!!!!! NightOfTheZealot-full.campaign This is a full campaign template that contains the narrative, setup instructions, and log items from the Night of the Zealot campaign found in the Core Box. [narrative] Friday, September 18, 1925, Arkham, Massachusetts. It is the end of a long and abnormally hot summer. The first hints of autumn becon, but a heavy heat persists, relentless. A silent, unspoken anger grips the town. Tempers are short, and in the last week alone there have been numerous reports of townspeople coming to heated violent blows with one another over simple understandings. [/narrative] [narrative] And now, a call from James Hankerson. He claims to have found a dismembered body in his barn. [/narrative] [narrative] Blaming the weather would be too easy. There is something wrong with this town, and not a whole lot this old soothsayer can do to stop the slide. My auguries indicate a small group of investigators will soon take note of these strange happenings and set forth to make things right. I’ll be watching their progress…but I won't be holding my breath. [/narrative] !!!!! NightOfTheZealot-return-full.campaign This is a full campaign template that contains the narrative, setup instructions, and log items from the Return to the Night of the Zealot campaign. [narrative] Friday, September 18, 1925, Arkham, Massachusetts. It is the end of a long and abnormally hot summer. The first hints of autumn becon, but a heavy heat persists, relentless. A silent, unspoken anger grips the town. Tempers are short, and in the last week alone there have been numerous reports of townspeople coming to heated violent blows with one another over simple understandings. [/narrative] [narrative] And now, a call from James Hankerson. He claims to have found a dismembered body in his barn. [/narrative] [narrative] Blaming the weather would be too easy. There is something wrong with this town, and not a whole lot this old soothsayer can do to stop the slide. My auguries indicate a small group of investigators will soon take note of these strange happenings and set forth to make things right. I’ll be watching their progress…but I won't be holding my breath. [/narrative] !!!!! DevourerBelow-full.scenario This scenario version is a full version which contains narrative, setup instructions, and the campaign log. [narrative] After a frantic midnight search throughout Arkham, you have tracked down and questioned several members of the cult. Your findings are disturbing: they claim to worship a being known as Umôrdhoth, a monstrous entity from another realm. [/narrative] [narrative] You are able to confirm much of Lita’s story: the cult is agitated over the destruction of the ghoul lair. However, a surprising detail also turns up: sthe one who invaded the lair and set this night’s events in motion was none other than Lita Chantler herself! You are not sure why this important detail was omitted from Lita’s story—did she tell you only as much as was necessary to draw you into her conflict? But in another light, she seems to be fighting to protect the city of Arkham from a terrible menace. [narrative] [/narrative] The final piece of the puzzle was found written in a journal possessed by one of the cultists. It describes a dark ritual to be performed deep within the woods south of Arkham, this very night. According to the journal, the ritual’s completion will open a gate and bring forth the cult’s dark master into the world. “If the cult is not stopped,” Lita warns, “there is a possibility that Umôrdhoth’s vengance will consume all in its path.” Frightened but determined to stop the rituatl, you head into the woods … [/narrative] [ul] [li]Gather all cards from [encounter]The Devourer Below[/encounter], [encounter]Ancient Evils[/encounter], [encounter]Dark Cult[/encounter], [encounter]Ghouls[/encounter], and [encounter]Striking Fear[/encounter] encounter sets. These sets are indicated by the following icons. [div class='centered'][img:The Devourer Below] [img:Ancient Evils] [img:Dark Cult] [img:Ghouls] [img:Striking Fear][/div][/li] [li]Put the [location]Main Path[/location] into play. Shuffle the 6 copies of [location]Arkham Woods[/location], choose 4 of them at random, and put them into play without looking at their revealed sides. Remove the other 2 from the game. Each investigator begins at the [location]Main Path[/location].[/li] [li]Set the [location]Ritual Site[/location] and [card]Umôrdhoth[/card] cards aside, out of play.[/li] [logged:The Ghoul Priest is still alive.][unlogged:The Ghoul Priest was killed in the streets of Arkham.] [!-- The Ghoul Priest is still alive --] [li]Randomly choose one of the [encounter]Agents of Cthulhu[/encounter], [encounter]Agents of Hastur[/encounter], [encounter]Agents of Shub-Niggurath[/encounter], or [encounter]Agents of Yog-Sothoth[/encounter] encounter sets. These encounter sets are indicated by the following icons. [div class='centered'][img:Agents of Cthulhu] [img:Agents of Hastur] [img:Agents of Shub-Niggurath] [img:Agents of Yog-Sothoth][/div] Without looking at the chosen encounter set, shuffle it, [card]The Ghoul Priest[/card], and the remainder of the encounter cards together to form the encounter deck. Remove the other 3 encounter sets from the game.[/li] [/unlogged][/logged] [unlogged:The Ghoul Priest is still alive.] [!-- The Ghoul Priest was killed in The Gathering --] [li]Randomly choose one of the [encounter]Agents of Cthulhu[/encounter], [encounter]Agents of Hastur[/encounter], [encounter]Agents of Shub-Niggurath[/encounter], or [encounter]Agents of Yog-Sothoth[/encounter] encounter sets. These encounter sets are indicated by the following icons. [div class='centered'][img:Agents of Cthulhu] [img:Agents of Hastur] [img:Agents of Shub-Niggurath] [img:Agents of Yog-Sothoth][/div] Without looking at the chosen encounter set, shuffle it and the remainder of the encounter cards together to form the encounter deck. Remove the other 3 encounter sets from the game.[/li] [/unlogged] [logged:The Ghoul Priest was killed in the streets of Arkham.] [!-- the Ghoul Priest was killed in The Midnight Masks --] [li]Randomly choose one of the [encounter]Agents of Cthulhu[/encounter], [encounter]Agents of Hastur[/encounter], [encounter]Agents of Shub-Niggurath[/encounter], or [encounter]Agents of Yog-Sothoth[/encounter] encounter sets. These encounter sets are indicated by the following icons. [div class='centered'][img:Agents of Cthulhu] [img:Agents of Hastur] [img:Agents of Shub-Niggurath] [img:Agents of Yog-Sothoth][/div] Without looking at the chosen encounter set, shuffle it and the remainder of the encounter cards together to form the encounter deck. Remove the other 3 encounter sets from the game.[/li] [logged] [ifcounterequal:cultistswhogotaway:1] [li]Place 1 doom on the agenda.[/li] [/ifcounterequal] [ifcounterequal:cultistswhogotaway:2] [li]Place 1 doom on the agenda.[/li] [/ifcounterequal] [ifcounterequal:cultistswhogotaway:3] [li]Place 2 doom on the agenda.[/li] [/ifcounterequal] [ifcounterequal:cultistswhogotaway:4] [li]Place 2 doom on the agenda.[/li] [/ifcounterequal] [ifcounterequal:cultistswhogotaway:5] [li]Place 2 doom on the agenda.