.” His eyes blink rapidly, and he coughs and looks away. [/narrative] [narrative] “Look, why don’t you rest fer the night an’ look fer whatever it is yer looken fer t’morra,” Zebulon chimes in, putting a wrinkled hand on your shoulder. You begin to protest, but your aching muscles and weary mind won’t allow you to refuse. The elderly man offers to take you in for the night, and drives you to his home at the outskirts of Dunwich village. The town is disheveled and eeire, and you find yourself wishing you hadn’t come here at all. You fall asleep on the ride over and scarcely remember anything else from that night. [/narrative] [narrative] When you awaken, you find that Zebulon’s house is abandoned, and there is no sign of the elderly man, or of Mr. Sawyer. Fearing the worst, you head into the village of Dunwich to investigate, hoping to find answers. [/narrative] [ul] [li]Gather all cards from the [encounter]Blood on the Altar[/encounter], [encounter]Dunwich[/encounter], [encounter]Whippoorwills[/encounter], [encounter]Ancient Evils[/encounter], and [encounter]Nightgaunts[/encounter] sets. These are indicated by the following icons. [div class='centered'][img:Blood on the Altar] [img:Dunwich] [img:Whippoorwills] [img:Ancient Evils] [img:Nightgaunts] [/div][/li] [li]Put [location]Village Commons[/location] into play. Each investigator begins play in the [location]Village Commons[/location].[/li] [li]Remove one of the two copies of each other location from the game at random. Then, choose one of the six remaining locations at random, and remove it from the game as well. Put the remaining locations into play.[/li] [li]Construct the “potential sacrifices” deck from the following cards: [mode:campaign] [ul] [logged:Professor Warren Rice was kidnapped.] [li][card]Professor Warren Rice[/card][/li] [/logged] [logged:Dr. Francis Morgan was kidnapped.] [li][card]Dr. Francis Morgan[/card][/li] [/logged] [logged:Dr. Henry Armitage was kidnapped.] [li][card]Dr. Henry Armitage[/card][/li] [/logged] [li][card]Zebulon Whateley[/card][/li] [li][card]Earl Sawyer[/card][/li] [/ul] [/mode] [mode:standalone] [ul] [li][card]Professor Warren Rice[/card][/li] [li][card]Dr. Francis Morgan[/card][/li] [li][card]Dr. Henry Armitage[/card][/li] [li][card]Zebulon Whateley[/card][/li] [li][card]Earl Sawyer[/card][/li] [/ul] [/mode] [/li] [li]Set the following cards aside, out of play: [card]Silas Bishop[/card], [card]The Hidden Chamber[/card], [card]Key to the Chamber[/card], [card]Powder of Ibn-Ghazi[/card].[/li] [mode:campaign] [logged:We were delayed on our way to Dunwich.] [li]Add 1 doom to Agenda 1a.[/li] [/logged] [/mode] [mode:campaign] [logged:The O'Bannion gang has a bone to pick with us.] [li]Shuffle the remainder of the encounter cards along with [div class='centered'][img:Naomi's Crew][/div] to build the encounter deck.[/li] [/logged] [/mode] [unlogged:The O'Bannion gang has a bone to pick with us.] [li]Shuffle the remainder of the encounter cards to build the encounter deck.[/li] [/unlogged] [li]Take the previously set aside [card]The Hidden Chamber[/card] and [card]Key to the Chamber[/card] cards, along with the top 3 cards of the encounter deck. Shuffle them and randomly deal 1 card facedown underneath each location in play except [location]Village Commons[/location].[/li] [mode:standalone] [/ul] [svg height="600" width="500"] [defs] [marker id='arrow' viewBox="0 0 10 10" refX='5' refY='5' markerWidth="6" markerHeight="6" orient="auto-start-reverse" class='arrow'] [path d='M 0 0 L 10 5 L 0 10 Z' /] [/marker] [/defs] [symbol id="cardoutline"] [rect class='card' x='2' y='2' width='96' height='136' rx='10' ry='10' /] [/symbol] [symbol id='startcardoutline'] [rect x='2' y='2' width="106" height="146" class="startcard" /] [rect x="7" y="7" width="96" height="136" rx='10' ry='10' class="startcard" /] [circle cx="90" cy="130" r="10" class="startcircle" /] [/symbol] [circle cx="140" cy="70" r="10" /] [circle cx="320" cy="70" r="10" /] [circle cx="50" cy="290" r="10" /] [circle cx="230" cy="290" r="10" /] [circle cx="410" cy="290" r="10" /] [circle cx="140" cy="510" r="10" /] [circle cx="320" cy="510" r="10" /] [line x1="140" y1="70", x2="320" y2="70" class='path' /] [line x1="140" y1="70", x2="50", y2="290" class='path' /] [line x1="320" y1="70" x2="230" y2="290" class='path' /] [line x1="320" y1="70" x2="410" y2="290" class='path' /] [polyline points="50, 290 140,290 230, 290" class='path' marker-mid='url(#arrow)' /] [line x1="50" y1="290" x2="140" y2="510" class='path' /] [polyline points="230,290 320,290 410,290" class='path' marker-mid='url(#arrow)' /] [line x1="230" y1="290" x2="320" y2="510" class='path' /] [line x1="410" y1="290" x2="320" y2="510" class='path' /] [line x1="140" y1="510" x2="320" y2="510" class='path' /] [use x="90" y="0" xlink:href="#cardoutline" /] [text x="160" y="10" writing-mode='tb'] [tspan]House in[/tspan] [tspan dx='-20' y='10']the Reeds[/tspan] [/text] [use x="270" y="0" xlink:href='#cardoutline' /] [text x="340" y="10" writing-mode='tb']Schoolhouse[/text] [use x="0" y="220" xlink:href='#cardoutline' /] [text x="70" y="230" writing-mode='tb'] [tspan]Congregational[/tspan] [tspan dx="-20" y="230"]Church[/tspan] [/text] [use x="180" y="220" xlink:href='#startcardoutline' /] [text x="250" y="230" class='starttext' writing-mode='tb'] [tspan]Village[/tspan] [tspan dx="-20" y="230"]Commons[/tspan] [/text] [use x="360" y="220" xlink:href='#cardoutline' /] [text x="430" y="230" writing-mode='tb'] [tspan]Osborn's[/tspan] [tspan dx="-20" y="230"]General Store[/tspan] [/text] [use x="90" y="440" xlink:href='#cardoutline' /] [text x="160" y="450" writing-mode='tb'] [tspan]Burned[/tspan] [tspan dx='-20' y="450"]Ruins[/tspan] [/text] [use x="270" y="440" xlink:href='#cardoutline' /] [text x="340" y="450" writing-mode='tb'] [tspan]Bishop's[/tspan] [tspan dx="-20" y="450"]Brook[/tspan] [/text] [svg] [ifcountergreater:Defeated Investigators:0] [hiddenlog]An investigator was defeated in Dunwich.[/hiddenlog] [/ifcountergreater] [ifcounterequal:Remaining Investigators:0] [ul] [li]Place all remaining allies in the potential sacrifices deck under the Agenda deck.[/li] [/ul] [/ifcounterequal] Record the names of each unique ally that is underneath the agenda deck. [branch:No Resolution] [narrative] The cries of the whippoorwills fade into the distance, and the town of Dunwich is filled with an eerie silence. All that can be heard is the dry whistle of the chill wind and the slow rustling of dead leaves. There is no sign of the missing townsfolk, nor will there ever be again. [/narrative] [ul] [li][log]The ritual was completed.[/log][/li] [li]Each ally that was sacrificed to Yog-Sothoth is removed from all player’s decks and can no longer be included in any players’ decks for the remainder of the campaign.[/li] [logged:The Necronomicon was stolen.] [li][log]The Necronomicon was stolen.[/log][br] [card]The Necronomicon [normal](Olaus Wormius Translation)[/normal][/card] must be removed from the investigator’s deck.[/li] [/logged] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]] Each investigator earns [experience]2 bonus experience[/experience] as he or she gains insight into the hidden world of the Mythos.[addCounter:Experience:2][/li] [/ul] [/branch] [branch:Resolution 1] [narrative] As you land the finishing blow, the creature’s body explodes into hundreds of squirming ropelike appendages, wriggling across the ground and climbing up the walls. You’re so startled that you aren’t fast enough to prevent them from escaping the room. Even so, whatever that creature was, you’re glad it’s now dead. [/narrative] [ul] [li][log]We put Silas Bishop out of his misery.[/log][/li] [li]Each ally that was sacrificed to Yog-Sothoth is removed from all player’s decks and can no longer be included in any players’ decks for the remainder of the campaign.[/li] [logged:The Necronomicon was stolen.] [li][log]The Necronomicon was stolen.[/log][br] [card]The Necronomicon [normal](Olaus Wormius Translation)[/normal][/card] must be removed from the investigator’s deck.[/li] [/logged] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]] Each investigator earns [experience]2 bonus experience[/experience] as he or she gains insight into the hidden world of the Mythos.