The Scarlet Keys Final
The Scarlet Keys Final
Campaign Guide
H.P. Lovecraft
PARALOGUE
APPENDICES
The Scarlet Keys expansion differs from its predecessors in that it features
an open-ended, non-linear campaign. Following the “Riddles and Rain”
prologue, investigators are provided with a map of the world, and from
there they may choose to embark to various locations. The order in which
the locations are chosen determines the order in which these scenarios are
played, and may also alter the story and gameplay of each file before
culminating in an epic finale. Choose wisely, and good luck!
THE SCARLET KEYS
Campaign Guide
1-4 Players
1
FOUNDATION EYES ONLY
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#5-A: Riddles and Rain (pg. 16)
-INTERLUDE- The Foundation (pg. 25)
#11-B: Dead Heat (pg. 33)
#14-C: Ruses and Reclamation (pg. 42)
#16-D: Sanguine Shadows (pg. 51)
#20-E: The Great Work (pg. 64)
#21-F: Dealings in the Dark (pg. 69)
#26-G: Quid Pro Quo (pg. 83)
#27-H: Dead and Gone (pg. 88)
#28-I: Dancing Mad (pg. 93)
#32-J: The Coiled Serpent (pg. 103)
#33-K: On Thin Ice (pg. 109)
#36-L: Strange Architecture (pg. 118)
#37-M: Special Delivery (pg. 123)
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#38-N: Dogs of War (pg. 129)
#44-O: Theory of Annihilation (pg. 143)
#45-P: Metamorphosis (pg. 148)
#46-Q: Shades of Suffering (pg. 153)
#49-R: Ringing Hollow (pg. 161)
#50-S: Blood, Sweat, and Tea (pg. 167)
#51-T: Romulus and Remus (pg. 171)
#52-U: The Safehouse (pg. 175)
#53-V: Whistle on the Wind (pg. 181)
#54-W: Infernal Machinery (pg. 187)
#55-X: Paranatural Selection (pg. 193)
#56-Y: Without a Trace (pg. 198)
#59-Z: The Congress of the Keys
(pg. 205)
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Campaign Setup
To setup The Scarlet Keys campaign, perform the following steps in order.
2. Each player assembles his or her investigator deck. The full rules for
deck customization can be found in the Rules Reference.
4. Assemble the campaign chaos bag. Place the chaos tokens indicated
below into the chaos bag, and return the other chaos tokens to the game
box.
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The Campaign Log
The Campaign Log (on Fantasyflightgames.com or in your original Campaign
Guide) is used to track the progress and development of the campaign. At the
end of each Chapter, the players must record their results by entering all of the
relevant information in the Campaign Log. This includes any experience
earned by an investigator, each investigator’s trauma level, story assets or
weaknesses earned by each investigator, and any killed or insane investigators.
During the resolution of a Chapter, the players are often instructed to record
an important note or story element in the Campaign Log, under “Campaign
Notes.” These notes will often be referenced in later Chapters, allowing
decisions from one Chapter to carry over into later Chapters. If the players are
instructed to cross out one of these notes, the crossed-off note is ignored for
the remainder of the campaign.
Some cards represent a higher-level version of a card with the same title. These
cards have the same title as their other versions but may have additional effects,
additional skill icons, or different costs. If a player has a lower-level version of
a card and wishes to purchase the higher-level version, he or she may upgrade
that card by spending experience equal to the difference in level between the
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two. The new version is added to the deck, and the older version is removed.
Refer to the Rules Reference for the full rules for spending experience points.
Note: If you are worried about taking trauma, resigning from a Chapter is
almost always better than defeat.
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The Secret War
“...by May or June I realised that there was, all over the
world, a surprising and unwonted burst of activity on the
part of bizarre, furtive, and esoteric mystical organisations
ordinarily quiescent and seldom heard from.”
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Additional Rules and Clarifications
X A key always enters play attached to its bearer (as marked in the
Campaign Log). At the start of each file, each investigator who is the
bearer of 1 or more keys attaches those keys to their investigator card.
Whenever a story asset or enemy enters play, if it is the bearer of 1 or
more keys, those keys also enter play attached to their bearer.
X A key cannot leave play unless its bearer leaves play. If the bearer of 1 or
more keys leaves play, each key they control is set aside, out of play.
(Those keys do, however, remain bound to their bearer for future files
unless explicitly noted otherwise.)
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While a key is attached to a story asset, it may be shifted by any
investigator who controls that asset in the same way.
Each key (by title) attached to an investigator or story asset can only
be shifted once per round.
X While a key is under an enemy’s control, its shift ability only resolves
when a card or game effect instructs an investigator to shift that key, after
which it remains Unstable side faceup.
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New Keywords
Concealed X
Concealed X is a keyword that appears on some enemy cards in The Scarlet
Keys campaign. Concealed enemies represent hidden enemies whose true
location is a mystery until the investigators work to expose where—and in
some cases, who—they truly are.
For example: Amina draws Coterie Agent (A), which has “concealed 2.” She
first spawns the Coterie Agent into the shadows. Then, she takes the set-aside
Coterie Agent (A) mini-card, along with 2 decoys, shuffles them facedown,
and places one at each of the three locations nearest to her. Then, if any of
those locations already had 1 or more concealed mini-cards, she would
shuffle each concealed mini-card at those locations, as well.
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Enemies in the shadows observe the following additional rules:
X Enemies in the shadows can qualify as the “nearest” enemy, but only if
there are no other enemies in play at any location.
X Enemies in the shadows cannot be damaged or leave play via player card
effects.
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If it is a decoy, set it aside, out of play, with no effect.
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Alert
Some enemies have the alert keyword. Each time an investigator fails a skill
test while attempting to evade an enemy with the alert keyword, after applying
all results for that skill test, that enemy performs an attack against the evading
investigator. An enemy does not exhaust after performing an alert attack.
This attack occurs whether the enemy is engaged with the evading investigator
or not.
Patrol
Some enemies have the patrol keyword. During the enemy phase (in
framework step 3.2), each ready, unengaged enemy with the patrol keyword
moves to a connecting location along the shortest path toward the designated
location (as described in parentheses next to the word patrol).
X If there are multiple locations that qualify as the designated location, the
lead investigator may choose which location the enemy moves toward.
Expansion Icon
The cards in The Scarlet Keys campaign can be identified by this symbol
before each card’s collector number:
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Intro 1:
The dark stifles. It moves like a living creature, constricts the air as if you
were inside a shapeless cocoon. A figment of your anxious and overactive
imagination, you hope. But everything about this meeting puts your nerves on
edge. You almost didn’t accept the mysterious invitation, but recent events have
forced your hand. It’s been several months since the disappearances began,
and all of your leads in Arkham have dried up.
It started in the winter of 1924 with several vehicles in Southside: two
Studebakers, a Cadillac, and a Rolls Royce, all of them top-of-the-line. One
moment they were there, the next...nothing, save for a single deflated wheel.