[/li] [/ifcounterequal] [ifcounterequal:cultistswhogotaway:6] [li]Place 2 doom on the agenda.[/li] [/ifcounterequal] [li]Add the 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:It is past midnight.] [li]Each player discards 2 random cards from his or her starting deck.[/li] [/logged] [/ul] [branch:No Resolution] [narrative] Too frightened to face her fate, Lita flees into the night. She realizes that she has failed and Umôrdhoth’s vengance will pursue her wherever she goes. The creature’s tendrils spread throughout the city of Arkham, searching for her. It lurks in the darkness of every corner, tugging at the seams of reality. But Lita is nowhere to be found, so the creature dwells in the shadows to this day, searching…killing. [/narrative] [ul] [li][log]Arkham succumbed to Umôrdhoth’s terrible vengence.[/log][/li] [li]Every surviving investigator is [strong]killed.[/strong][kill:all][/li] [li]The investigators lose.[/li] [/ul] [/branch] [branch:Resolution 1] [narrative] You have managed to prevent the cult from summoning its master. Although you’re unsure what would have happened had the cult succeeded, you’re relieved that—at least for the time being—Arkham is safe. You capture as many of the cultists as you can find, but very few townspeople believe your tale. Perhaps it was all in your head after all. [/narrative] [ul] [li][log]The ritual to summon Umôrdhoth was broken.[/log][/li] [li]Each investigator suffers [trauma]2 mental trauma[/trauma], as he or she never fully recovers from his or her ordeal.[addCounter:Mental Trauma:2][/li] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]] Each investigator earns [experience]5 bonus experience[/experience], as he or she has saved Arkham from a terrible fate.[addCounter:Experience:5][/li] [li]The investigators win![/li] [/ul] [/branch] [branch:Resolution 2] [narrative] Through force of arms and strength of will, you are somehow able to harm Umôrdhoth enough to send it reeling back to the dimension from which it emerged. Warmth and light return to the woods as the void-like mass is sucked in upon itself, vanishing in an instant. You aren’t sure if a being such as this can be killed, but for the time being it seems to have retreated. As their master vanishes, the ghouls nearby climb into the open pit below, fleeing with horrible cries and shrieks. You have stopped an evil plot, but the fight has taken its toll on your body and mind. Worse, you can’t help but feel insignificant in the face of the world’s mysteries. What other terrors exist in the deep, dark corners of reality? [/narrative] [ul] [li][log]We repelled Umôrdhoth.[/log][/li] [li]Each investigator suffers [trauma]2 physical trauma[/trauma] and [trauma]2 mental trauma[/trauma], as the fight against Umôrdhoth has taken its toll on his or her body and mind.[addCounter:Physical Trauma:2][addCounter:Mental Trauma:2][/li] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]] Each investigator earns [experience]10 bonus experience[/experience], as he or she has triumphed against a truly terrible foe.[addCounter:Experience:10][/li] [li]The investigators win![/li] [/ul] [/branch] [branch:Resolution 3] [narrative] In the face of this horror, you don’t believe there is anything you can do to stop it. You have but one hope if you are to survive. You turn on Lita and throw her at the terrible monstrosity, watching in dread as its swirling void-like mass consumes her. She cries out in torment as the life is sucked from her body. “Umôrdhoth…Umôrdhoth…” the cultists chant. Lita Chantler vanishes without a trace. For a moment, you fear that the creature will now turn on you, but you hear on of the cultists say “Umôrdhoth is a just god who only claims the guilty and the dead. Go, and you shall be spared.” The swirling mass vanishes and light returns to the woods. The cultists slink away, leaving you alive. Lita’s last moments are forever etched in your memory. [/narrative] [ul] [li][log]We sacrificed Lita Chantler to Umôrdhoth.[/log][/li] [li]Each investigator suffers [trauma]2 physical trauma[/trauma] and [trauma]2 mental trauma[/trauma], as the mere sight Umôrdhoth has taken its toll on his or her body and mind.[addCounter:Physical Trauma:2][addCounter:Mental Trauma:2][/li] [li]The guilt over sacrificing Lita forever haunts your memory. Each investigator must search the collection for a random [strong]Madness[/strong] weakness and add it to his or her deck. [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]][/li] [li]The investigators have survived, but their actions weigh heavily on their consciences.[/li] [/ul] [/branch] !!!!! DevourerBelow-return-full.scenario This scenario version is a full version which contains narrative, setup instructions, and the campaign log. [narrative] After a frantic midnight search throughout Arkham, you have tracked down and questioned several members of the cult. Your findings are disturbing: they claim to worship a being known as Umôrdhoth, a monstrous entity from another realm. [/narrative] [narrative] You are able to confirm much of Lita’s story: the cult is agitated over the destruction of the ghoul lair. However, a surprising detail also turns up: sthe one who invaded the lair and set this night’s events in motion was none other than Lita Chantler herself! You are not sure why this important detail was omitted from Lita’s story—did she tell you only as much as was necessary to draw you into her conflict? But in another light, she seems to be fighting to protect the city of Arkham from a terrible menace. [narrative] [/narrative] The final piece of the puzzle was found written in a journal possessed by one of the cultists. It describes a dark ritual to be performed deep within the woods south of Arkham, this very night. According to the journal, the ritual’s completion will open a gate and bring forth the cult’s dark master into the world. “If the cult is not stopped,” Lita warns, “there is a possibility that Umôrdhoth’s vengance will consume all in its path.” Frightened but determined to stop the rituatl, you head into the woods … [/narrative] [ul] [li]Gather all cards from [encounter]The Devourer Below[/encounter], [encounter]Return to The Devourer Below[/encounter], [encounter]Ancient Evils[/encounter], [encounter]Dark Cult[/encounter], [encounter]Ghouls[/encounter], [encounter]Ghouls of Umôrdthoth[/encounter], [encounter]Striking Fear[/encounter], and [encounter]The Devourer’s Cult[/encounter] encounter sets. These sets are indicated by the following icons. [div class='centered'][img:The Devourer Below] [img:Return to the Devourer Below] [img:Ancient Evils] [img:Dark Cult] [img:Ghouls] [img:Ghouls of Umordhoth] [img:Striking Fear] [img:The Devourer's Cult][/div][/li] [li]Mix the the [encounter]Ghouls[/encounter] and [encounter]Ghouls of Umôrdhoth[/encounter] encounter sets together and select seven cards to retain for the Encounter Deck. Remove the remaining seven cards from the game.[/li] [li]Mix the the [encounter]Dark Cult[/encounter] and [encounter]The Devourer’s Cult[/encounter] encounter sets together and select six cards to retain for the Encounter Deck. Remove the remaining six cards from the game.