[addCounter:Experience:2][/li] [/ul] [/branch] [branch:Resolution 2] [narrative] With the creature that once was Silas lashing out at you from his chains, you have little time to react. Knowing that the [normal]Neconomicon[/normal] might have a spell or incantation that could subdue Silas, you fend off the abomination long enough to find a passage that can help. With no time to spare, you recite the Latin incantation, and find that the words come effortlessly to your tongue, as though recalled from an earlier memory. The creature’s body begins to shrink and melt away as the incantation builds, its cries terrifying and haunting. In the end, all that is left is the disfigured corpse of a man—Silas Bishop. You find a silver pendant emblazoned with an odd constellation tucked into his shirt. You take it with you, hoping to find a use for it. [/narrative] [ul] [li][log]We restored Silas Bishop.[/log][/li] [li]Each ally that was sacrificed to Yog-Sothoth is removed from all player’s decks and can no longer be included in any players’ decks for the remainder of the campaign.[/li] [logged:The Necronomicon was stolen.] [li][log]The Necronomicon was stolen.[/log][br] [card]The Necronomicon [normal](Olaus Wormius Translation)[/normal][/card] must be removed from the investigator’s deck.[/li] [/logged] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]] Each investigator earns [experience]2 bonus experience[/experience] as he or she gains insight into the hidden world of the Mythos.[addCounter:Experience:2][/li] [/ul] [/branch] [branch:Resolution 3] [narrative] With the creature that once was Silas lashing at you from its chains, you have little time to react. Hoping there is something in the chamber you can use to your advantage, you fend off the abomination long enough to find a journal; many of its passages are written in Latin. It appears to be a handwritten excerpt from the [normal]Necronomicon[/normal], its purpose unknown. With no time to spare, you recite the incantation, stumbling over words and feeling your throat tighten with each sentence. The creature’s body begins to shrink and melt away as the incantation continues, its cries terrifying and haunting. In the end, all that is left is a pile of wet and sticky ichor, and a rotten stench. [/narrative] [ul] [li][log]We banished Silas Bishop.[/log][/li] [li]Each ally that was sacrificed to Yog-Sothoth is removed from all player’s decks and can no longer be included in any players’ decks for the remainder of the campaign.[/li] [logged:The Necronomicon was stolen.] [li][log]The Necronomicon was stolen.[/log][br] [card]The Necronomicon [normal](Olaus Wormius Translation)[/normal][/card] must be removed from the investigator’s deck.[/li] [/logged] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]] Each investigator earns [experience]2 bonus experience[/experience] as he or she gains insight into the hidden world of the Mythos.[addCounter:Experience:2][/li] [/ul] [/branch] !!!!! EssexCountyExpress-full.scenario This scenario version is a full version which contains narrative, setup instructions, and the campaign log. [narrative] Recent events in the Museum have forced you to re-evaluate Armitage’s tale about Dunwich. It cannot be a coincidence—Wilbur Whateley, the [normal]Necronomicon[/normal], the creature from Dunwich, and the people and creatures who attacked here in Arkham—everything must be connected. You’re certain now where you must head: the lonely and dismal town of Dunwich Village. [/narrative] [narrative] You consider telling the Massachusetts State Police what you know, but the negative consequences outweigh the potential gain. Given the nature of your story, they would likely write your stories off as an absurd hoax. Worse, they could lock you up. After all, you were present at the illegal speakeasy, and you also trespassed in the museum. Instead, you decide to head to Dunwich yourself, in order to investigate further. [/narrative] [narrative] You pack everything you think you might need and manage to get some rest for the night. In the morning, you head to the train station in Northside and purchase a last-minute express ticket. Dunwich is several hours by train northwest along the Miskatonic River Valley. There is no train station in Dunwich, but you manage to phone one of Armitage’s acquaintances in the small village: a man by the name of Zebulon Whateley, who was present during the events several months ago. [/narrative] [narrative] Armitage’s notes indicate that the Whateley family is spread across many branches, some decadent and unscrupulous, others “undecayed” or otherwise untouched by nefarious and diabolic rites. According to Armitage, Zebulon’s branch of the family lay somewhere between the decayed and undecayed Whateleys, who knew of the traditions of his ancestors, but was not corrupted by them. He agrees to pick you up at the closest station and drive you into town. [/narrative] [narrative] As the train departs Arkham, you feel the events of the previous night catching up to you, and exhaustion sets in. But before you can safely reach your destination, the train car suddenly rumbles and shakes, startling you out of your reverie. The train loudly skids to a violent halt, and you hear a rattling noise behind you… [/narrative] [ul] [li]Gather all cards from the [encounter]The Essex County Express[/encounter], [encounter]The Beyond[/encounter], [encounter]Ancient Evils[/encounter], [encounter]Dark Cult[/encounter], and [encounter]Striking Fear[/encounter] encounter sets. These sets have the following icons: [div class='centered'][img:The Essex County Express] [img:The Beyond] [img:Ancient Evils] [img:Dark Cult] [img:Striking Fear][/div][/li] [li]Put one of the [location]Engine Car[/location] locations into play at random. Remove the other versions of the [location]Engine Car[/location] from the game. Then, put six of the eight [location]Train Car[/location] locations into play at random, in a straight line to the left of the [location]Engine Car[/location]. Remove the remaining [location]Train Car[/location] locations from the game.[/li] [li]Reveal the leftmost [location]Train Car[/location]. Each investigator begins play in that location. (If that location has a ‘forced’ effect that triggers upon entering that location, ignore it.)[/li] [li]Set all 4 copies of [card]Across Space and Time[/card] aside, out of play.[/li] [li]Add the [difficulty:easy]-2[/difficulty][difficulty:standard]-3[/difficulty][difficulty:hard]-4[/difficulty][difficulty:expert]-5[/difficulty] token to the chaos bag for the remainder of the campaign. [div class='centered'] [difficulty:easy][img:-2][addToken:-2][/difficulty] [difficulty:standard][img:-3][addToken:-3][/difficulty] [difficulty:hard][img:-4][addToken:-4][/difficulty] [difficulty:expert][img:-5][addToken:-5][/difficulty] [/div] [/li] [li]Shuffle the remainder of the encounter cards to build the encounter deck.[/li] [/ul] [ifcountergreater:Defeated Investigators:0] [hiddenlog]An investigator was defeated on the Essex Express.[/hiddenlog] [/ifcountergreater]
[ul] [li]Each investigator who was defeated has acquired the [card]Across Time and Space[/card] weakness and must add 1 copy of it to his or her deck. The card does not count toward that investigator’s deck size.[/li] [li][experience]Each investigator who was defeated earns 1 bonus experience as his or her experience beyon the gate grants them insight into the cosmos.[setCounter:Defeated Experience:1][/experience][/li] [logged:The Necronomicon was stolen on the Essex Express.] [li][log]The Necronomicon was stolen.[/log][br] [card]The Necronomicon [normal](Olaus Wormius Translation)[/normal][/card] must be removed from that investigator’s deck.[/li] [/logged] [logged:Dr. Henry Armitage was kidnapped on the Essex Express.] [li][log]Dr. Henry Armitage was kidnapped.[/log][br] [card]Dr. Henry Armitage[/card] must be removed from the investigator’s deck.[/li] [/logged] [logged:Professor Warren Rice was kidnapped on the Essex Express.] [li][log]Professor Warren Rice was kidnapped.[/log][br] [card]Professor Warren Rice[/card] must be removed from the investigator’s deck.[/li] [/logged] [logged:Dr. Francis Morgan was kidnapped on the Essex Express.] [li][log]Dr. Francis Morgan was kidnapped.[/log][br] [card]Dr. Francis Morgan[/card] must be removed from the investigator’s deck.[/li] [/logged] [/ul]