The police believed it to be the work of bootleggers looking for more vehicles
to add to their routes, but the cars were too nice, would draw too much
attention. Perhaps they were taken down to Boston or New York and flipped
for a pretty penny, and that’s just what you figured happened...until the
disappearances continued.
Next to go was a streetlamp outside the Ward Theatre in Downtown.
Then, two pets—a dog and a cat, whisked away almost simultaneously right out
from under their owners’ noses, not two doors down from one another. You
learned the news when you saw the missing posters plastered all over College
Street. On a whim, you interviewed the owners. No sign of foul play, and it was
unlikely for them to have run away. Something stank about all of it.
Then people started to disappear. A child from Easttown. A student in
Miskatonic University. The chief of Arkham’s fire department. And as
the police closed each case with no clues or suspects, a curious thing began
to happen. One by one, as time marched on, the things that went missing
vanished not only from Arkham, but from memory. The owners of those
vehicles suddenly claimed to have never owned them. The pets, the people, all
of them were wiped from the memories of every single person in town.
Perhaps it was simply the way of things. Humans are fickle and forgetful
by nature. But it couldn’t be so simple. It was just too...strange. Coincidental.
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Greetings,
I hope this letter finds you well. You do not know me, but
I know you. I cannot tell you much through paper
correspondence, as it may be intercepted. Suffice it to say
that I know of the matters you are looking into, and I also
know that you believe yourself to be alone in your
investigation. The truth is that you are not alone. Such
events are not unique to your city of Arkham. What you
have observed is happening in major cities all over the
world. I am one of those, like you, who seeks the truth. Who
remembers.
In truth,
Li Flint
The ticket in the envelope was indeed for a private showing at Arkham’s
new movie palace in Downtown. With no other leads and no good reason to
avoid going, you have decided to accept the mysterious invitation...
X If there is more than one investigator in the game, the lead investigator
must decide (choose one):
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Intro 2:
Just as you are beginning to suspect that you have been played, you see a
shadow approaching from the aisle. The figure spots you at once, sliding into
the seat in front of you. He wears wide, horn-rimmed glasses and a high-
collared jacket over a silk vest. His brown hair is cut short and parted to one
side, and he sports a handsome, neatly trimmed beard. To your relief, no other
figures emerge from the shadows.
You ask if you are speaking to Li Flint, earning a slight nod from the man
in front of you. He does not turn to speak, instead letting his voice carry softly
over the silent images on screen. “Indeed,” he says. “Inspector Li Flint, with
the International Criminal Police Commission. And I’m sure you have a great
many questions, but we are unfortunately short on time. Doubly so if you are
working alone. Prudent, however; you should trust no one, given the
circumstances. No, not even me.”
Skip to Intro 5.
Intro 3:
Just as you are beginning to suspect that you have been played, you see a
shadow approaching from the aisle. The figure spots you at once, sliding into
the seat in front of you. He wears wide, horn-rimmed glasses and a high-
collared jacket over a silk vest. His brown hair is cut short and parted to one
side, and he sports a handsome, neatly trimmed beard. To your relief, no other
figures emerge from the shadows.
“You came alone. Good,” the man in front of you speaks quietly without
turning, letting his voice carry softly over the silent images on screen. “Trust is
in such meager measure these days. It is good to know that
we can share some.” You ask if you are speaking to Li Flint, earning a slight
nod from the man. “Indeed,” he says. “Inspector Li Flint, with the
International Criminal Police Commission. And I’m sure you have a great
many questions, but we are unfortunately short on time.”
Skip to Intro 5.
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Intro 4:
Just as you are beginning to suspect that you have been played, you see a
shadow approaching from the aisle. The figure spots you at once, sliding into
the seat in front of your party. He wears wide, horn-rimmed glasses and a high-
collared jacket over a silk vest. His brown hair is cut short and parted to one
side, and he sports a handsome, neatly trimmed beard. To your relief, no other
figures emerge from the shadows.
“I thought I told you to come alone,” the man in front of you speaks
without turning, letting his voice carry over the silent images on screen. The
hard edge in his voice suggests he is not happy with your choice, but after a
moment, he relents. “I get it. You are prudent not to trust me. You should trust
no one, under the circumstances, myself included.” You ask if you are speaking
to Li Flint, earning a slight nod from the man. “Indeed,” he says. “Inspector Li
Flint, with the International Criminal Police Commission. And I’m sure you
have a great many questions, but we are unfortunately short on time.”
Proceed to Intro 5.
Intro 5:
Flint produces a file fat with documentation and slides it between the two
seat cushions in front of you. Inside is a wealth of information regarding cases
similar to the ones you have been investigating. Photos of vehicles, factory
machines, and public figures, all missing. All forgotten. And just as Flint’s letter
promised, the file includes reports from all over the world. London. Shanghai.
Bruges. Rio de Janeiro. Cairo. The list goes on and on. “There’s more,” he
says after giving you time to read. “Flip to the end.”
You do, and what greets you there are two photographs clipped together.
The first is of a street in London, distorted by some sort of interference. A light
shines above the street corner, and around it, the picture appears to be
pinched, like a miniature vortex is pulling reality toward it. The other is a
photograph of a man on the other side of that same street corner, ducking into
the shadows. He wears a tailored grey suit and a wide-brimmed hat that
obscures his face. The only discernible detail you can make out from the photo
is the man’s distinctive red gloves. Rare as it is for a photograph to have color,
you wonder if the long exposure time is what led to the strange blurring effect.
“This was taken by my partner several days ago. Just before he, too, vanished.
Whatever is going on, you can be sure that man with the red gloves is somehow
involved.”
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Getting to the point, you ask Inspector Flint what exactly he wants from
you. “To work together. Share what we know. Sparingly few seem to know the
truth.” You agree. If what the man says is true, and events like this are
happening all over the world, getting to the bottom of it will require more than
just you. “To that end, I would ask that you come to London with me. That
man with the red gloves has been sighted in the area, and he’s not alone. I
would bet good money that he knows something about where my partner is.
Arrangements have already been made. There are steamship tickets in that file.
The ship departs from Boston in two days.”
Intro 6:
You accept the file and tell Inspector Flint that you will report to him with
anything you find. With haste, you get your affairs in order and take the very
next train to Boston. Flint has already given you more evidence to advance
your case than a month of investigation in Arkham. If working together with
the ICPC will help solve this mystery, you have no qualms about putting your
trust in him. You make it to London with time to spare and immediately set to
work.
X Trust is born of naïveté. Remove 1 c token from the chaos bag and add
1 v token. (This token can be later removed through an act of secrecy.
However, you may become stronger if you stick to your convictions.)
X Read the rules for “Tracking Time” on the next column. Mark 1 time in
your Campaign Log now. Then, proceed to Setup.
Intro 7:
You take the file, but do not follow Inspector Flint’s request. After all, you
have only just met the man and you are not sure what to believe. If events are
as dire as he says, you’ve taken enough of a risk already in speaking with him
directly. Instead of departing from Boston, you find passage on an ocean liner
headed for Plymouth, then hitch a bus ride to London. The trip takes quite a
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while longer, but at least you know you haven’t been tailed—by Flint, or by an
associate of this red-gloved man.