[/li] [li]Put the [location]Main Path[/location] into play. Shuffle the 10 copies of [location]Arkham Woods[/location], choose 4 of them at random, and put them into play without looking at their revealed sides. Remove the other 6 from the game. Each investigator begins at the [location]Main Path[/location].[/li] [li]Set the [location]Ritual Site[/location] and [card]Umôrdhoth[/card] cards aside, out of play. Attach the [card]Vault of Earthly Demise[/card] to [card]Umôrdhoth[/card].[/li] [logged:The Ghoul Priest is still alive.][unlogged:The Ghoul Priest was killed in the streets of Arkham.] [!-- The Ghoul Priest is still alive --] [li]Randomly choose one of the [encounter]Agents of Cthulhu[/encounter], [encounter]Agents of Hastur[/encounter], [encounter]Agents of Shub-Niggurath[/encounter], or [encounter]Agents of Yog-Sothoth[/encounter] encounter sets. These encounter sets are indicated by the following icons. [div class='centered'][img:Agents of Cthulhu] [img:Agents of Hastur] [img:Agents of Shub-Niggurath] [img:Agents of Yog-Sothoth][/div] Without looking at the chosen encounter set, shuffle it, [card]The Ghoul Priest[/card], and the remainder of the encounter cards together to form the encounter deck. Remove the other 3 encounter sets from the game.[/li] [/unlogged][/logged] [unlogged:The Ghoul Priest is still alive.] [!-- The Ghoul Priest was killed in The Gathering --] [li]Randomly choose one of the [encounter]Agents of Cthulhu[/encounter], [encounter]Agents of Hastur[/encounter], [encounter]Agents of Shub-Niggurath[/encounter], or [encounter]Agents of Yog-Sothoth[/encounter] encounter sets. These encounter sets are indicated by the following icons. [div class='centered'][img:Agents of Cthulhu] [img:Agents of Hastur] [img:Agents of Shub-Niggurath] [img:Agents of Yog-Sothoth][/div] Without looking at the chosen encounter set, shuffle it and the remainder of the encounter cards together to form the encounter deck. Remove the other 3 encounter sets from the game.[/li] [/unlogged] [logged:The Ghoul Priest was killed in the streets of Arkham.] [!-- the Ghoul Priest was killed in The Midnight Masks --] [li]Randomly choose one of the [encounter]Agents of Cthulhu[/encounter], [encounter]Agents of Hastur[/encounter], [encounter]Agents of Shub-Niggurath[/encounter], or [encounter]Agents of Yog-Sothoth[/encounter] encounter sets. These encounter sets are indicated by the following icons. [div class='centered'][img:Agents of Cthulhu] [img:Agents of Hastur] [img:Agents of Shub-Niggurath] [img:Agents of Yog-Sothoth][/div] Without looking at the chosen encounter set, shuffle it and the remainder of the encounter cards together to form the encounter deck. Remove the other 3 encounter sets from the game.[/li] [logged] [ifcounterequal:cultistswhogotaway:1] [li]Place 1 doom on the agenda.[/li] [/ifcounterequal] [ifcounterequal:cultistswhogotaway:2] [li]Place 1 doom on the agenda.[/li] [/ifcounterequal] [ifcounterequal:cultistswhogotaway:3] [li]Place 2 doom on the agenda.[/li] [/ifcounterequal] [ifcounterequal:cultistswhogotaway:4] [li]Place 2 doom on the agenda.[/li] [/ifcounterequal] [ifcounterequal:cultistswhogotaway:5] [li]Place 2 doom on the agenda.[/li] [/ifcounterequal] [ifcounterequal:cultistswhogotaway:6] [li]Place 2 doom on the agenda.[/li] [/ifcounterequal] [li]Add the 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:It is past midnight.] [li]Each player discards 2 random cards from his or her starting deck.[/li] [/logged] [/ul] [branch:No Resolution] [narrative] Too frightened to face her fate, Lita flees into the night. She realizes that she has failed and Umôrdhoth’s vengance will pursue her wherever she goes. The creature’s tendrils spread throughout the city of Arkham, searching for her. It lurks in the darkness of every corner, tugging at the seams of reality. But Lita is nowhere to be found, so the creature dwells in the shadows to this day, searching…killing. [/narrative] [ul] [li][log]Arkham succumbed to Umôrdhoth’s terrible vengence.[/log][/li] [li]Every surviving investigator is [strong]killed.[/strong][kill:all][/li] [li]The investigators lose.[/li] [/ul] [/branch] [branch:Resolution 1] [narrative] You have managed to prevent the cult from summoning its master. Although you’re unsure what would have happened had the cult succeeded, you’re relieved that—at least for the time being—Arkham is safe. You capture as many of the cultists as you can find, but very few townspeople believe your tale. Perhaps it was all in your head after all. [/narrative] [ul] [li][log]The ritual to summon Umôrdhoth was broken.[/log][/li] [li]Each investigator suffers [trauma]2 mental trauma[/trauma], as he or she never fully recovers from his or her ordeal.[addCounter:Mental Trauma:2][/li] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]] Each investigator earns [experience]5 bonus experience[/experience], as he or she has saved Arkham from a terrible fate.[addCounter:Experience:5][/li] [li]The investigators win![/li] [/ul] [/branch] [branch:Resolution 2] [narrative] Through force of arms and strength of will, you are somehow able to harm Umôrdhoth enough to send it reeling back to the dimension from which it emerged. Warmth and light return to the woods as the void-like mass is sucked in upon itself, vanishing in an instant. You aren’t sure if a being such as this can be killed, but for the time being it seems to have retreated. As their master vanishes, the ghouls nearby climb into the open pit below, fleeing with horrible cries and shrieks. You have stopped an evil plot, but the fight has taken its toll on your body and mind. Worse, you can’t help but feel insignificant in the face of the world’s mysteries. What other terrors exist in the deep, dark corners of reality? [/narrative] [ul] [li][log]We repelled Umôrdhoth.[/log][/li] [li]Each investigator suffers [trauma]2 physical trauma[/trauma] and [trauma]2 mental trauma[/trauma], as the fight against Umôrdhoth has taken its toll on his or her body and mind.[addCounter:Physical Trauma:2][addCounter:Mental Trauma:2][/li] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]] Each investigator earns [experience]10 bonus experience[/experience], as he or she has triumphed against a truly terrible foe.[addCounter:Experience:10][/li] [li]The investigators win![/li] [/ul] [/branch] [branch:Resolution 3] [narrative] In the face of this horror, you don’t believe there is anything you can do to stop it. You have but one hope if you are to survive. You turn on Lita and throw her at the terrible monstrosity, watching in dread as its swirling void-like mass consumes her. She cries out in torment as the life is sucked from her body. “Umôrdhoth…Umôrdhoth…” the cultists chant. Lita Chantler vanishes without a trace. For a moment, you fear that the creature will now turn on you, but you hear on of the cultists say “Umôrdhoth is a just god who only claims the guilty and the dead. Go, and you shall be spared.” The swirling mass vanishes and light returns to the woods. The cultists slink away, leaving you alive. Lita’s last moments are forever etched in your memory. [/narrative] [ul] [li][log]We sacrificed Lita Chantler to Umôrdhoth.