[branch:No Resolution] [narrative] Rattled, you begin walking alongside the railroad tracks, making your way toward Dunwich. [/narrative] [ul] [li][log]We were delayed on our way to Dunwich.[/log][/li] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]][/li] [/ul] [/branch] [branch:Resolution 1] [narrative] You breathe a sigh of relief as the gate behind the train collapses harmlessly upon itself. The few passengers who survived the ordeal seem unable to comprehend what just happened. One passenger mentions “a pipe bursting in the rear car,” and that quickly becomes the explanation for the innocent and ignorant, those who either cannot or choose not to delve further into the mystery. You, on the other hand, know better… although in hindsight, you wish you didn’t. [/narrative] [ul] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]][/li] [/ul] [/branch] [branch:Resolution 2] [narrative] Rattled, you begin walking alongside the railroad tracks, making your way toward Dunwich. [/narrative] [ul] [li][log]We were delayed on our way to Dunwich.[/log][/li] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]][/li] [/ul] [/branch]
!!!!! ExtracurricularActivity-full.scenario This scenario version is a full version which contains narrative, setup instructions, and the campaign log. [narrative] Dr. Armitage is worried his colleague, Professor Warren Rice, might be in trouble, so he has asked for yor help finding his friend. He seems unreasonably nervous about his colleague’s disappearance considering Professor Rice has only been “missing” for a matter of hours… [/narrative] [ul] [li]Gather all cards from the [encounter]Extracurricular Activities[/encounter], [encounter]Bishop’s Thralls[/encounter], [encounter]Sorcery[/encounter], [encounter]The Beyond[/encounter], [encounter]Whippoorwills[/encounter], [encounter]Agents of Yog-Sothoth[/encounter], [encounter]Ancient Evils[/encounter], and [encounter]Locked Doors[/encounter] encounter sets. These sets have the following icons: [div class='centered'][img:Extracurricular Activity] [img:Bishop's Thralls] [img:Sorcery] [img:The Beyond] [img:Whippoorwills] [img:Agents of Yog-Sothoth] [img:Ancient Evils] [img:Locked Doors][/div][/li] [logged:We will search for Professor Warren Rice first.] [li]Set [card]“Jazz Mulligan”[/card], [card]Alchemical Concoction[/card], [card]The Experiment[/location], [card]Professor Warren Rice[/card], [location]Faculty Offices (The Night is Still Young)[/location], [location]Dormitories[/location] aside, out of play. Remove [location]Faculty Offices (The Hour is Late)[/location] from the game.[/li] [/logged] [logged:We will talk to Dr. Francis Morgan first.] [li]Set [card]“Jazz Mulligan”[/card], [card]Alchemical Concoction[/card], [card]The Experiment[/location], [location]Professor Warren Rice[location], [location]Faculty Offices (The Hour is Late)[/location], [location]Dormitories[/location] aside, out of play. Remove [location]Faculty Offices (The Night is Young)[/location] from the game.[/li] [/logged] [li]Put the [location]Miskatonic Quad[/location], [location]Orne Library[/location], [location]Humanities Building[/location], [location]Student Union[/location], [location]Science Building[/location], and [location]Administrative Building[/location] locations into play. Each investigator begins play at the [location]Miskatonic Quad[/location].[/li] [li]Shuffle the remaining encounter cards to build the encounter deck.[/li] [/ul] [svg height='405' width='500'] [symbol id='cardoutline'] [rect class='card' x='2' y='2' width='96' height='136' rx='10' ry='10' /] [/symbol] [symbol id='startcardoutline'] [rect class='startcard' x='2' y='2' width='106' height='146' /] [rect class='startcard' x='7' y='7' width='96' height='136' rx='10' ry='10' /] [circle cx='90' cy='130' r='10' class='startcircle' /] [/symbol] [line x1='50' y1='70', x2='230' y2='70' class='path' /] [line x1='50' y1='70', x2='50' y2='290' class='path' /] [line x1='230' y1='70' x2='410' y2='70' class='path' /] [line x1='230' y1='70' x2='50' y2='290' class='path' /] [line x1='230' y1='70' x2='230' y2='290' class='path' /] [line x1='230' y1='70' x2='410' y2='290' class='path' /] [use x='0' y='0' xlink:href='#cardoutline' /] [text x='70' y='10' writing-mode='tb'] [tspan]Orne[/tspan] [tspan dx='-20' y='10' ]Library[/tspan] [/text] [use x='180' y='0' xlink:href='#startcardoutline' /] [text x='250' y='10' writing-mode='tb' class='starttext'] [tspan]Miskatonic[/tspan] [tspan dx='-20' y='10']Quad[/tspan] [/text] [use x='360' y='0' xlink:href='#cardoutline' /] [text x='430' y='10' writing-mode='tb'] [tspan]Science[/tspan] [tspan dx='-20' y='10']Building[/tspan] [/text] [use x='0' y='220' xlink:href='#cardoutline' /] [text x='70' y='230' writing-mode='tb'] [tspan]Humanities[/tspan] [tspan dx='-20' y='230']Building[/tspan] [/text] [use x='180' y='220' xlink:href='#cardoutline' /] [text x='250' y='230' writing-mode='tb'] [tspan]Student[/tspan] [tspan dx='-20' y='230']Union[/tspan] [/text] [use x='360' y='220' xlink:href='#cardoutline' /] [text x='420' y='230' writing-mode='tb'] [tspan]Administration[/tspan] [tspan dx='-20' y='230']Building[/tspan] [/text] [/svg] [branch:No Resolution] [narrative] As you flee from the university, you hear screaming coming from the northern end of the campus. An ambulance passes you by, and you fear the worst. Hours later, you learn that a ‘rabid dog of some sort’ found its way into the university dormitories. The creature attacked the students inside and many were mauled or killed in the attack. [/narrative] [ul] [li][log]Professor Warren Rice was kidnapped.[/log][/li] [li][log]We failed to save the students.[/log][br] You are haunted by guilt. Add the following token to the chaos bag for the remainder of the campaign.[addToken:Tablet] [div class='centered'][img:Tablet][/div] [/li] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]] Each investigator earns [experience]1 experience[/experience], as he or she reflects on the night’s events.[addCounter:Experience:1][/li] [/ul] [/branch] [branch:Resolution 1] [narrative] You find Professor Rice bound and gagged in the closet in his office. When you free him, he informs you that the strange men and women wandering around the campus had been stalking him for hours. They cornered him in his office and tied him up, although for what purpose, Rice isn’t sure. You inform him that Dr. Armitage sent you, and Rice looks relieved, although he suspects that Dr. Morgan might be in danger as well. Because the strangers on campus seem to have been targeting Professor Rice, you decide that the best course of action is to escort him away from the campus as quickly as possible. As you leave the university, you hear screaming from the northern end of the campus. An ambulance passes you by, and you fear the worst. Hours later, you learn that a ‘rabid dog of some sort’ found its way into the university dormitories. The creature attacked the students inside, and many were mauled or killed in the attack. [/narrative] [ul] [li][log]We rescued Professor Warren Rice.[/log][br] Any one investigator may choose to add [card]Professor Warren Rice[/card] to his or her deck. This card does not count toward that investigator’s deck size.[/li] [li][log]We failed to save the students.[/log][br] You are haunted by guilt. Add the following token to the chaos bag for the remainder of the campaign.[addToken:Tablet] [div class='centered'][img:Tablet][/div] [/li] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]][/li] [/ul] [/branch] [branch:Resolution 2] [narrative] You pull each of the dormitory’s fire alarms and usher the students out of the building’s north exit, hoping to make your way off campus. Many of thge students are confused and exhausted, but you believe an attempt to explain the situation will do more harm than good. Minutes later, a terrible screech echoes across the campus, piercing and shrill. You tell the students to wait and head back to the dormitories to investigator. Oddly, you find no trace of the strange creature&—a prospect that worries you more than it relieves you. You hurry to the faculty offices to find Professor Rice, but there is no sign of him anywhere. [/narrative] [ul] [li][log]Professor Warren Rice was kidnapped.