X Read the rules for “Tracking Time” below. Mark 2 time in your
Campaign Log now. Then, proceed to Setup.
Tracking Time
Throughout this campaign, tracking the passage of time is of crucial
importance. As time marches on, these paranormal events will grow more
and more dangerous, and machinations beyond your understanding will
progress. Additionally, some opportunities may only be open to you during
certain windows of time. When you are instructed to mark one or more time
in your Campaign Log, fill in that many boxes under the “Time Passed”
header.
If you fill in a box that has a symbol (in the form of a Greek letter), proceed
to the Status Reports section of the Campaign Guide (on page 279), find the
status report matching that letter, and read the text that follows.
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Setup
X Gather all cards from the following encounter sets: Riddles and Rain,
Crimson Conspiracy, Dark Veiling, Outsiders, Shadow of a Doubt,
Strange Happenings, Chilling Cold, Locked Doors, and The Midnight
Masks. These sets are indicated by the following icons:
When gathering The Midnight Masks encounter set, only gather the five
treachery cards (2x False Lead and 3x Hunting Shadow). Do not gather
the locations, acts, agendas, and scenario reference cards from that set.
X Set the Crimson Conspiracy and Outsiders encounter sets aside, out of
play.
X Set The Red-Gloved Man enemy and The Eye of Ravens key aside, out
of play.
X Gather each decoy mini-card and each of the following mini-cards: The
Red-Gloved Man and Coterie Agents (A, B and C). Set them aside, out
of play.
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purpose is to find these ‘things that do not add up’ and ensure that they cannot
be used for such purposes ever again.”
“Well, this is a hell of a con you buttons have cooked up,” Flint says, but
the darker tone in his voice indicates he doesn’t even believe himself. And
you’re inclined to agree—the fact that Commissioner Taylor even knows of the
Red-Gloved Man at all is proof that she has inside knowledge.
You decide that it’s more likely she is telling the truth than lying, and ask
what she intends to do with you.
She paces in uncomfortable silence before finally letting out a sigh. “Well,
I certainly can’t have your investigation running parallel to my own. And you
might have information that could be pertinent to our work. So I say we work
together.”
“Work together? Or work for you?” Flint asks pointedly, his eyes
narrowing.
She allows herself a smile. “You are a clever man, I’ll give you that.” She
nods to Agent Hudson, who produces several badges and hands them to you.
“You’ll be your own cell of the Foundation, operating under our authority, but
with independence. All you need to do is agree to report your findings to us.”
She locks eyes with Flint appraisingly. “You’ll be our point of contact.”
You ask Taylor what you get out of the arrangement, besides the lifted
threat on your lives. “We’ll hand over the intel we have on the organization the
Red-Gloved Man works for and provide travel papers that can get you
anywhere in the world, no questions asked, at no expense.”
Flint eyes the badge like one might an explosive, turning it over and over
in his hands. “Two minutes ago you were pointing a gun at me, now you’re
offering me a job?”
“Yes. Well? Are you in?”
You pull Flint aside to speak with him in private. The discussion is short
and hushed, full of conjecture and paranoid theories about this “Foundation”
and their true motives. But in the end, you decide to accept her offer. If it will
help you get to the bottom of whatever is going on, it is the only real choice.
“Very well then,” Taylor explains. “The Red-Gloved Man is just one
operative of his organization. Or, perhaps, its leader—that we are unable to
determine. They call themselves the Red Coterie, so named due to the red
garments they wear. They are after artifacts scattered across the world which
possess paradimensional capabilities—the very same kind of objects we seek to
find and contain. We call them Keys.”
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You ask Commissioner Taylor what she means by the term
paradimensional. “Imagine a cake with many layers,” she explains. “Everything
we see and feel exists on one layer. But there are many more layers above and
below ours. Something that is paradimensional exists on one layer, but draws
energy from other, parallel layers. As a result, these Keys operate outside the
laws of our dimension. Cause and effect. If left unchecked, they can be used
to inflict terrible harm on the world. Our job— your new job—is to get them out
of the hands of the Coterie and keep them secure in Foundation custody.”
If these Keys are as powerful as the Foundation believes, you agree that
they should be kept in safe hands. But you cannot help but wonder what this
has to do with the disappearances you’ve been investigating, if anything. Flint
locks eyes with you and gives you the slightest shake of his head. He has no
intention of telling them.
The Foundation 2:
You decide it’s best to tell Commissioner Taylor why you were looking
into the Red-Gloved Man to begin with. Flint lets out an audible sigh. She mulls
it over for a few moments, then shakes her head. “That is something to look
into, but your primary objective is to acquire the Keys the Coterie is searching
for, at all costs. Am I understood?” Taylor further explains that she will forward
any relevant information to Flint’s office, with some “sensitive details” omitted,
of course. She will also provide the ICPC with the requisite papers regarding
Flint’s new “position.”
“Oh, and Agent Flint,” she says on her way out, addressing him by his new
title. “Your cell may have the independence to act on their own accord, but do
not forget that you report directly to me. I expect you to do so without
reservation should you discover anything of import.”
He nods, only the slightest hint of resistance giving him away.
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X Remove 1 c token from the chaos bag. Add 1 v token (if there are
already 4, each investigator earns 1 experience instead).
X In your Campaign Log, record the cell told the truth to Taylor. Skip to
The Foundation 4.
The Foundation 3:
You shut your mouth tight. What she doesn’t know can’t hurt her.
Commissioner Taylor tells Flint that she will forward any relevant information
to his office, with some “sensitive details” omitted, of course. She will also
provide the ICPC with the requisite papers regarding Flint’s new “position.”
“Oh, and Agent Flint,” she says on her way out, addressing him by his new
title. “Your cell may have the independence to act on their own accord, but do
not forget that you report directly to me. I expect you to do so without
reservation should you discover anything of import.”
He nods, but given your reluctance, you expect he’ll omit “sensitive
details” as well.
X Remove 1 v token from the chaos bag. Add 1 c token (if there are
already 4, each investigator earns 1 experience instead).
X In your Campaign Log, record the cell hid the truth from Taylor.
Proceed to The Foundation 4.
The Foundation 4:
The next morning, your “cell” meets at the tea room near Trafalgar Square
where you had originally intended to meet the previous night. Together, you
go over the documentation provided to Flint by this “Foundation.”
“It’s all a bit difficult to believe, if I’m being honest,” Flint says, “but
everything checks out. The travel papers, the job transfer, all of it. Not even
my boss questioned it for a moment. I guess we’re secret agents now, eh?”
You agree; unbelievable as it might seem, it’s no less strange than the
matters you had already been looking into. “Right. Well, I think the best thing
to do is to split up. Shanghai is where I grew up. I have connections there I can
leverage. So I’ll head there first. Where you want to investigate next is up to
you. Meet up with me later, and we can figure out where to go from there.”