[/log][/li] [li]Each investigator suffers [trauma]2 physical trauma[/trauma] and [trauma]2 mental trauma[/trauma], as the mere sight Umôrdhoth has taken its toll on his or her body and mind.[addCounter:Physical Trauma:2][addCounter:Mental Trauma:2][/li] [li]The guilt over sacrificing Lita forever haunts your memory. Each investigator must search the collection for a random [strong]Madness[/strong] weakness and add it to his or her deck. [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]][/li] [li]The investigators have survived, but their actions weigh heavily on their consciences.[/li] [/ul] [/branch] !!!!! Gathering-full.scenario This scenario version is a full version which contains narrative, setup instructions, and the campaign log. [narrative] You and your partners have been investigating strange events taking place in your home city of Arkham, Massachusetts. Over the past few weeks, several townspeople have mysteriously gone missing. Recently, their corpses turned up in the woods, savaged and half-eaten. The police and newspapers have stated that wild animals are responsible, but you believe there is something else going on. You are gathered together at the lead investigator's home to discuss these bizarre events. [/narrative] [ul] [li]Gather all cards from [encounter]The Gathering[/encounter], [encounter]Ancient Evils[/encounter], [encounter]Chilling Cold[/encounter], [encounter]Ghouls[/encounter], [encounter]Rats[/encounter], and [encounter]Striking Fear[/encounter] encounter sets. These sets are indicated by the following icons: [div class='centered'][img:The Gathering] [img:Rats] [img:Ghouls] [img:Striking Fear] [img:Ancient Evils] [img:Chilling Cold][/div][/li] [li]Put the [location]Study[/location] location into play. Set each other location aside, out of play. Each investigator begins play in the [location]Study[/location].[/li] [li]Set [card]The Ghoul Priest[/card] and [card]Lita Chantler[/card] aside, out of play.[/li] [li]Shuffle the remainder of the encounter cards to form the encounter deck.[/li] [/ul] [branch:No Resolution] [narrative] You barely manage to escape your house with your lives. The woman from your parlor follows you out the front door slamming it behind her. “You fools! See what you have done?” She pushes a chair in front of the door, lodging it beneath the doorknob. “We must get out of here. Come with me, and I will tell you what I know. We are the only ones who can stop the threat that lurks beneath from being unleashed throughout the city.” You’re in no state to argue. Nodding, you follow the woman as she runs from your front porch out into the rainy street, toward Rivertown. [/narrative] [ul] [li][log]Your house is still standing.[/log][/li] [li][log]The Ghoul Priest is still alive.[/log][/li] [li]The lead investigator earns the [card]Lita Chantler[/card] card and may include it in his or her deck. This card does not count toward that investigator’s deck size.[/li] [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] You nod and allow the red-haired woman to set the walls and floor of your house ablaze. The first spreads quickly, and you run out the front door to avoid being caught in the inferno. From the sidewalk, you watch as everything you own is consumed by the flames. “Come with me,” the woman says. “You must be told of the threat that lurks below. Alone, we are surely doomed… but togther, we can stop it.” [/narrative] [ul] [li][log]Your house has burned to the ground.[/log][/li] [li]The lead investigator earns the Lita Chantler card and may include it in his or her deck. This card does not count toward that investigator’s deck size.[/li] [li]The lead investigator suffers [trauma]1 mental trauma[/trauma] from watching his or her home become a smoldering ruin.[addCounter:Lead Mental Trauma:1][/li] [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] You refuse to follow the overzealous woman’s order and kick her out of your home for fear that she will set it ablaze without your permission. “Fools! You are making a grave mistake!” she warns. “You do not understand the threat that lurks below… the grave danger we are all in!” Still shaken by the night’s events, you decide to hear the woman out. Perhaps she can shed some light on these bizarre events… but she doesn’t seem to trust you very much. [/narrative] [ul] [li][log]Your house is still standing.[/log][/li] [li]The lead investigator earns [experience]1 experience[/experience], as he or she refuses to let the night’s events destroy his or her life.[addCounter:Lead Experience:1][/li] [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] You run to the hallway to try to find a way to escape the house, but the burning-hot barrier still blocks your path. Trapped, the horde of feral creatures that have invaded your home close in, and you have nowhere to run. [/narrative] [ul] [li][log]Lita was forced to find others to help her cause.[/log][/li] [li][log]Your house is still standing.[/log][/li] [li][log]The Ghoul Priest is still alive.[/log][/li] [li]Each investigator who has not resigned is [b]killed.[/b][kill:physical defeat][kill:mental defeat][kill:remained] If there are not enough investigators to continue the campaign, the campaign is over and the players lose. Otherwise, advance to the next scenario.[/li] [li]If the lead investigator was [b]killed,[/b] choose an investigator to earn the Lita Chantler card. That investigator may include this card in his or her deck. It does not count toward that investigator’s deck size.[/li] [/ul] [/branch] !!!!! Gathering-return-full.scenario This scenario version is a full version which contains narrative, setup instructions, and the campaign log. [narrative] You and your partners have been investigating strange events taking place in your home city of Arkham, Massachusetts. Over the past few weeks, several townspeople have mysteriously gone missing. Recently, their corpses turned up in the woods, savaged and half-eaten. The police and newspapers have stated that wild animals are responsible, but you believe there is something else going on. You are gathered together at the lead investigator's home to discuss these bizarre events. [/narrative] [ul] [li]Gather all cards from [encounter]The Gathering[/encounter], [encounter]Return to The Gathering[/encounter], [encounter]Ancient Evils[/encounter], [encounter]Chilling Cold[/encounter], [encounter]Ghouls[/location], [encounter]Ghouls of Umôrdhorth[/encounter], [encounter]Rats[/encounter], and [encounter]Striking Fear[/encounter] encounter sets. These sets are indicated by the following icons: [div class='centered'][img:The Gathering] [img:Return to the Gathering] [img:Ancient Evils] [img:Chilling Cold] [img:Ghouls] [img:Ghouls of Umordhoth] [img:Rats] [img:Striking Fear][/div][/li] [li]Mix the the [encounter]Ghouls[/encounter] and [encounter]Ghouls of Umôrdhoth[/encounter] encounter sets together and select seven cards to retain for the Encounter Deck. Remove the remaining seven cards from the game.