[/log][/li] [li][log]We rescued the students.[/log][/li] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]][/li] [/ul] [/branch] [branch:Resolution 3] [narrative] After defeating the strange and terrifying creature from the Department of Alchemy, you rush to the faculty offices to find Professor Rice. By the time you get to his office, there is no sign of him anywhere. [/narrative] [ul] [li][log]Professor Warren Rice was kidnapped.[/log][/li] [li][log]We defeated the Experiment.[/log][/li] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]][/li] [/ul] [/branch] [branch:Resolution 4] [narrative] You awaken hours later, exhausted and injured. You’re not sure what you saw, but the sight of it filled your mind with terror. From other survivors, you learn that a ‘rabid dog of some sort’ found its way into the university dormitories. The creature attacked the students inside, and many were mauled or killed in the attack. [/narrative] [ul] [li][log]We were unconscious for several hours.[/log][/li] [li][log]Professor Warren Rice was kidnapped.[/log][/li] [li][log]We failed to save the students.[/log][br] You are haunted by guilt. Add the following token to the chaos bag for the remainder of the campaign.[addToken:Tablet] [div class='centered'][img:Tablet][/div] [/li] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]] Each investigator earns [experience]1 experience[/experience], as he or she reflects on the night’s events.[addCounter:Experience:1][/li] [/ul] [/branch] !!!!! HouseAlwaysWins-full.scenario This scenario version is a full version which contains narrative, setup instructions, and the campaign log. [narrative] Dr. Armitage suggested you track down his associate Dr. Francis Morgan. He’s not sure whether Dr. Morgan is in trouble, but he’s not particularly happy with his colleague’s present choice of company. He’s at the Clover Club, a notorious gambling joint somewhere downtown. Finding the club’s exact location isn’t easy—you have to grease a few palms just to learn which of the Downtown restaurants operates as the club’s front. That restaurant is La Bella Luna, a somewhat upscale Italian eatery by the theatre. You change into your Sunday best and make your way there. [/narrative] [narrative] In front of La Bella Luna stands a man in a pinstripe suit who sizes you up as you approach. “Enjoy yourselves,” he says with a snake-like grin as he holds open the restaurant’s front door. [/narrative] [ul] [li]Gather all cards from [encounter]The House Always Wins[/encounter], [encounter]Bad Luck[/encounter], [encounter]Naomi’s Crew[/encounter], and [encounter]Rats[/encounter] encounter sets. These sets have the following icons: [div class='centered'][img:The House Always Wins] [img:Bad Luck] [img:Naomi's Crew] [img:Rats][/div][/li] [li]Set all cards from [encounter]Hideous Abominations[/encounter] and [encounter]Striking Fear[/encounter] encounter sets aside, out of play. These sets have the following icons: [div class='centered'] [img:Hideous Abominations] [img:Striking Fear] [/div][/li] [li]Put the [location]Clover Club Lounge[/location], [location]Clover Club Bar[/location], [location]Clover Club Cardroom[/location], and [location]La Bella Luna[/location] locations into play. Each investigator begins play at the [location]La Bela Luna[/location].[/li] [li]Shuffle the remaining encounter cards to build the encounter deck.[/li] [/ul] [svg height='405' width='500'] [symbol id='cardoutline'] [rect class='card' x='2' y='2' width='96' height='136' rx='10' ry='10' /] [/symbol] [symbol id='startcardoutline'] [rect class='startcard' x='2' y='2' width='106' height='146' /] [rect class='startcard' x='7' y='7' width='96' height='136' rx='10' ry='10' /] [circle cx='90' cy='130' r='10' class='startcircle' /] [/symbol] [line x1='50' y1='70', x2='230' y2='70' class='path' /] [line x1='230' y1='70' x2='410' y2='70' class='path' /] [line x1='230' y1='70' x2='410' y2='290' class='path' /] [line x1='410' y1='70' x2='410' y2='290' class='path' /] [use x='0' y='0' xlink:href='#startcardoutline' /] [text x='70' y='10' class='starttext' writing-mode='tb'] La Bela Luna [/text] [use x='180' y='0' xlink:href='#cardoutline' /] [text x='250' y='10' writing-mode='tb'] [tspan]Clover Club[/tspan] [tspan dx='-20' y='10']Lounge[/tspan] [/text] [use x='360' y='0' xlink:href='#cardoutline' /] [text x='430' y='10' writing-mode='tb'] [tspan]Clover Club[/tspan] [tspan dx='-20' y='10']Cardroom[/tspan] [/text] [use x='360' y='220' xlink:href='#cardoutline' /] [text x='430' y='230' writing-mode='tb'] [tspan]Clover Club[/tspan] [tspan dx='-20' y='230']Bar[/tspan] [/text] [/svg] [branch:No Resolution] [narrative] You barely made it out of the club alive. You flee to the end of the block and pause to recover. Before you can catch your breath, the ground shakes with a thunderous crash. People emerge from their homes and storefronts to see what the ruckus is, and a crowd forms on the street. You head to the front of the crowd and are horrified to see the building from which you fled just minutes earlier reduced to rubble. There is no sign of Dr. Morgan anywhere. [/narrative] [ul] [li][log]The O'Bannion gang has a bone to pick with us.[/log][/li] [li][log]Dr. Francis Morgan was kidnapped.[/log][/li] [logged:At least one of the investigators cheated.] [li][log]At least one of the investigators cheated.[/log][br] Add an Elder Thing token to the chaos bag for the remainder of the campaign.[addToken:Elder Thing] [div class='centered'][img:Elder Thing][/div] [/li] [/logged] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]] Each investigator earns [experience]1 experience[/experience], as he or she reflects on the night’s events.[addCounter:Experience:1][/li] [/ul] [/branch] [branch:Resolution 1] [narrative] You flee to the end of the block and pause to recover. Before you can catch your breath, the ground shakes with a thunderous crash. People emerge from their homes and storefronts to see what the ruckus is, and a crowd forms on the street. You head to the front of the crowd and are horrified to see the building from which you fled just minutes earlier reduced to rubble. There is no sign of Dr. Morgan anywhere. [/narrative] [ul] [li][log]The O'Bannion gang has a bone to pick with us.[/log][/li] [li][log]Dr. Francis Morgan was kidnapped.[/log][/li] [logged:At least one of the investigators cheated.] [li][log]At least one of the investigators cheated.[/log][br] Add an Elder Thing token to the chaos bag for the remainder of the campaign.[addToken:Elder Thing] [div class='centered'][img:Elder Thing][/div] [/li] [/logged] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]] Each investigator earns [experience]1 experience[/experience], as he or she reflects on the night’s events.[addCounter:Experience:1][/li] [/ul] [/branch] [branch:Resolution 2] [narrative] “What in the world…?” Dr. Morgan finally breaks out of his daze as you make your way to safety. You ask him what he remembers, and he sputters and shakes his head. “It’s all a haze”, he explains, visibly exhausted. “I was having the run of my life! Perhaps I had one too many shots. But, those creatures—I haven’t seen anything like that since…” He trails off, and you can tell that his mind is racing. His eyes widen with realization and his face pales. “I may not be in the best of shape, but I&rdsquo;ll help with your investigator. Whatever it takes.” [/narrative] [ul] [li][log]The O'Bannion gang has a bone to pick with us.[/log][/li] [li][log]We rescued Dr. Francis Morgan.[/log][br] Any one investigator may choose to add [card]Dr. Francis Morgan[/card] to his or her deck. This card does not count toward that investigator’s deck size.[/li] [logged:At least one of the investigators cheated.] [li][log]At least one of the investigators cheated.[/log][br] Add an Elder Thing token to the chaos bag for the remainder of the campaign.