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The Foundation has several leads concerning the
whereabouts of the Red Coterie.
Read the rules for “Embarking and Travel” and “The Foundation Dossiers”
on the following pages. Then, when you are ready to proceed, embark from
London to a new location.
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Embarking and Travel
Whenever you embark, you may travel wherever you wish using the map
included in The Scarlet Keys campaign expansion. Each space on the map is
connected to one or more other spaces by paths. When you are ready to
embark, travel along the paths to reach whichever destination you wish (as a
group). For each path you use to reach your destination, you must mark 1
time in your Campaign Log (to a minimum of 1).
At each space on the map, there is a number and letter combination that will
guide you to a particular file in this Campaign Guide. You do not have to
stop at every space you travel through; however, if you wish to stop traveling
and see what is at that space, turn to the page of the Campaign Guide that
matches the indicated number and follow the story text there. (Use the table
of contents on pages 3-4 to help you find the appropriate page.) This might
lead you to an interlude or to a file. There is no perfect path to follow, so
follow your gut...just be wary of how much time you spend (see “Tracking
Time” on page 22).
For example: Shelley wishes to travel from Alexandria to Marrakesh. She first
marks 1 time to use the path to Rome, but chooses not to stop there, and
marks 1 more time to travel to Marrakesh, where she stops. Marrakesh is
marked as “11–B,” so she opens the Campaign Guide to the corresponding
page and reads File #11–B: Dead Heat.
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X Some locations are marked by a red border and the lack of a letter. You
can only travel to such a location once you are permitted to do so by a
Campaign Log entry.
X Once you have stopped at a location, you cannot stop there again for the
remainder of the campaign unless instructed otherwise.
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You may read this dossier at any time
File #11–B
Subject Class: Red
Real Identity: Unknown
Last Known Location: Marrakesh, Morocco
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Intro 1:
You are jolted awake by the sound of screeching wheels as your train
shudders to a stop. Although it is barely morning, the heat from the sun rises
in shimmering waves from the sweltering pavement to veil Marrakesh in an
otherworldly glimmer. Your head pounds. The city wavers like a mirage in the
middle of the Moroccan desert.
Intro 2:
You meet your contact on the rooftop of a small cafe not far from the
railway station. The man’s boyish frame is offset by a well-kempt grey beard
that covers deep laugh lines. “You must be with the Foundation,” he extends a
hand to shake. “I am Latif. Please, sit. You must be hungry.”
The table is laden with bowls and dishes heaped with eggs, olives, and rich
cheese served with flat bread and hot atay. As you eat, Latif spreads a stack of
newspapers on the table between you. “I don’t want to ruin your appetite, my
friends, but there is some wicked purpose at work in the city.” He points out
three different headlines:
A warm, pungent breeze wafts over you, rustling the newspaper. Latif
whispers conspiratorially, “I assume you read the dossier. The one who calls
herself Amaranth was seen here, and I believe she is responsible.” Looking
over his shoulder, the middle-aged man produces a crisp photo of a beautiful
20-something woman in a black dress and matching gloves, a gaudy blossom
tucked behind her ear.
“Just last night, I sent my contact to gather any information he could on
her whereabouts. He hasn’t returned. I fear the worst,” Latif says, looking
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downcast. “But that is why you’re here, I suppose! The commissioner always
sends such...” he looks at you as if considering his words. “Unique people.”
You assure Latif that you may be new to the Foundation, but that you are
more than capable of handling the situation.
“I truly hope so,” says Latif, drinking deep from his cup of hot mint tea.
“There is something strange happening here. My brother told me he saw our
late grandfather walking the street in his burial shroud. I told him that he must
have been dreaming, but I have heard similar stories. It is not safe to walk the
streets at night anymore. I believe there is some terrible sorcery at work. Some
unnatural influence. If only the Foundation did not redact their own missives!”
You spend the rest of the morning reviewing the bundle of newspapers
and scrivenings Latif has collected. The first “tomb robbery” reported in the
recent string of events was of Razin Farhi, a 16th-century philosopher and
mathematician. “It is rumored that he was one of the founding members of the
Red Coterie,” Latif tells you. Your mind races as you try to piece the
information together: is Amaranth after another Key?
“Whatever is happening, we cannot afford to wait idly,” Latif says.
Proceed to Setup.
Intro 3:
There are no cabs to hail outside the railway station, so you walk to meet
your contact on the rooftop of a near-empty cafe. The man who greets you has
a boyish frame offset by a well-kempt beard that covers deep laugh lines.
However, he is not smiling. “You’re late,” he says gravely. “I sent a telegram to
the Foundation requesting assistance. We are in dire straits, as you say.”
You apologize and tell him you’ve done the best you can, and he rubs his
brow worriedly. “I am sorry. It is good you are here, but I fear that things are
set in motion already. Things we no longer have the time nor power to stop.”
He gestures for you to sit. “I am Latif. Please. You will want to sit down for
this.”
A spread of tempting local delicacies has been laid out on the table, but
judging from the spare remnants, Latif ate most of it due to nerves. He shows
you several newspapers in turn with headlines detailing desecrated tombs,
dying crops, and numerous missing persons reports. As he relays these
sobering events to you, you catch a scent of something foul on the wind.
Looking out across the city, you see a pattern of inky black vines that run across
building façades. At a distance, they look like raised veins on a dying body.
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“My friend?” Latif ’s voice breaks through your reverie. You apologize,
and ask him about the vines. The middle-aged man sighs. “Yet another
mystery, it seems. Last night, there was a great commotion outside Bahia
Palace.
Screaming and gnashing teeth. I sent one of my informants to investigate
and he never returned. Soon after, the strange black blooms appeared, growing
on every wall and surface. They stink of rot and produce awful, sharp thorns.
I wouldn’t dare touch them.”
“Before this strange business began, my brother told me he saw our late
grandfather walking the street in his burial shroud. I would have dismissed it
but for the dozens of similar stories. There are now crowds of slow-moving,
silent people walking the streets. Their eyes are empty, though their bellies are
not,” Latif says bitterly, then drains the rest of his teacup.
“I believe the one who calls herself Amaranth is responsible. You might
recognize her from the Foundation’s dossier. How helpful that they blot out
the most important details in their own missives!” Latif produces a crisp photo
of a beautiful 20-something woman in a black dress and matching gloves, a
gaudy blossom tucked behind her ear.
“Another of my informants said he saw this ‘Amaranth’ at the Bahia Palace
Gardens. Some strange work is afoot, and she is at the center of it. I say we go
to the palace and put a stop to whatever awful plans she has in place, but be
ready for anything.”
You catch a now-familiar scent of rot on the wind, and look down to the
lip of the rooftop cafe. A single, black tendril has crept up the side of the
building. At the end of the vine, a bulbous, black fruiting body has begun to
develop. You aren’t sure if it is a trick of the late morning sun, or if there is
some other strange process at work, but you could swear you see a shimmer of
phosphorescent green flash along the body, and a noticeable movement,
though there is no wind.
Proceed to Setup.