[/li] [li]Remove Act 1a—“Trapped” from the game and replace it with the new Act 1a—“Mysterious Gateway”.[/li] [li]Remove the original [location]Study[/location] location from the game and place it with the new [location]Study [em](Aberrant Gateway)[/em][/location]. Put the [location]Study [em](Aberrant Gateway)[/em][/location] into play. Each investigator begins play in the [location]Study [em](Aberrant Gateway)[/em][/location].[/li] [li]Put the [location]Guest Hall[/location], [location]Bedroom[/location], and [location]Bathroom[/location] locations into play.[/li] [li]Remove the original [location]Hallway[/location] from the game.[/li] [li]Choose one of the two [location]Attic[/location] locations and one of the two [location]Cellar[/location] locations at random, and set them aside, out of play. Remove the other versions of the [location]Attic[/location] and [location]Cellar[/location] from the game.[/li] [li]Set each other location aside, out of play.[/li] [li]Set [card]The Ghoul Priest[/card] and [card]Lita Chantler[/card] aside, out of play.[/li] [li]Shuffle the remainder of the encounter cards to form the encounter deck.[/li] [/ul] [branch:No Resolution] [narrative] You barely manage to escape your house with your lives. The woman from your parlor follows you out the front door slamming it behind her. “You fools! See what you have done?” She pushes a chair in front of the door, lodging it beneath the doorknob. “We must get out of here. Come with me, and I will tell you what I know. We are the only ones who can stop the threat that lurks beneath from being unleashed throughout the city.” You’re in no state to argue. Nodding, you follow the woman as she runs from your front porch out into the rainy street, toward Rivertown. [/narrative] [ul] [li][log]Your house is still standing.[/log][/li] [li][log]The Ghoul Priest is still alive.[/log][/li] [li]The lead investigator earns the [card]Lita Chantler[/card] card and may include it in his or her deck. This card does not count toward that investigator’s deck size.[/li] [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] You nod and allow the red-haired woman to set the walls and floor of your house ablaze. The first spreads quickly, and you run out the front door to avoid being caught in the inferno. From the sidewalk, you watch as everything you own is consumed by the flames. “Come with me,” the woman says. “You must be told of the threat that lurks below. Alone, we are surely doomed… but togther, we can stop it.” [/narrative] [ul] [li][log]Your house has burned to the ground.[/log][/li] [li]The lead investigator earns the Lita Chantler card and may include it in his or her deck. This card does not count toward that investigator’s deck size.[/li] [li]The lead investigator suffers [trauma]1 mental trauma[/trauma] from watching his or her home become a smoldering ruin.[addCounter:Lead Mental Trauma:1][/li] [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] You refuse to follow the overzealous woman’s order and kick her out of your home for fear that she will set it ablaze without your permission. “Fools! You are making a grave mistake!” she warns. “You do not understand the threat that lurks below… the grave danger we are all in!” Still shaken by the night’s events, you decide to hear the woman out. Perhaps she can shed some light on these bizarre events… but she doesn’t seem to trust you very much. [/narrative] [ul] [li][log]Your house is still standing.[/log][/li] [li]The lead investigator earns [experience]1 experience[/experience], as he or she refuses to let the night’s events destroy his or her life.[addCounter:Lead Experience:1][/li] [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] You run to the hallway to try to find a way to escape the house, but the burning-hot barrier still blocks your path. Trapped, the horde of feral creatures that have invaded your home close in, and you have nowhere to run. [/narrative] [ul] [li][log]Lita was forced to find others to help her cause.[/log][/li] [li][log]Your house is still standing.[/log][/li] [li][log]The Ghoul Priest is still alive.[/log][/li] [li]Each investigator who has not resigned is [b]killed.[/b][kill:physical defeat][kill:mental defeat][kill:remained] If there are not enough investigators to continue the campaign, the campaign is over and the players lose. Otherwise, advance to the next scenario.[/li] [li]If the lead investigator was [b]killed,[/b] choose an investigator to earn the Lita Chantler card. That investigator may include this card in his or her deck. It does not count toward that investigator’s deck size.[/li] [/ul] [/branch] !!!!! MidnightMasks-full.scenario This scenario version is a full version which contains narrative, setup instructions, and the campaign log. [logged:Lita was forced to find others to help her cause.] [narrative] The woman came to you in a panic, raving about monsters emerging from the ground in a home near Rivertown. “I managed to trap them,” she explains, “but there are others. Other pits. Other deomains.” Only last week, you would have thought she was a lunatic. Recent events, hoewever, have challenged you preconceptions of normality. You decide to hear her out. [/narrative] [narrative] She introduces herself as Lita Chantler and lays out a tale that strains the limits of your belief. “the creatures I speak of,” she claims, “are called ghouls—cruel beings who plague the plague the crypt, caverns, and tunnels beneath the city of Arkham…” [/narrative] [/logged] [unlogged:Lita was forced to find others to help her cause.] [narrative] In the wake of the disaster at your home, Lita Chantler, the red-haired woman from your parlor, lays out a tale that—even in the light of what you have just witnessed—strains the limits of your belief. “The creatures in your home,” she claims, “are called ghouls—cruel beings who plague the crypts, caverns, and tunnels beneath the city of Arkham…” [/narrative] [/unlogged] [narrative] “These creatures feed on the corpses of humans, and they are served by a dark cult within Arkham whose members have inexplicably come to worship the ancient master of the ghouls. This cult has been killing innocent people and feeding them to the ghouls, satiating a monstrous hunger. A dark balance was maintained. Until now. Recently,” Lita continues, “one of their lairs, where the corpses were stored, was destroyed. Since then, the ghouls have been more active than usual. I have tracker their movements and tried my best to stop them from running amok throughout the city. But I think there is something worse going on. The cult has been plannning something darker, and more omninous, than anything I have yet observed. Indications are that this plan shall come to fruition tonight, shortly after midnight. Beyond that, I cannot fathom what to expect. [/narrative] [narrative] “Many of the cultists,” Lita continues, “will seem like everyday people, despite their foul intentions. Whenever the cult meets, its members don masks shaped like the skulls of various animals to protect their identities from one another. These masks are our mark. Symbols of death and decay. We