[addToken:Elder Thing] [div class='centered'][img:Elder Thing][/div] [/li] [/logged] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]][/experience][/li] [/ul] [/branch] [branch:Resolution 3] [narrative] Although you were unable to find Dr. Morgan in the club, the man you rescued is grateful for your help. He introduces himself as Peter Clover, the owner of the establishment you’d just left. Despite the situation, he maintains an air of quiet professionalism. As you make your way towards the street, a well-polished Chrysler B-70 rolls up to you, and a gorgeous woman with long brown hair and narrow eyes exits. She is flanked by dangerous-looking men who slip their hands under their suit jackets when they see you. “Peter”, she says with a sign of relief, “Good, you”re okay. I heard there was trouble?” She turns and glares at you with deadly eyes. “Who are they?” [/narrative] [narrative] Mr. Clover dusts off his vest, unworried. “Naomi, my dear, these are friends of mine. They…” he clears his throat. “They escorted me off the premises”, he explains after a short pause. “They have earned our gratitude.” The woman crosses her arms and takes a moment to size you up before giving you a smirk. [/narrative] [narrative] “Very well then. I must thank you for taking care of Peter. Run along now; we’ll handle things from here.” She nods to the goons flanking her and they walk past you toward the club’s rear entrance, pulling firearms out from underneath their coats. You’re not sure what ‘handling things’ means, but you’re pretty sure you don’t want to be here when the gunfire starts. You thank Naomi and Peter, and head off. [/narrative] [ul] [li][log]Naomi has our backs.[/log][/li] [li][log]Dr. Francis Morgan was kidnapped.[/log][/li] [logged:At least one of the investigators cheated.] [li][log]At least one of the investigators cheated.[/log][br] Add an Elder Thing token to the chaos bag for the remainder of the campaign.[addToken:Elder Thing] [div class='centered'][img:Elder Thing][/div] [/li] [/logged] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]][/li] [/ul] [/branch] [branch:Resolution 4] [narrative] You are pulled from the debris by several firefighters, one of whom exclaims, “We&rsqou;ve got a live one!” A few of them patch you up, and the cops ask you what happened. You’re certain hey wouldn’t believe your story about horrible monstrosities demolishing the building from within. Unsure of what to say, you give a vague statement about not remembering much. “We’re bringing you to St. Mary’s”, one of the nurses says, pointing to a nearby ambulance. Knowing now how dire the situation is, you slip away while she is distracted by something else in the rubble… [/narrative] [ul] [li][log]The O'Bannion gang has a bone to pick with us.[/log][/li] [li][log]Dr. Francis Morgan was kidnapped.[/log][/li] [logged:At least one of the investigators cheated.] [li][log]At least one of the investigators cheated.[/log][br] Add an Elder Thing token to the chaos bag for the remainder of the campaign.[addToken:Elder Thing] [div class='centered'][img:Elder Thing][/div] [/li] [/logged] [li]Each investigator suffers [trauma]1 physical trauma[/trauma].[addCounter:Physical Trauma:1][/li] [li][log]We were unconscious for several hours.[/log][/li] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]] Each investigator earns [experience]1 experience[/experience], as he or she reflects on the night’s events.[addCounter:Experience:1][/li] [/ul] [/branch] !!!!! LostInTimeAndSpace-full.scenario This scenario version is a full version which contains narrative, setup instructions, and the campaign log. [narrative] Passing through the gate is unlike anything you’ve ever experienced. You feel your body twisting and distorting, churning through realities as the gate pulls you to its ultimate destination—a place beyond the scope of human imagination. [/narrative] [narrative] Suddenly, all is quiet and the chaos of the journey is replaced with a sense of solitude and dread. You are in an unfathomable place, vast beyond your ability to reason and utterly alien besides. The landscape is surreal and strange, the architecture impossible. You are so far from home that home has become a threadbare dream you can barely recall. Even should you find a way out of this awful place, you may never be the same. [/narrative] [ul] [li]Gather all cards from the following encounter sets: [encounter]Lost in Time and Space[/encounter], [encounter]Hideous Abominations[/encounter], [encounter]Sorcery[/encounter], [encounter]The Beyond[/encounter], and [encounter]Agents of Yog-Sothoth[/encounter]. These sets are indicated by the following icons: [div class='centered'] [img:Lost in Time and Space] [img:Hideous Abominations] [img:Sorcery] [img:The Beyond] [img:Agents of Yog-Sothoth] [/div][/li] [li]Put [location]Another Dimension[/location] into play. Each investigator begins play at [location]Another Dimension[/location].[/li] [li]Set the following cards aside, out of play: [location]The Edge of the Universe[/location], [location]Tear Through Time[/location], and [card]Yog-Sothoth[/card].[/li] [li]Shuffle the remainder of the encounter cards to build the encounter deck.[/li] [/ul] [ifcountergreater:Defeated Investigators:0] [hiddenlog]An investigator was defeated in Time and Space.[/hiddenlog] [/ifcountergreater] [ifcounterequal:Defeated Investigators:[counter:Investigators]] [hiddenlog]All investigators were defeated in Time and Space.[/hiddenlog] [/ifcounterequal]
[narrative] 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… [/narrative] [ul] [li]Each defeated investigator is [strong]killed[/strong].[kill:mental defeat][kill:physical defeat][/li] [/ul]
[!-- Resolution 4 --] [narrative]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, tehy 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 the sky and enveloping the world. Now it has come to Earth, and it rules where humanity once tread. [/narrative] [ul] [li][log]Yog-Sothoth tore apart the barrier between worlds, and become one with all reality.[/log][/li] [li]Each surviving investigator is driven [strong]insane[/strong].[dement:all][/li] [li]The investigators lose the campaign.[/li] [/ul] [!-- Resolution 2 --] [narrative] 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. [/narrative] [narrative] “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 and’ there was a bright flash,” one of them says , looking up at the starry sky from the top of Sentinel Hill. [/narrative] [narrative] “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. [/narrative] [narrative] “Think we should get ahold of those coppers outta Aylesbury?” [/narrative] [narrative] “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.” [/narrative] [ul] [li]The investigators win the campaign…and are never seen or heard from again.[/li] [/ul] [branch:Resolution 1] [narrative] 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 does’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&mdahs;and when you dream, it all comes rushing back. [/narrative] [ul] [li][log]We closed the tear in reality.[/log][/li] [li]Each investigator suffers [trauma]2 physical trauma[/trauma] and [trauma]2 mental trauma[/trauma], as he or she never fully recovers from his or her time spent outside the realm of reality.[addCounter:Mental Trauma:2][addCounter:Physical Trauma:2][/li] [li][experience]Each investigator earns [counter:Victory Display] experience from the Victory Display.[addCounter:Experience:[counter:Victory Display]] Each investigator earns 5 bonus experience, as he or she saved the world from being torn apart.[addCounter:Experience:5][/experience][/li] [li]The investigators win the campaign.[/li] [/ul] [/branch] [branch:Resolution 2] [narrative] 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. [/narrative] [narrative] “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 and’ there was a bright flash,” one of them says , looking up at the starry sky from the top of Sentinel Hill. [/narrative] [narrative] “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. [/narrative] [narrative] “Think we should get ahold of those coppers outta Aylesbury?” [/narrative] [narrative] “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.” [/narrative] [ul] [li]The investigators win the campaign…and are never seen or heard from again.[/li] [/ul] [/branch] [branch:Resolution 3] [narrative] 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 it 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. [/narrative] [ul] [li][log]Yog-Sothoth has fled to another dimension.[/log][/li] [li]Each investigator is [strong]killed[/strong].[kill:all][/li] [li]The investigators win the campaign…and are never seen or heard from again.[/li] [/ul] [/branch] [branch:Resolution 4] [narrative]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, tehy 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 the sky and enveloping the world. Now it has come to Earth, and it rules where humanity once tread. [/narrative] [ul] [li][log]Yog-Sothoth tore apart the barrier between worlds, and became one with all reality.[/log][/li] [li]Each surviving investigator is driven [strong]insane[/strong].[dement:all][/li] [li]The investigators lose the campaign.[/li] [/ul] [/branch]