Intro 4:
A scent of smoke and decay greets you as you step off the train. You are
one of just a handful of people to emerge onto the empty platform of the
railway station. Black, desiccated vines climb up the sides of the surrounding
buildings and end in riotous red flowers. An eerie silence hangs over
everything.
37
On your way to meet your contact, you pass a few, scattered people who
walk with a halting, awkward gait. Several of them reach out to you as you keep
a wide berth, and you see their skin is jaundiced and dry, and their eyes have a
hollow, empty look. A cloud of flies follows in their wake, buzzing incessantly.
You are hardly surprised when you find the door to the cafe where you were
supposed to meet a “Latif ” boarded up.
Tarry death blooms on the walls and storefronts, all hastily barricaded.
Fearful eyes peer out at you from between slatted boards. Marrakesh is in utter
ruin. After wandering the city, you find the epicenter of the strange black vines
lies in the pulverized remains of Bahia Palace. In the overgrown gardens, you
find the remnants of a strange ritual, but no trace of those who conducted it.
Setup
X Gather all cards from the following encounter sets: Dead Heat, Scarlet
Sorcery, Spreading Corruption, Ghouls, and Striking Fear. These sets are
indicated by the following icons:
X Put all 5 Marrakesh locations into play, using only their non-
Abandoned versions. Set aside the Abandoned version of each
location.
X For each location in play, place resources on it equal to one more than
the number of investigators, as civilians (see “Civilians,” on the next
page). Then, check the Campaign Log:
38
If 18–24 time has passed, choose 2 h civilians as evenly as possible
among all locations in play. Those civilians are slain.
X Set the following cards aside, out of play: the double-sided Amaranth
enemy, the Razin Farhi enemy, the Khalid enemy, both copies of the
Ancient Raider enemy, The Last Blossom key, and the double-sided
“Save the Civilians / Aftermath” story card.
X Check the Campaign Log and build the act and/or agenda decks
accordingly.
If 15 to 24 time has passed, remove act 1 from the game. The game
begins at act 2a. Place doom equal to the number of players on
agenda 1. Spawn Amaranth (Lurking Corruption) at Bahia Palace
Garden, and attach The Last Blossom to her. Put the set- aside Save
the Civilians story card into play. Shuffle the Khalid enemy into the
encounter deck.
Civilians
In this file, resources on locations represent the innocent civilians of
Marrakesh, who are in grave danger.
X For the purposes of enemy movement and enemy attacks, enemies treat
civilians as if they were investigators. (Enemies do not engage civilians,
but may attack civilians at their location as if they were engaged.) If a
civilian is attacked, they are automatically slain.
39
X When a civilian is slain, place it on the scenario reference card, to track
how many civilians have been slain.
Replacing Locations
Throughout this file, you may be instructed to swap set-aside locations with
existing ones. When a location is swapped with one that is already in play, it
takes its place. All tokens, attachments, investigators, enemies, and other
cards at the former location are considered to now be at the new location
(attached cards remain attached, for example). No game element is
considered to have moved during such a swap.
40
41
42
Determine if this is the site of your missing Keys by performing the following
steps:
If there are 3 tally marks next to wrong leads, skip this process and
go immediately to Ruses and Reclamation 2.
X Flip the gathered concealed cards facedown and shuffle them. Choose
one at random.
X In your Campaign Log, record wrong leads, and next to this, record 1
tally mark. (If wrong leads is already recorded in your Campaign Log,
add 1 tally mark to it.)
43
Ruses and Reclamation 2:
You finally narrow down your quarry and find their safehouse. Before
rushing in, you lay low and wait for the right time to strike. With the element
of surprise on your side, you tailor your approach to your foe...
X Mark 1 time in your Campaign Log. Read only the following section that
pertains to your situation. Then, you may embark.
Update the Keys section of your Campaign Log such that the Key(s)
that were stolen return to their original bearers.
44
If The Claret Knight stole the Key(s):
Knowing the knight from Alexandria, you doubt he would dirty his hands
personally—he must have sent enforcers to do his job for him. It’s likely he has
set guards inside the safehouse, as well. Sneaking is probably out of the
question, so you decide on a quick, direct approach: take the guards by
surprise, grab what’s yours, and get out before they can respond with force.
The job is clean and over in a matter of seconds. With the knight’s enforcers
surely on your tail, you flee the city as fast as you can with your prize in tow.
Update the Keys section of your Campaign Log such that the Key(s)
that were stolen return to their original bearers.
The Beast is no doubt the most violent and unpredictable foe you have
encountered thus far. You count yourself lucky to have been out
of your hotel room when it was sacked, or you would surely be dead. But from
your mission in Alexandria, you know the creature has a weakness—it must
hibernate from time to time. Quiet as a mouse, you slip into its sanctum
unnoticed, the Beast’s rumbling breath emanating from a chamber deeper
beneath your feet. Your heart races as you creep throughout the building,
knowing any false step could spell your doom. The moment you grab the
stolen artifact, the Beast begins to stir, and you rush to the exit. Even after
putting miles between you and the creature’s lair, you can still hear its howls of
anger and hate.
Update the Keys section of your Campaign Log such that the Key(s)
that were stolen return to their original bearers.
45
Each investigator earns 1 experience, plus 1 additional experience
for each tally mark recorded next to wrong leads.
You and La Chica Roja have been playing this cat-and-mouse game for
weeks. You’ve tracked her down enough times by now to know her modus
operandi perhaps better than any other living person. It’s even starting to
become a little fun, this tête-à-tête. You sneak into her sanctum and locate the
relic in a hiding place not unlike where a remnant of the Weeping Lady was
found during your last encounter. With a bit of a chuckle, you replace it with
a little calling card of your own and escape without notice. As you leave the city
later that night, a bystander slips a red envelope onto your person, bearing a
message: “Nice one. Let’s play again some time.”
Update the Keys section of your Campaign Log such that the Key(s)
that were stolen return to their original bearers.
46
If The Sanguine Watcher stole the Key(s):
Faceless servants with scarlet collars and wings of darkness circle the
watcher’s sanctum overhead. You move carefully under the cover of night,
hoping to avoid detection. The man’s sanctum is more akin to a workshop,
filled with torturous implements and strange, arcane tools. Among the many
instruments is that which he stole from you, placed in the center of one of his
workbenches as though he was studying it. The moment you grab it and move
to escape, you hear his startled voice from another doorway. “Who is there?”
Two empty eyesockets glare in your direction as you turn to face him. “Who
is that?” He scrambles to find his ruby spectacles, but you are long gone before
he is able to put them on.
Update the Keys section of your Campaign Log such that the Key(s)
that were stolen return to their original bearers.
You sneak into Amaranth’s sanctum and find what she stole piled in the
corner of a cavernous foyer. A weak roar breaks the silence, and you see a
tattered lion glowering at you from the dark. Your shock turns to disgust as you
watch the poor creature struggle to stand: it is too decayed to even move. “You
got what you came for. Now leave,” says a voice from the shadows. Squinting
your eyes, you see Amaranth bent over the lion, her cheeks wet with tears.