must unmask the cultists to expose and derail their plans. We have but a few hours. The more cultists we find before midnight, the better.” [/narrative] [ul] [li]Gather all cards from the [encounter]Midnight Masks[/encounter], [encounter]Chilling Cold[/encounter], [encounter]Dark Cult[/encounter], [encounter]Locked Doors[/encounter], and [encounter]Nightgaunts[/encounter] encounter sets. These sets are indicated by the following icons [div class='centered'][img:The Midnight Masks] [img:Chilling Cold] [img:Dark Cult] [img:Locked Doors] [img:Nightgaunts][/div][/li] [li]Shuffle and set aside the [encounter]Cult of Umôrdhoth[/encounter] encounter set as a separate “Cultists deck.” This set is indicated by the following icon. [div class='centered'][img:Cult of Umordhoth][/div][/li] [logged:Your house has burned to the ground.] [li]Choose one of the two [location]Downtown[/location] locations and one of the two [location]Southside[/location] locations at random and put them into play. Remove [location]Your House[/location] along with the other versions of [location]Downtown[/location] and [location]Southside[/location] from the game. Then, put the [location]Northside[/location], [location]Easttown[/location], [location]Rivertown[/location], [location]St. Mary’s Hospital[/location], [location]Graveyard[/location], and [location]Miskatonic University[/location] locations into play.[/li] [/logged] [logged:Your house is still standing.] [li]Choose one of the two [location]Downtown[/location] locations and one of the two [location]Southside[/location] locations at random and put them into play. Remove the other versions of [location]Downtown[/location] and [location]Southside[/location] from the game. Then, put the [location]Northside[/location], [location]Easttown[/location], [location]Rivertown[/location], [location]St. Mary’s Hospital[/location], [location]Graveyard[/location], [location]Miskatonic University[/location], and [location]Your House[/location] locations into play.[/li] [/logged] [ifcounterequal:Investigators:2] [li]Search the gathered encounter sets for 1 copy of an [card]Acolyte[card] and spawn it at Southside.[/li] [/ifcounterequal] [ifcounterequal:Investigators:3] [li]Search the gathered encounter sets for 2 copies of an [card]Acolyte[/card] enemy. Spawn 1 at Southside and 1 at Downtown.[/li] [/ifcounterequal] [ifcounterequal:Investigators:4] [li]Search the gathered encounter sets for 3 copies of an [card]Acolyte[/card] enemy. Spawn 1 at Southside, 1 at Downtown, and 1 at the Graveyard.[/li] [/ifcounterequal] [logged:Your house has burned to the ground.] [li]Each investigator begins play at Rivertown.[/li] [/logged] [logged:Your house is still standing.] [li]Each investigator begins play at Your House.[/li] [/logged] [unlogged:The Ghoul Priest is still alive.] [li]Shuffle the remainder of the encounter cards to form the encounter deck.[/li] [/unlogged] [logged:The Ghoul Priest is still alive.] [li]Shuffle the remainder of the encounter cards and [card]The Ghoul Priest[/card] to form the encounter deck.[/li] [/logged] [/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 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='410' y1='70' x2='230' 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='50' y1='290' x2='50' 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' /] [logged:Your house is still standing.] [line x1='230' y1='290' x2='410' y2='510' class='path' /] [/logged] [line x1='230' y1='510' x2='230' y2='510' class='path' /] [line x1='50' y1='510' x2='230' y2='510' class='path' /] [use x='0' y='0' xlink:href='#cardoutline' /] [text x='70' y='10' writing-mode='tb']Northside[/text] [use x='180' y='0' xlink:href='#cardoutline' /] [text x='250' y='10' writing-mode='tb']Downtown[/text] [ifcountergreater:Investigators:2] [circle cx='260' cy='120' r='10' class='enemycircle' /] [/ifcountergreater] [use x='360' y='0' xlink:href='#cardoutline' /] [text x='430' y='10' writing-mode='tb']Easttown[/text] [use x='0' y='220' xlink:href='#cardoutline' /] [text x='70' y='230' writing-mode='tb'] [tspan]Miskatonic[/tspan] [tspan dx='-20' y='230']University[/tspan] [/text] [logged:Your house has burned to the ground.] [use x='180' y='220' xlink:href='#startcardoutline' /] [text x='250' y='230' class='starttext' writing-mode='tb']Rivertown[/text] [/logged] [logged:Your house is still standing.] [use x='180' y='220' xlink:href='#cardoutline' /] [text x='250' y='230' writing-mode='tb']Rivertown[/text] [/logged] [use x='360' y='220' xlink:href='#cardoutline' /] [text x='430' y='230' writing-mode='tb']Graveyard[/text] [ifcountergreater:Investigators:3] [circle cx='440' cy='340' r='10' class='enemycircle' /] [/ifcountergreater] [use x='0' y='440' xlink:href='#cardoutline' /] [text x='70' y='450' writing-mode='tb'] [tspan]St. Mary's[/tspan] [tspan dx='-20' y='450']Hospital[/tspan] [/text] [use x='180' y='440' xlink:href='#cardoutline' /] [text x='250' y='450' writing-mode='tb']Southside[/text] [ifcountergreater:Investigators:1] [circle cx='260' cy='560' r='10' class='enemycircle' /] [/ifcountergreater] [logged:Your house is still standing.] [use x='355' y='435' xlink:href='#startcardoutline' /] [text x='425' y='445' class='starttext' writing-mode='tb']Your House[/text] [/logged] [/svg] [logged:"Wolf-Man" Drew got away.] [addCounter:cultistswhogotaway:1] [/logged] [logged:Herman Collins got away.] [addCounter:cultistswhogotaway:1] [/logged] [logged:Peter Warren got away.] [addCounter:cultistswhogotaway:1] [/logged] [logged:Victoria Devereux got away.] [addCounter:cultistswhogotaway:1] [/logged] [logged:Ruth Turner got away.] [addCounter:cultistswhogotaway:1] [/logged] [logged:The Masked Hunter got away.] [addCounter:cultistswhogotaway:1] [/logged] [ul] [ifcounterequal:cultistswhogotaway:6] [li][log]We interrogated no cultists.[/log][/li] [/ifcounterequal] [logged:We interrogated "Wolf-Man" Drew.] [li][log]We interrogated "Wolf-Man" Drew.[/log][/li] [/logged] [logged:We interrogated Herman Collins.] [li][log]We interrogated Herman Collins.[/log][/li] [/logged] [logged:We interrogated Peter Warren.] [li][log]We interrogated Peter Warren.[/log][/li] [/logged] [logged:We interrogated Victoria Devereux.] [li][log]We interrogated Victoria Devereux.[/log][/li] [/logged] [logged:We interrogated Ruth Turner.] [li][log]We interrogated Ruth Turner.[/log][/li] [/logged] [logged:We interrogated The Masked Hunter.] [li][log]We interrogated The Masked Hunter.[/log][/li] [/logged] [/ul] [ul] [ifcounterequal:cultistswhogotaway:0] [li][log]No cultists got away.[/log][/li] [/ifcounterequal] [logged:"Wolf-Man" Drew got away.] [li][log]"Wolf-Man" Drew got away.[/log][/li] [/logged] [logged:Herman Collins got away.] [li][log]Herman Collins got away.[/log][/li] [/logged] [logged:Peter Warren got away.] [li][log]Peter Warren got away.[/log][/li] [/logged] [logged:Victoria Devereux got away.] [li][log]Victoria Devereux got away.[/log][/li] [/logged] [logged:Ruth Turner got away.] [li][log]Ruth Turner got away.[/log][/li] [/logged] [logged:The Masked Hunter got away.] [li][log]The Masked Hunter got away.