!!!!! MiskatonicMuseum-full.scenario This scenario version is a full version which contains narrative, setup instructions, and the campaign log. [narrative] Several months ago, Armitage and his colleagues stopped a rampaging horror from tearing through Dunwich, a backwater town several hours north and west of Arkham. At first you imagine this beast as a rabid ber, or worse, but the professor’s description of the creature paints a different picture. [/narrative] [narrative] It all began when a man named Wilbur Whateley entered the Orne Library looking for Olaus Wormius’s Latin translation of the [normal]Necronomicon[/normal]. Wilbur already possessed a beaten-up English translation by Dr. John Dee, but it was insufficient for his purposes. Armitage turned the man away, fearing what use the strange man had for the book. Whateley returned in secret, hoping to steal the book, but was attacked by a hound guarding the university. Armitage, Rice, and Morgan later discovered Whateley’s body. A description of the foul corpse—semi-anthropomorphic and covered in fur, with a leather hide and greenish-grey tentacles—causes you to question whether or not Whateley was truly human. [/narrative] [logged:Dr. Henry Armitage was kidnapped.] [narrative] The notes written by Dr. Armitage in the journal stress Whateley’s desire to get his hands on the [normal]Necronomicon[/normal] for some terrible purpose. As you read on, it seems that Dr. Armitage brought the university’s copy of the tome to Harold Walsted—the curator of the Miskatonic Museum—for safekeeping in the museum’s Restricted Hall. Although you are worried about your mentor, you are equally worried that Armitage’s kidnappers might get their hands on this [normal]Necronomicon[/normal]. You decide to head to the museum to prevent them from acquiring it. [/narrative] [/logged] [logged:We rescued Dr. Henry Armitage.] [narrative] “My colleagues and I were quick to put that ordeal behind us”, Armitage says with a sigh. “But now it seems that things haven’t fully resolved themselves. I’ll tell you the rest later, but for now, it is imperative that we get our hands on that copy of the [strong]Necronomicon[/strong]. If my instincts are correct, the assailants you’ve encountered will be searching for it. After all that transpired, I didn’t feel safe keeping it at the library, so I brought it to my good friend, Harold Walsted. He is the current curator of the Miskatonic Museum. I thought it would be safe in the museum’s Restricted Hall, but now I'm not so sure. You must retrieve it at all costs! I fear terribly what they could do with the rites contained in its pages…” [/narrative] [/logged] [ul] [li]Gather all cards from the [encounter]The Miskatonic Museum[/encounter], [encounter]Bad Luck[/encounter], [encounter]Sorcery[/encounter], [encounter]The Beyond[/encounter], [encounter]Chilling Cold[/encounter], and [encounter]Locked Doors[/encounter] encounter sets. These sets have the following icons: [div class='centered'][img:The Miskatonic Museum] [img:Bad Luck] [img:Sorcery] [img:The Beyond] [img:Chilling Cold] [img:Locked Doors][/div][/li] [li]Put one of the two [location]Administration Office[/location] locations and one of the two [location]Security Office[/location] locations into play at random. Remove the other versions of the [location]Administration Office[/location] and [location]Security Office[/location] from the game. Then put the [location]Museum Entrance[/location] and [location]Museum Hall[/location] into play. Each investigator begins play at the [location]Museum Entrance[/location].[/li] [li]Set the 6 [location]Exhibit Hall[/location] locations aside as a separate “Exhibit Deck.” To do this perform the following: [ul] [li]Shuffle the [location]Exhibit Hall ([em]Restricted Hall[/em])[/location] and 2 other random [location]Exhibit Hall[/location] locations together to form the bottom 3 cards of the Exhibit Deck, unrevealed side face up.[/li] [li]Then place the other 3 [location]Exhibit Hall[/location] locations on top, in a random order. All 6 cards of the Exhibit Deck should be showing only the unrevealed side, so that the players do not know which [location]Exhibit Hall[/location] is the [location]Exhibit Hall ([em]Restricted Access[/em]).[/li] [/ul] [li]Set the following cards aside, out of play: [card]Harold Walsted[/card], [card]Adam Lynch[/card], [card]The Necronomicon ([em]Olaus Wormius Translation[/em])[/card], and [card]Shadow-spawned[/card].[/li] [li]Shuffle the remainder of the encounter cards to build the encounter deck.[/li] [mode:standalone] [li][log]Dr. Henry Armitage was kidnapped.[/log][/li] [/mode] [/ul] [branch:No Resolution] [narrative] Whatever the creature in the museum was, you had neither the will nor the tools to destroy it. It seems you must give up any hope of recovering the [normal]Necronomicon[/normal]. Even so, there are others depending on you. Gathering your courage, you prepare for your next task. [/narrative] [ul] [li][log]We failed to recover the Necronomicon.[/log][/li] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]][/experience][/li] [/ul] [/branch] [branch:Resolution 1] [narrative] As long as this translation of the [normal]Necronomicon[/normal] exists, there will be sorcerers and other foul agents like Whateley seeking it. In the end, you know what must be done to protect humanity from the threats you’ve seen. You find a trash bin and fill it with books and documents, throwing the [normal]Necronomicon[/normal] on top. It takes several matches to set the contents of the bin alight. The flames fill the room with heat and the creeping shadows retreat from its light. You watch the book burn for some time, its pages turning to ash. You can only hope you’ve made the right decision. [/narrative] [ul] [li][log]We destroyed the Necronomicon.[/log][/li] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]][/li] [/ul] [/branch] [branch:Resolution 2] [narrative] The [normal]Necronomicon[/normal] is more than just a book; it is a tool. Within its pages is a wealth of information about the forces and creatures you have encountered. Knowing how useful it could be in your endeavors, how could you possibly bring yourself to destroy it? Besides, as long as you keep the book safely in your possession, you will stil be foiling those who wish to use it for nefarious purposes. [/narrative] [ul] [li][log]We took custody of the Necronomicon.[/log][/li] [li]Any one investigator may choose to add [card]The Necronomicon ([em]Olaus Wormius Translation[/em])[/card] to his or her deck. This card does not count toward that investigator’s deck size.[/li] [li]We have given in to the temptation of power. Add an Elder Thing token to the chaos bag for the reminder of the campaign.