“Khalid, please,” she whispers. The lion lets out a weak growl, then flops onto
its side to expose its rotten belly. “I told you to leave!” Amaranth screams. Your
disgust turns to pity as you make your exit.
Update the Keys section of your Campaign Log such that the Key(s)
that were stolen return to their original bearers.
47
Each investigator earns 1 experience, plus 1 additional experience
for each tally mark recorded next to wrong leads.
To your surprise, the sanctum is completely empty. Not just empty, but
abandoned entirely, perhaps for many years before you ever arrived. You
wander through darkened halls and dusty, cobwebbed chambers, until finally
you reach an old, decrepit bedroom. A full-length mirror adorns one wall,
covered in dust and grime. Spotting a strange reflection in the glass, you wipe
away the filth, revealing the haunting figure of Aliki behind you, her long, dark
hair covering her eyes as she reaches for your neck. When you turn again, she
is gone, but the feeling of something clenching around your neck remains.
Spying your stolen Key on a nearby vanity, you snatch it and run, bursting
through the door of the sanctum with a resounding thud. You don’t stop
running until you have left the city behind.
Update the Keys section of your Campaign Log such that the Key(s)
that were stolen return to their original bearers.
48
If Thorne stole the Key(s):
If there’s one thing you know about Thorne, it’s that they won’t pass on
an opportunity to make a deal. Rather than sneak in, you knock on the front
door of their sanctum and are admitted by several smooth, attractive
attendants. Thorne sits at the head of a long table, hands steepled. “What a
delight! I had no idea you were coming,” they smile brightly, then gesture for
you to sit. Drinks and a lavish meal are served, and eventually you steer the
conversation toward returning what they stole. “Ah yes. ‘Keys.’ It’s always about
‘Keys,’ isn’t it?” They pour another glass of wine. “Things have changed. I
suppose I could be amenable to such an exchange. But only if you make it
worth my while.” It takes nearly an hour to come up with compensation
enough for Thorne to change their mind, but eventually you leave their
sanctum with your stolen relic...and a bit poorer, besides.
Update the Keys section of your Campaign Log such that the Key(s)
that were stolen return to their original bearers.
You sneak into Desi’s safehouse and are stunned to find that it is no vault
or Coterie hideout, but a fully stocked bar with patrons in boisterous revelry.
A bouncer in a pinstripe suit stops you as you enter, but before you can protest
or fight back, you hear Desi’s voice call out: “Hey. It’s fine. Let ‘em in.” The
bouncer relents, and you sit at a booth across from your adversary. “Guessing
I know what this is about. Tell you what: I’m in a good mood. Have a drink or
two and I’ll play you for it,” he says, shuffling a deck of cards. Seeing your
expression, he grins. “Oh, lighten up. I’m not like those others. One hand.
Then we call it even and go our separate ways.” Considering the circumstances,
you decide it best to play along—literally. As luck would have it, three jacks is
more than enough to beat Desi’s pair. You end up leaving shortly after with
49
your Key reclaimed and no worse for the wear, wondering how much of a sore
loser Desi and his crew might be.
Update the Keys section of your Campaign Log such that the Key(s)
that were stolen return to their original bearers.
Given how dangerous Tzu San Niang was while in possession of a Key,
you decide a direct confrontation is out of the question. Stealth is by far the
better option. You sneak into a large industrial complex after dark and locate
what she stole behind a locked door. As you pick the locks, you hear a lilting
voice echo off of the narrow corridors. A haunting song in Shanghainese fills
the empty factory. Working quickly, you reclaim the stolen artifact and retrace
your steps to the exit, looking over your shoulder at every turn. The song
lingers in your memory long after you make your escape.
Update the Keys section of your Campaign Log such that the Key(s)
that were stolen return to their original bearers.
50
51
You may read this dossier at any time
File #16–D
Subject Class: Yellow
Real Identity: Unknown
Last Known Location: Buenos Aires, Argentina
52
Intro 1:
As soon as you arrive in Buenos Aires, you set your meeting with Oficial
Bolívar at a café overlooking the harbor. Seagulls cry out over the many
shipping and fishing boats in the distance. Even after Bolívar arrives, you
continue to keep an eye out for others listening in—for anyone wearing red,
especially. The officer meets you in uniform instead of casual clothes— whether
by protocol or due to being overworked, you are unsure. His response to your
letter seemed overly eager. Perhaps he is as starved for information regarding
his target as you are? “Your letter suggested we may be able to aid one
another,” he says casually, after calling out for a café chico. “You have
information regarding La Chica Roja?”
You clarify that you are the one seeking information from Bolívar, not the
other way around. “Well, scratch my back and I’ll scratch yours,” he says, his
expression turning serious. “What do you know?”
Intro 2:
You decide that honesty is the best policy. You doubt he would believe
your tale about extraterrestrials and secret organizations, but you can at least
tell him what you know regarding “La Chica Roja.” He mulls over the
information you give him, taking a minute to process everything. “Hmm... so
you really believe that La Chica Roja has these...abilities...?” You tell him you
are certain. It may be tough to believe, but it is important that Bolívar
understand the reality of the situation. “I knew it. I knew it!” he grins. “Of
course! It makes so much sense. The way she would vanish into thin air, move
with such speed...” You hadn’t expected him to believe you, but it turns out
your information has only confirmed his own suspicions. “So how do you
intend to help us catch her?”
You tell Bolívar that you intend to capture her on your own. All you need
from him is information regarding her objective and last known whereabouts
in Buenos Aires. He pulls several photos of buildings in Buenos Aires out of
53
his folder and reveals them to you. “La Chica Roja has carved a path of thievery
and mischief throughout Buenos Aires. Hundreds of thousands of pesos in
stolen art and artifacts.” He points to each of the photos, one by one. “Casa
Rosada, Palacio Errázuriz, Teatro Colón. She has been spotted many times,
but try as we might, we cannot catch her in the act. Those in charge are, shall
we say...unhappy...with how the situation has been handled.” He looks away
and scratches at the back of his hand as he stammers. It is clear to you that
Bolívar’s career is on the line. But you know the stakes are much higher than
even that. “It is like she is toying with us. Mocking us.” He strikes the surface
of the table in frustration. “Making a killing while making fools of us all.”
You tell Oficial Bolívar that you will help him find the Girl in the Carmine
Coat, but only if he aids you in your investigation. “Of course,” he says with a
grin. “If it means we can finally put that thief behind bars, I will do what I can.”
You shake the man’s hand and together, a plan begins to brew.
X Remove 1 c token from the chaos bag. Add 1 v token (if there are
already 4, each investigator earns 1 experience instead).
Proceed to Setup.
54
Intro 3:
For the sake of diplomacy, you decide to give Bolívar a few harmless bits
of information regarding “La Chica Roja,” but nothing more. You can’t risk
the truth of the situation getting out. Better that the police think of the Girl in
the Carmine Coat as only an extraordinarily skilled thief, and nothing more.