[/log][/li] [/logged] [/ul] [branch:No Resolution] [narrative] You've managed to obtain some useful information about the cult and its plans. You can only hope it's enough. [/narrative] [ul] [logged:The Ghoul Priest was killed in the streets of Arkham.] [li][log]The Ghoul Priest was killed in the streets of Arkham.[/log][/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 1] [narrative] You've managed to obtain some useful information about the cult and its plans. You can only hope it's enough. [/narrative] [ul] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]][/li] [logged:The Ghoul Priest was killed in the streets of Arkham.] [li][log]The Ghoul Priest was killed in the streets of Arkham.[/log][/li] [/logged] [/ul] [/branch] [branch:Resolution 2] [narrative] Twelve bells ring out, signaling midnight. You’re out of time; the cult’s ritual will begin shortly. You’ve managed to obtain some useful information about the cult and its plans. You can only hope it it’s enough. [/narrative] [ul] [li][log]It is past midnight.[/log][/li] [logged:The Ghoul Priest was killed in the streets of Arkham.] [li][log]The Ghoul Priest was killed in the streets of Arkham.[/log][/li] [/logged] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]][/li] [/ul] [/branch] !!!!! MidnightMasks-return-full.scenario This scenario version is a full version which contains narrative, setup instructions, and the campaign log. [logged:Lita was forced to find others to help her cause.] [narrative] The woman came to you in a panic, raving about monsters emerging from the ground in a home near Rivertown. “I managed to trap them,” she explains, “but there are others. Other pits. Other deomains.” Only last week, you would have thought she was a lunatic. Recent events, hoewever, have challenged you preconceptions of normality. You decide to hear her out. [/narrative] [narrative] She introduces herself as Lita Chantler and lays out a tale that strains the limits of your belief. “the creatures I speak of,” she claims, “are called ghouls—cruel beings who plague the plague the crypt, caverns, and tunnels beneath the city of Arkham…” [/narrative] [/logged] [unlogged:Lita was forced to find others to help her cause.] [narrative] In the wake of the disaster at your home, Lita Chantler, the red-haired woman from your parlor, lays out a tale that—even in the light of what you have just witnessed—strains the limits of your belief. “The creatures in your home,” she claims, “are called ghouls—cruel beings who plague the crypts, caverns, and tunnels beneath the city of Arkham…” [/narrative] [/unlogged] [narrative] “These creatures feed on the corpses of humans, and they are served by a dark cult within Arkham whose members have inexplicably come to worship the ancient master of the ghouls. This cult has been killing innocent people and feeding them to the ghouls, satiating a monstrous hunger. A dark balance was maintained. Until now. Recently,” Lita continues, “one of their lairs, where the corpses were stored, was destroyed. Since then, the ghouls have been more active than usual. I have tracker their movements and tried my best to stop them from running amok throughout the city. But I think there is something worse going on. The cult has been plannning something darker, and more omninous, than anything I have yet observed. Indications are that this plan shall come to fruition tonight, shortly after midnight. Beyond that, I cannot fathom what to expect. [/narrative] [narrative] “Many of the cultists,” Lita continues, “will seem like everyday people, despite their foul intentions. Whenever the cult meets, its members don masks shaped like the skulls of various animals to protect their identities from one another. These masks are our mark. Symbols of death and decay. We must unmask the cultists to expose and derail their plans. We have but a few hours. The more cultists we find before midnight, the better.” [/narrative] [ul] [li]Gather all cards from the [encounter]Midnight Masks[/encounter], [encounter]Return to the Midnight Masks[/encounter], [encounter]Chilling Cold[/encounter], [encounter]Dark Cult[/encounter], [encounter]Locked Doors[/encounter], [encounter]Nightgaunts[/encounter], and [encounter]The Devourer’s Cult[/encounter] encounter sets. These sets are indicated by the following icons [div class='centered'][img:The Midnight Masks] [img:Return to the Midnight Masks] [img:Chilling Cold] [img:Dark Cult] [img:Locked Doors] [img:Nightgaunts] [img:The Devourer's Cult][/div][/li] [li]Gather the [encounter]Cult of Umordhoth[/encounter] set (both from the original scenario and the three new cards). Shuffle all eight cards together to form the “Cultist’s Deck” and then remove 3 random cards from it, without looking at them. [em](You should be left with a 5-card Cultist’s Deck.)[/em] These cards are identified by the following icons. [div class='centered'][img:Cult of Umordhoth] [img:Return to the Cult of Umordhoth][/div] [/li] [li]Mix the the [encounter]Dark Cult[/encounter] and [encounter]The Devourer’s Cult[/encounter] encounter sets together and select six cards to retain for the Encounter Deck. Remove the remaining six cards from the game.[/li] [li]If you are instructed to search the encounter deck for an [card]Acolyte[/card], search the encounter deck for any 1-health [card]Cultist[/card] enemy, instead.[/li] [li]Construct the agenda deck using one of the two copies of Agenda 1a—“Predator or Prey” at random, without looking at their other sides. Remove the other version of Agenda 1a from the game.[/li] [logged:Your house has burned to the ground.] [li]For each of [location]Northside[/location], [location]Downtown[/location], [location]Easttown[/location], [location]Miskatonic University[/location], [location]Rivertown[/location], [location]Southside[/location]: select one of the two locations at random and put it into play. Remove the other versions of these locations as well as [location]Your House[/location] from the game. Then, put the [location]St. Mary’s Hospital[/location], and [location]Graveyard[/location] locations into play.[/li] [/logged] [logged:Your house is still standing.] [li]For each of [location]Northside[/location], [location]Downtown[/location], [location]Easttown[/location], [location]Miskatonic University[/location], [location]Rivertown[/location], [location]Southside[/location]: select one of the two locations at random and put it into play. Remove the other versions of these locations from the game. Then, put the [location]St. Mary’s Hospital[/location], [location]Graveyard[/location], and [location]Your House[/location] locations into play.[/li] [/logged] [ifcounterequal:Investigators:2] [li]Search the gathered encounter sets for 1 copy of a 1-health [card]Cultist[/card] enemy and spawn it at Southside.[/li] [/ifcounterequal] [ifcounterequal:Investigators:3] [li]Search the gathered encounter sets for 2 copies of a 1-health [card]Cultist[/card] enemy. Spawn 1 at Southside and 1 at Downtown.[/li] [/ifcounterequal] [ifcounterequal:Investigators:4] [li]Search the gathered encounter sets for 3 copies of a 1-health [card]Cultist[/card] enemy. Spawn 1 at Southside, 1 at Downtown, and 1 at the Graveyard.