[addToken:Elder Thing] [div class='centered'][img:Elder Thing][/div] [/li] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]][/li] [/ul] [/branch] !!!!! UndimensionedAndUnseen-full.scenario This scenario version is a full version which contains narrative, setup instructions, and the campaign log. [narrative] Your search of the village of Dunwich has uncovered a number of documents, journal entries, and esoteric theories. Reading through these materials leaves you exhausted and emotionally drained. Most of the content was written by a single source—a man named Seth Bishop. When you ask around town, you learn that Seth is a citizen of Dunwich. Along with several others, Seth had witnessed firsthand the devastation wrought by the events of “the Dunwich horror,” as Armitage had dubbed the incident. Curiously, since that time, very few people had seen Seth around town, and those who did claimed his eyes had been bloodshot and his face sweaty and pale. [/narrative] [narrative] You don’t doubt that somebody who has seen what Seth has seen would appear nervous or paranoid. But the more you read of his frantic and unhinged writings, the more you believe he is involved in recent events. His writings speak of having “gathered the remains” and of using arcane methods to “imbue the fathers’ essence” into other creatures, and eventually into other people. The explanations and diagrams that follow are unfathomably complex and defy understanding. [/narrative] [narrative] Before you are able to find Seth and confront him, several men and women from the village approach you in a panic. “It’s back!” one of them wails. You recognize him as Curtis Whateley, of the undecayed branch. “Whatever it was that killed them Fryes, it’s back! Up and smashed the Bishops’ home like it were made o’ paper!” Curtis and the other townsfolk are clamoring amongst themselves, raising their voices in a panic. [/narrative] [logged:We calmed the townsfolk.] [narrative] We aim to calm the townsfolk so they can explain what is going on. They inform us that there was a rumbling to the north, and when they went to investigate they found the Bishops’ farmhouse had been torn to shreds. A trail of heavy tracks led into nearby Cold Spring Glen. “You know what to do, right?” You Arkham folk stopped that thing last time,” one of the townsfolk says. Curtis shakes his head and bites at his lip. [/narrative] [narrative] “We couldn’t even see that hellish thing until the old professor sprayed that there powder on it,” he says. “To this day, I wish I had’t seen it at all…” Something must be done to stop the monster’s rampage. But, if the documents you found are true, there may be more than one such creature on the loose… [/narrative] [ul] [li][log]We calmed the townsfolk.[/log][/li] [/ul] [/logged] [logged: We warned the townsfolk.] [narrative] You warn the townsfolk that they are in grave danger, and urge them to flee Dunwich while they can. Several of them immediately heed your advice, remembering the terrible monstrosity that had previously endangered the town. Curtis drops to his knees in despair, sweating feverishly. “It’s that [strong]thing[/strong] again, ain’t it? It’s come back fer us,” Curtis stutters. “I hope you’ve got some of that powder the old professor had last time. We couldn’t even see the damned thing until he sprayed it. To this day, I wish I hadn’t seen it at all…” Something must be done to stop the monster’s rampage. But, if the documents you found are true, there may be more than one such creature on the loose… [/narrative] [ul] [li][log]We warned the townsfolk.[/log][/li] [/ul] [/logged] [ul] [li]Gather all cards from the following encounter sets: [encounter]Undimensioned and Unseen[/encounter], [encounter]Beast-thralls[/encounter], [encounter]Dunwich[/encounter], [encounter]Whippoorwills[/encounter], and [encounter]Striking Fear[/encounter]. These sets are indicated by the following icons: [div class='centered'][img:Undimensioned and Unseen] [img:Beast-thralls] [img:Dunwich] [img:Whippoorwills] [img:Striking Fear][/div][/li] [li]Put one of the two versions of the following locations in play at random: [location]Dunwich Village[/location], [location]Cold Spring Glen[/location], [location]Blasted Heath[/location], [location]Ten-Acre Meadow[/location], [location]Devil’s Hop Yard[/location], and [location]Whateley Ruins[/location]. Remove the other version of each of those locations from the game. Each investigator begins at [location]Dunwich Village[/location].[/li] [ifcountergreatereq:Sacrificed Allies:4] [li]Set 2 copies of [card]Brood of Yog-Sothoth aside, out of play. Then remove the final 3 copies of [card]Brood of Yog-Sothoth[/card] from the game.[/li] [/ifcountergreatereq] [ifcounterequal:Sacrificed Allies:3] [li]Put 1 copy of [card]Brood of Yog-Sothoth[/card] into play in [location]Cold Spring Glen[/location], and set 2 copies of [card]Brood of Yog-Sothoth[/card] aside, out of play. Then remove the final 2 copies of [card]Brood of Yog-Sothoth[/card] from the game.[/li] [/ifcounterequal] [ifcounterequal:Sacrificed Allies:2] [li]Put 1 copy of [card]Brood of Yog-Sothoth[/card] into play at [location]Cold Spring Glen[/location], and set 3 copies of [card]Brood of Yog-Sothoth[/card] aside, out of play. Then remove the final copy of [card]Brood of Yog-Sothoth[/card] from the game.[/li] [/ifcounterequal] [ifcounterless:Sacrificed Allies:2] [li]Put 1 copy of [card]Brood of Yog-Sothoth[/card] into play at [location]Cold Spring Glen[/location], put 1 copy of [card]Brood of Yog-Sothoth[/card] into play in [location]Blasted Heath[/location], then set the final 3 copies of [card]Brood of Yog-Sothoth[/card] aside, out of play.[/li] [/ifcounterless] [li]Set each copy of [card]Esoteric Formula[/card] aside, out of play.[/li] [li]An investigator with [card]Powder of Ibn-Ghazi[/card] in his or her deck may search his or her deck for it and put it into play.[/li] [li]Each investigator searches the collection for a random basic [trait]Madness[/trait], [trait]Injury[/trait], or [trait]Pact[/trait] weakness and adds it to his or her deck for the remainder of the campaign.[/li] [li]Shuffle the remainder of the encounter cards to build the encounter deck.[/li] [/ul] [svg height="600" width="500"] [symbol id="cardoutline"] [rect class='card' x='2' y='2' width='96' height='136' rx='10' ry='10' /] [/symbol] [symbol id='startcardoutline'] [rect x='2' y='2' width="106" height="146" class="startcard" /] [rect x="7" y="7" width="96" height="136" rx='10' ry='10' class="startcard" /] [circle cx="90" cy="130" r="10" class="startcircle" /] [/symbol] [symbol id='enemycircle'] [circle cx='80' cy='120' r='10' class='enemycircle' /] [/symbol] [circle cx="140" cy="70" r="10" /] [circle cx="320" cy="70" r="10" /] [circle cx="50" cy="290" r="10" /] [circle cx="230" cy="290" r="10" /] [circle cx="410" cy="290" r="10" /] [circle cx="230" cy="510" r="10" /] [circle cx="410" cy="290" r="10" /] [line x1="140" y1="70", x2="320" y2="70" class='path' /] [line x1="140" y1="70", x2="50", y2="290" class='path' /] [line x1="320" y1="70" x2="410" y2="290" class='path' /] [line x1='50' y1='290' x2='230' y2='290' class='path' /] [line x1="50" y1="290" x2="230" y2="510" class='path' /] [line x1='230' y1='290' x2='410' y2='290' class='path' /] [line x1="230" y1="290" x2="230" y2="510" class='path' /] [line x1="410" y1="290" x2="230" y2="510" class='path' /] [use x="100" y="0" xlink:href="#cardoutline" /] [text x="170" y="10" writing-mode='tb'] [tspan]Blasted[/tspan] [tspan dx="-20" y="10"]Heath[/tspan] [/text] [ifcounterless:Sacrificed Allies:2] [use x='100' y='0' xlink:href='#enemycircle' /] [/ifcounterless] [use x="290" y="0" xlink:href='#cardoutline' /] [text x="360" y="10" writing-mode='tb'] [tspan]Devil's[/tspan] [tspan dx='-20' y='10']Hop Yard[/tspan] [/text] [use x="0" y="220" xlink:href='#startcardoutline' /] [text x="70" y="230" writing-mode='tb' class='starttext'] [tspan]Dunwich[/tspan] [tspan dx='-20' y="230"]Village[/tspan] [/text] [use x="180" y="220" xlink:href='#cardoutline' /] [text x="250" y="230" writing-mode='tb'] [tspan]Ten-Acre[/tspan] [tspan dx='-20' y="230"]Meadow[/tspan] [/text] [use x="360" y="220" xlink:href='#cardoutline' /] [text x="430" y="230" writing-mode='tb'] [tspan]Whateley[/tspan] [tspan dx='-20' y="230"]Ruins[/tspan] [/text] [use x="180" y="440" xlink:href='#cardoutline' /] [text x="250" y="450" writing-mode='tb'] [tspan]Cold Spring[/tspan] [tspan dx='-20' y="450"]Glen[/tspan] [/text] [ifcounterless:Sacrificed Allies:4] [use x='180' y='440' xlink:href='#enemycircle' /] [/ifcounterless] [svg]