“That is all you know?” he asks, incredulous. “And here I thought that you
being here meant...Oh well. I suppose she really is a mystery, after all. So how
do you intend to help us catch her?”
You tell Bolívar that you intend to capture her on your own. All you need
from him is information regarding her objective and last known whereabouts
in Buenos Aires. He pulls several photos of buildings in Buenos Aires out of
his folder and reveals them to you. “La Chica Roja has carved a path of thievery
and mischief throughout Buenos Aires. Hundreds of thousands of pesos in
stolen art and artifacts.” He points to each of the photos, one by one. “Casa
Rosada, Palacio Errázuriz, Banco de la Provincia. She has been spotted many
times, but try as we might, we cannot catch her in the act. Those in charge
are, shall we say...unhappy...with how the situation has been handled.” He
looks away and scratches at the back of his hand as he stammers. It is clear to
you that Bolívar’s career is on the line. But you know the stakes are much
higher than that. “She is toying with us. She will toy with you too. Chew your
investigation up and spit you out.”
You assure Oficial Bolívar that you can catch her, but it’s better if his team
stays out of your way. “If it means putting that thief behind bars, I will let you
have a go at it,” he agrees. You shake the man’s hand, and a plan begins to
brew.
Proceed to Setup.
Intro 4:
You shake your head. This isn’t a negotiation—you cannot let Oficial
Bolívar and his investigation impede yours in any way. “And what makes you
think I am going to cooperate if you refuse to assist?”
You pull out one of the letters given to you by Agent Taylor and hand it
to Bolívar. He opens it slowly and warily, keeping his eyes on you the entire
time. It takes him little time to read through the entire thing, after which he
crumples it up and tosses it back onto the table. “Damn you,” he says. You ask
him once more what he knows regarding the target’s objective and last known
whereabouts. He pulls several photos of buildings in Buenos Aires out of his
55
folder and tosses them onto the table. “La Chica Roja has carved a path of
thievery and mischief throughout Buenos Aires. Hundreds of thousands
of pesos in stolen art and artifacts.” He points to each of the photos, one
by one. “Casa Rosada, Palacio Errázuriz, Banco de la Provincia. She has been
spotted many times, but try as we might, we cannot catch her in the act. And
now here you are, complicating the whole ordeal.”
You examine the photos, ignoring Bolívar’s annoyed glare. It’s obvious
that his career is on the line, but you cannot let the frustration of one man get
in the way of your investigation. If the police get to the Girl in the Carmine
Coat before you do, the best case scenario is that it will be tougher for you to
get the information you need from her. Worst case scenario, it will only put
them all in danger. Better for you to be the one to confront her.
You tell Oficial Bolívar that his team is to stay out of your way while you
conduct your own investigation. Furthermore, you must be the one to question
her if she is taken into custody—not the police. He lets out a sigh and shakes
his head. “Do what you’re gonna do. Won’t be my head on the chopping block
this time.” You get the feeling that Bolívar doesn’t think you can pull this off,
but unlike him, you understand what you’re truly up against...though you still
don’t know why. You take his documents and begin to brew a plan.
X Remove 1 v token from the chaos bag. Add 1 c token (if there are
already 4, each investigator earns 1 experience instead).
Proceed to Setup.
Setup
X Gather all cards from the following encounter sets: Sanguine Shadows,
Dark Veiling, Mysteries Abound, Shadow of a Doubt, Strange
Happenings, Locked Doors, and Nightgaunts. These sets are indicated
by the following icons:
56
X Build the agenda deck using only agenda 1 and the act deck using only
acts 1 and 2.
X Find the double-sided La Chica Roja card, flip her to her enemy side,
and resolve her concealed keyword distributing each of those concealed
mini-cards as evenly as possible among each location with a target.
X Set the following cards aside, out of play: The Sanguine Watcher enemy,
the Apportioned Ka enemy, the Seeing Red act/agenda, and The
Weeping Lady key.
57
58
Scenario Interlude: Cast a Light
Cast a Light 1:
La Chica Roja paces around you in a slow circle as you claim her prize.
“You’re good,” she concedes with a playful smirk. “But you’re workin’ for the
wrong people. You know that, right?”
You tell her to stand down and turn herself over for questioning. She steps
into the shadows, obscuring her face, but you can tell from her tone that she
hasn’t stopped smiling.
Cast a Light 2:
You prepare for a lengthy chase, ready to take her down at any cost...but
to your surprise, she reaches out and flicks the lamp switch next to her, bathing
the room in an orange glow. She stands exposed in the lamplight, for once not
fleeing or ducking into the shadows. “Bien entonces, la cana. Let’s talk,
gumshoe.”
You’re not with the police, you insist. “I suppose that much is obvious. I
don’t see that fool Bolívar anywhere. But if that’s truly the case, then who do
you work for?” she asks. “You know what, nevermind that. You seem to know
who I work for, don’t you? Well then, surely you must know there are two of
us operating in Buenos Aires. Why aren’t you after the other guy?”
Your confusion must show on your face. After a beat, La Chica Roja grins.
“Oh, so that’s how it is. You, my friend, have outdated information.” You ask
if she is using the stolen art pieces to assemble a Key, as the Foundation’s intel
suggested. “Key? Oh, I see. You call them ‘Keys.’ Well, yes, that much is true.
But you’re missing the why.”
The Girl in the Carmine Coat paces through the room, stepping in and
out of countless shadows. “The other guy. ‘The Sanguine Watcher,’ they call
him. Nobody knows his real name.” She takes off her hat and runs her finger
along its scarlet hatband before using it to mask her countenance. “Just like
me, I guess. Nameless. Faceless.” Then she rolls it back onto her head with a
chuckle. “Only, el observador sanguinario ain’t like me. He’s already got his
59
hands on more than a few pieces. Even with just those, he’ll use it only out of
cruelty and malice. Human experimentation. Spellcraft. Real creepy stuff. He
gets the rest of ‘em, who knows what he’ll do with them. My associates tend to
thrive on that kind of thing. But not me.” Her fierce brown eyes lock with
yours, soft and steely all at once. “I came here to stop him.”
Cast a Light 3:
“Good. Then let’s take that bastardo down together. Just help me out and
I promise I’ll disappear. You can even keep your stupid ‘Key.’ Just so long as
my...colleague...doesn’t get his hands on it.” The vitriol in her voice is palpable.
Whoever this Sanguine Watcher is, she really seems to hate him.
You ask her how she intends to take him down. “Before you showed up?
I wouldn’t stand a chance. But together? I think we can figure something out.”
She motions toward the window and points toward the sky, reaching down to
unfurl a curtain of shadows draped over what looked like a starless night. The
darkness peels back, revealing a scarlet-red sky. “His mark. Been keeping it
hidden for a while now so nobody panics. See, he’s got all these rituals tainting
the city—including the one protecting his life. Gruesome stuff. Pulls out his own
organs and hides them so he can’t be killed. We find ‘em, I guarantee he’ll
turn rabbit.”