[/li] [/ifcounterequal] [logged:Your house has burned to the ground.] [li]Each investigator begins play at Rivertown.[/li] [/logged] [logged:Your house is still standing.] [li]Each investigator begins play at Your House.[/li] [/logged] [unlogged:The Ghoul Priest is still alive.] [li]Shuffle the remainder of the encounter cards to form the encounter deck.[/li] [/unlogged] [logged:The Ghoul Priest is still alive.] [li]Shuffle the remainder of the encounter cards and [card]The Ghoul Priest[/card] to form the encounter deck.[/li] [/logged] [/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 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='410' y1='70' x2='230' 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='50' y1='290' x2='50' 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' /] [logged:Your house is still standing.] [line x1='230' y1='290' x2='410' y2='510' class='path' /] [/logged] [line x1='230' y1='510' x2='230' y2='510' class='path' /] [line x1='50' y1='510' x2='230' y2='510' class='path' /] [use x='0' y='0' xlink:href='#cardoutline' /] [text x='70' y='10' writing-mode='tb']Northside[/text] [use x='180' y='0' xlink:href='#cardoutline' /] [text x='250' y='10' writing-mode='tb']Downtown[/text] [ifcountergreater:Investigators:2] [circle cx='260' cy='120' r='10' class='enemycircle' /] [/ifcountergreater] [use x='360' y='0' xlink:href='#cardoutline' /] [text x='430' y='10' writing-mode='tb']Easttown[/text] [use x='0' y='220' xlink:href='#cardoutline' /] [text x='70' y='230' writing-mode='tb'] [tspan]Miskatonic[/tspan] [tspan dx='-20' y='230']University[/tspan] [/text] [logged:Your house has burned to the ground.] [use x='180' y='220' xlink:href='#startcardoutline' /] [text x='250' y='230' class='starttext' writing-mode='tb']Rivertown[/text] [/logged] [logged:Your house is still standing.] [use x='180' y='220' xlink:href='#cardoutline' /] [text x='250' y='230' writing-mode='tb']Rivertown[/text] [/logged] [use x='360' y='220' xlink:href='#cardoutline' /] [text x='430' y='230' writing-mode='tb']Graveyard[/text] [ifcountergreater:Investigators:3] [circle cx='440' cy='340' r='10' class='enemycircle' /] [/ifcountergreater] [use x='0' y='440' xlink:href='#cardoutline' /] [text x='70' y='450' writing-mode='tb'] [tspan]St. Mary's[/tspan] [tspan dx='-20' y='450']Hospital[/tspan] [/text] [use x='180' y='440' xlink:href='#cardoutline' /] [text x='250' y='450' writing-mode='tb']Southside[/text] [ifcountergreater:Investigators:1] [circle cx='260' cy='560' r='10' class='enemycircle' /] [/ifcountergreater] [logged:Your house is still standing.] [use x='355' y='435' xlink:href='#startcardoutline' /] [text x='425' y='445' class='starttext' writing-mode='tb']Your House[/text] [/logged] [/svg] [logged:"Wolf-Man" Drew got away.] [addCounter:cultistswhogotaway:1] [/logged] [logged:Herman Collins got away.] [addCounter:cultistswhogotaway:1] [/logged] [logged:Peter Warren got away.] [addCounter:cultistswhogotaway:1] [/logged] [logged:Victoria Devereux got away.] [addCounter:cultistswhogotaway:1] [/logged] [logged:Ruth Turner got away.] [addCounter:cultistswhogotaway:1] [/logged] [logged:The Masked Hunter got away.] [addCounter:cultistswhogotaway:1] [/logged] [logged:Jeremiah Pierce got away.] [addCounter:cultistswhogotaway:1] [/logged] [logged:Billy Cooper got away.] [addCounter:cultistswhogotaway:1] [/logged] [logged:Alma Hill got away.] [addCounter:cultistswhogotaway:1] [/logged] [logged:Narôgath got away.] [addCounter:cultistswhogotaway:1] [/logged] [ul] [ifcounterequal:cultistswhogotaway:6] [li][log]We interrogated no cultists.[/log][/li] [/ifcounterequal] [logged:We interrogated "Wolf-Man" Drew.] [li][log]We interrogated "Wolf-Man" Drew.[/log][/li] [/logged] [logged:We interrogated Herman Collins.] [li][log]We interrogated Herman Collins.[/log][/li] [/logged] [logged:We interrogated Peter Warren.] [li][log]We interrogated Peter Warren.[/log][/li] [/logged] [logged:We interrogated Victoria Devereux.] [li][log]We interrogated Victoria Devereux.[/log][/li] [/logged] [logged:We interrogated Ruth Turner.] [li][log]We interrogated Ruth Turner.[/log][/li] [/logged] [logged:We interrogated The Masked Hunter.] [li][log]We interrogated The Masked Hunter.[/log][/li] [/logged] [logged:We interrogated Jeremiah Pierce.] [li][log]We interrogated Jeremiah Pierce.[/log][/li] [/logged] [logged:We interrogated Billy Cooper.] [li][log]We interrogated Billy Cooper.[/log][/li] [/logged] [logged:We interrogated Alma Hill.] [li][log]We interrogated Alma Hill.[/log][/li] [/logged] [logged:We interrogated Narôgath.] [li][log]We interrogated Narôgath.[/log][/li] [/logged] [/ul] [ul] [ifcounterequal:cultistswhogotaway:0] [li][log]No cultists got away.[/log][/li] [/ifcounterequal] [logged:"Wolf-Man" Drew got away.] [li][log]"Wolf-Man" Drew got away.[/log][/li] [/logged] [logged:Herman Collins got away.] [li][log]Herman Collins got away.[/log][/li] [/logged] [logged:Peter Warren got away.] [li][log]Peter Warren got away.[/log][/li] [/logged] [logged:Victoria Devereux got away.] [li][log]Victoria Devereux got away.[/log][/li] [/logged] [logged:Ruth Turner got away.] [li][log]Ruth Turner got away.[/log][/li] [/logged] [logged:The Masked Hunter got away.] [li][log]The Masked Hunter got away.[/log][/li] [/logged] [logged:Jeremiah Pierce got away.] [li][log]Jeremiah Pierce got away.[/log][/li] [/logged] [logged:Billy Cooper got away.] [li][log]Billy Cooper got away.[/log][/li] [/logged] [logged:Alma Hill got away.] [li][log]Alma Hill got away.[/log][/li] [/logged] [logged:Narôgath got away.] [li][log]Narôgath got away.[/log][/li] [/logged] [/ul] [branch:No Resolution] [narrative] You've managed to obtain some useful information about the cult and its plans. You can only hope it's enough. [/narrative] [ul] [logged:The Ghoul Priest was killed in the streets of Arkham.] [li][log]The Ghoul Priest was killed in the streets of Arkham.[/log][/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 1] [narrative] You've managed to obtain some useful information about the cult and its plans. You can only hope it's enough. [/narrative] [ul] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]][/li] [logged:The Ghoul Priest was killed in the streets of Arkham.] [li][log]The Ghoul Priest was killed in the streets of Arkham.[/log][/li] [/logged] [/ul] [/branch] [branch:Resolution 2] [narrative] Twelve bells ring out, signaling midnight. You’re out of time; the cult’s ritual will begin shortly. You’ve managed to obtain some useful information about the cult and its plans. You can only hope it it’s enough. [/narrative] [ul] [li][log]It is past midnight.[/log][/li] [logged:The Ghoul Priest was killed in the streets of Arkham.] [li][log]The Ghoul Priest was killed in the streets of Arkham.[/log][/li] [/logged] [li]Each investigator earns [experience][counter:Victory Display] experience[/experience] from the Victory Display.[addCounter:Experience:[counter:Victory Display]][/li] [/ul] [/branch] !!!!! AgnesBaker.investigator !!!!! DaisyWalker.investigator !!!!! RolandBanks.investigator !!!!! SkidsOToole.investigator !!!!! WendyAdams.investigator