[ifcounterequal:Escaped Broods:0] [narrative] After slaying what seems to be the last of the rampaging monsters, you retreat to Zebulon’s house, exhausted and rattled by your experience. [/narrative] [ul] [li][log]No broods escaped into the wild.[/log][/li] [li]If an investigator’s deck contains the [card]Powder of Ibn-Ghazi[/card] card, remove it from that investigator’s deck.[/li] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]][/li] [/ul] [/ifcounterequal] [ifcounterequal:Escaped Broods:1] [narrative] You did all you could to stop the rampaging monsters, but there were more of them than you realized and you weren’t able to slay them all. Exhausted and terrified, you retreat in Zebulon’s home and hope to survive the night. [/narrative] [ul] [li][log]1 brood escaped into the wild.[/log][/li] [li]If an investigator’s deck contains the [card]Powder of Ibn-Ghazi[/card] card, remove it from that investigator’s deck.[/li] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]][/li] [/ul] [/ifcounterequal] [ifcountergreater:Escaped Broods:1] [narrative] You did all you could to stop the rampaging monsters, but there were more of them than you realized and you weren’t able to slay them all. Exhausted and terrified, you retreat in Zebulon’s home and hope to survive the night. [/narrative] [ul] [li][log][counter:Escaped Broods] broods escaped into the wild.[/log][/li] [li]If an investigator’s deck contains the [card]Powder of Ibn-Ghazi[/card] card, remove it from that investigator’s deck.[/li] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]][/li] [/ul] [/ifcountergreater]
!!!!! WhereDoomAwaits-full.scenario This scenario version is a full version which contains narrative, setup instructions, and the campaign log. [narrative] You awaken to the sound of screeching. Fearing the worst, you grab your equipment and head out into the streets of Dunwich. As soon as you step outside, you sense a foulness in the cold night air: an awful, pungent smell that can scarcely be described and a heaviness to the atmosphere that makes it difficulty to breather. The citizens of Dunwich have sealed their doors, and the town feels quiet and lonesome. In the distance, a faint glow emanates from a hilltop above the village. You know of this hill from both yer interactions with Zebulon and Armitage’s records. It is called Sentinel Hill. The tales speak of satanic rites being performed there—rites in which great ritual-pyres light up the night sky while the ground rumbles furiously below. [/narrative] [narrative] Flocks of whippoorwills perch on the rooftops of the village around you, watching ominously as you climb inside Zebulon’s old and beat-up truck. As you drive towards Sentinel Hill, more screeching fills the sky with an awful pitch that is painful to your ears. Everything you have read about and experienced in Dunwich has led to this. If the foul ritual Seth seeks to perform has anything to do with what Armitage and his colleagues prevented several months back, it involves the favor of an ancient creature—[strong]Yog-Sothoth[/strong]. Failing to stop this ritual may spell doom…not only Dunwich, but for the entire world. [/narrative] [logged:Naomi has our backs.] [narrative] The path leading up to Sentinel Hill is narrow and too torn up for Zebulon’s truck, so you park at the abse of the hill and prepare to make the rest o f 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. “Namoi sends her regards.” [/narrative] [narrative] 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 [normal]ratta-tat[/normal] 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. [/narrative] [/logged] [ul] [li]Gather all cards from the following encounter sets: [encounter]Where Doom Awaits[/encounter], [encounter]Beast-thralls[/encounter], [encounter]Bishop's Thralls[/encounter], [encounter]Sorcery[/encounter], [encounter]Ancient Evils[/encounter], [encounter]Chilling Cold[/encounter], and [encounter]Striking Fear[/encounter]. These sets are indicated by the following icons: [div class='centered'] [img:Where Doom Awaits] [img:Beast-thralls] [img:Bishop's Thralls] [img:Sorcery] [img:Ancient Evils] [img:Chilling Cold] [img:Striking Fear] [/div][/li] [li]Put [location]Base of the Hill[/location], [location]Ascending Path[/location], and [location]Sentinel Peak[/location] into play. Each investigator begins play at [location]Base of the Hill[/location].[/li] [li]Remove 1 copy of [location]Diverging Path[/location] from the game, at random. Set the other 3 copies of [location]Diverging Path[/location] aside, out of play.[/li] [li]Remove 1 copy of [location]Altered Path[/location] from the game, at random. Set the other 3 copies of [location]Altered Path[/location] aside, out of play.[/li] [li]Add the [difficulty:easy]-3[/difficulty][difficulty:standard]-5[/difficulty][difficulty:hard]-6[/difficulty][difficulty:expert]-7[/difficulty] token to the chaos bag for the remainder of the campaign [div class='centered'] [difficulty:easy][img:-3][addToken:-3][/difficulty] [difficulty:standard][img:-5][addToken:-5][/difficulty] [difficulty:hard][img:-6][addToken:-6][/difficulty] [difficulty:expert][img:-7][addToken:-7][/difficulty] [/div] [/li] [logged:We restored Silas Bishop] [li]Use [card]Act 2—Ascending the Hill (v.I)[/card][/li] [/logged] [logged:We failed to recover the Necronomicon] [li]Use [card]Act 2—Ascending the Hill (v.II)[/card] [/logged] [logged:The Necronomicon was stolen.] [li]Use [card]Act 2—Ascending the Hill (v.II)[/card] [/logged] [unlogged:We restored Silas Bishop] [unlogged:We failed to recover the Necronomicon] [unlogged:The Necronomicon was stolen.] [li]Use [card]Act 2—Ascending the Hill (v.III)[/card] [/unlogged] [/unlogged] [/unlogged] [ifcountergreater:Escaped Broods:0] [li]Add [counter:Escaped Broods] doom to agenda 1a.[/li] [/ifcountergreater] [logged:We put Silas Bishop out of his misery.] [li]Remnants of Silas Bishop’s body have mutated and grown at Sentinel Hill. Put 1 [card]Conglomeration of Spheres[/card] enemy from the [encounter]Hideous Abominations[/card] encounter set into play at [location]Ascending Path[/card]. Add the rest of that set to the encounter deck. That set is indicated by the following icons: [div class='centered'][img:Hideous Abominations][/div] [/li] [/logged] [logged:Naomi has our backs.] [ifcounterlesseq:Investigators:2] [li]The lead investigator gains a clue from the token bank.[/li] [/ifcounterlesseq] [ifcountergreatereq:Investigators:3] [li]The lead investigator gains 2 clues from the token bank.[/li] [/ifcountergreatereq] [/logged] [li]Shuffle the remainder of the encounter cards to build the encounter deck.[/li] [/ul] [branch:No Resolution] [narrative]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 the sky and enveloping the world. Now it has come to Earth, and it rules where humanity once tread. [/narrative] [ul] [li][log]Yog-Sothoth tore apart the barrier between worlds, and became one with all reality.[/log][/li] [li]Each investigator is driven [strong]insane[/strong].[dement:remaining][dement:physical defeat][dement:mental defeat][dement:resigned][/li] [/branch] [branch:Resolution 1] [narrative] The poorly bound tome appears to be the written records of Old Whateley, the man who taught Wilber the ancient secrets of sorcery. You find a passage describing a place outside of time and space, whee 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. [/narrative] [ul] [li][log]We entered the gate.[/log][/li] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]][/li] [/ul] [/branch] [branch:Resolution 2] [narrative]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, tehy 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 the sky and enveloping the world. Now it has come to Earth, and it rules where humanity once tread. [/narrative] [ul] [li][log]Yog-Sothoth tore apart the barrier between worlds, and became one with all reality.[/log][/li] [li]Each investigator is driven [strong]insane[/strong].[dement:all][/li] [li][log]The investigators lose the campaign.[/log][/li] [/ul] [/branch] !!!!! AshcanPete.investigator !!!!! JennyBarnes.investigator !!!!! JimCulver.investigator !!!!! RexMurphy.investigator !!!!! ZoeySamaras.investigator