60
Cast a Light 4:
You tell La Chica Roja that she spins an intriguing tale, but you still cannot
trust her. She lets out a sigh, grins, and flicks the nearby lamp switch again,
filling the room once more with darkness. “Then I guess I’ll see you around,
idiota.” (→R1).
Cast a Light 5:
You nod and get ready to move out when all of a sudden, the door behind
you bursts open. Oficial Bolívar, flanked by two other polícia, levels a handgun
in your direction. The Girl in the Carmine Coat grabs your hand. “You!”
Bolívar shouts. “I trusted you! I should have known better.” You start to
explain, but he cuts you off. There is real hurt behind his eyes. “You can
explain yourself down at the station! Bring ‘em in, boys!”
“That’s our cue,” your erstwhile quarry says in a singsong voice. She then
leaps out of the window, pulling you along with her. A hail of bullets follow in
your wake. There is a whirl of shadows and crimson, and the next thing you
know, you are floating gracefully to the ground aloft a wispy cloud of darkness.
“Quick!” La Chica Roja shouts. “Follow me!”
Cast a Light 6:
You nod and get ready to move out when all of a sudden, the door behind
you bursts open. Oficial Bolívar, flanked by two other polícia, levels a handgun
in your direction. The Girl in the Carmine Coat grabs your hand. “You!”
Bolívar shouts. “I knew you couldn’t be trusted! On her side all along, were
you?” You start to explain, but he cuts you off. “Like I can trust a single word
you say? No, I think not. Bring ‘em in, boys!”
“That’s our cue,” your erstwhile quarry says in a singsong voice. She then
leaps out of the window, pulling you along with her. A hail of bullets follow in
your wake. There is a whirl of shadows and crimson, and the next thing you
know, you are floating gracefully to the ground aloft a wispy cloud of darkness.
“Quick!” La Chica Roja shouts. “Follow me!”
61
Cast a Light 7:
You and the Girl in the Carmine Coat have teamed up to take down the
true threat in Buenos Aires!
X Flip La Chica Roja to her story asset side, removing all tokens and
attachments from her, and choose an investigator to take control of her.
X Remove the agenda and act decks from the game. Put the set-aside
Seeing Red act/agenda into play. It is both the current act and the current
agenda.
62
63
64
The Great Work 1:
The brilliant sandy beaches and azure water dazzle your senses as you
arrive in Bermuda proper. Rows of brightly painted homes add to the eye-
popping landscape as you travel from one corner of Bermuda island to the
other, asking locals for any possible leads on Coterie activity.
X If at least two of the following are recorded (Ece does not trust the cell,
you haven’t seen the last of La Chica Roja, you haven’t seen the last of
Desi, you haven’t seen the last of the Claret Knight, you haven’t seen the
last of Thorne, or you haven’t seen the last of Aliki Zoni Uperetria),
proceed to The Great Work 3.
X Each investigator earns 3 experience, as they gain insight into the inner
workings of the Red Coterie.
66
A shaft of cloud splits the sunlight overhead, casting the beach in dappled
shadows. Masai’s voice breaks the silence. “In truth, I did not care to
understand why. Why that man does anything has always been a mystery to
me. But there was something other about his demeanor. Something altogether
wrong.” Masai breathes deeply as the cloud passes, and warm sunlight
overtakes the beach. “So imagine my suspicion when even more as yet
unknown Foundation operatives showed up at my survey to interrupt my great
work.”
You ask Masai about this “great work.” He leads you to turn around and
begin walking back to his bungalow.
“It is the work of every person. What is it to be human except to live and
help others in this great and perilous world? It’s harder than you might think.”
He breathes deep. “If I can leave the world a bit better than I entered it, my
work will be done. That is all. It is why the acquisition and squabbling over
these Keys is such misdirection. One can only control a Key’s power so long
before they become controlled.”
“But I sense a similar purpose in you,” Masai says. “I will not tell my
colleagues we had this conversation, or what I have done with that infernal
machine. The Key is yours, until you decide that it should not be. Keep it away
from the man with the red gloves at any cost.”
X Each investigator earns 1 experience, as they gain insight into the inner
workings of the Red Coterie.
67
The Great Work 5:
You are almost relieved that your questioning goes nowhere; the lack of
Coterie activity in Bermuda gives you an unlikely chance to rest and recuperate.
For just a moment, you need only to concern yourself with the peaceful stillness
of the island.
With several days remaining until your next departure, you follow the
recommendation of the concierge at your hotel and take the time to explore
the Crystal Caves up near the northern end of the island. Your guide is missing
an arm; they illuminate dancing patterns in the darkness with their flashlight as
they tell you the story of how the caves were found. You ask them how they
lost their arm. “I served in the Great War,” they tell you. “Sometimes peace
comes at great cost.”
X Each investigator may begin the next file with 1 additional card in their
opening hand.
X You may return to Bermuda again during this campaign, but only after
playing another file.
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You may read this dossier at any time
File #21–F
Subject Class: Green
Real Identity: Şahin, Ece (shah-heen, eh-jay) Last Known Location:
Constantinople, Turkey
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Intro 1:
Gulls cry out as you cross the Galata Bridge: what many would call the link
between the traditional city of Constantinople, and the districts of Galata,
Beyoğlu, Şişli and Harbiye, where a large proportion of foreign merchants and
diplomats live and work. Since you know where you are headed, and time and
secrecy are of the essence, you decide against hiring a translator, and head
directly to the Süleymaniye Complex, where the target of your investigation—a
Ms. Ece Şahin—supposedly works.
Ms. Şahin has made a name for herself in several fields of academia,
specifically in the fields of antiquity and art history. According to your intel, she
works as a curator in the recently established Turkish and Islamic Arts
Museum, but to your surprise, your case files include a wealth of other
information about Ms. Şahin, from her schooling all the way back to her early
life. All of this points to one of two conclusions: either she is not in hiding like
the other members of the Coterie, or she has crafted an extensive cover story.
According to your intel, Ms. Şahin has already reached out to the
Foundation by way of an offer of introduction. It could be a trap, but if she
truly wishes to meet, you can’t turn down such an opportunity. Thankfully, her
office is not difficult to find, the door marked with her name and full title in
Turkish and several other languages. You knock and she bids you to enter,
which you do with much caution, eyes instinctively darting to every one of the
room’s corners and hiding places.
The room is warm and richly decorated, the walls covered in beautiful
tapestries and paintings of many styles ranging from hundreds of years old to
very recent, and shelves filled to the brim with a variety of colorful ceramics,
glassware, and old, musty texts. “Greetings,” Ms. Şahin says with a warm smile
that seems to brighten the room. She is a young woman with dark tan skin,
hazel eyes, and the wispy figure of one who has spent her entire life in
academia. “What can I do for you?”
You inform Ms. Şahin that you received her “earlier communication” and
her desire to meet with you, which she takes a moment to interpret before her
eyes go wide.
“Oh! So you are—” she clears her throat and does not finish that train of
thought. “I see. Then, in that case, please, sit down. We have much to discuss.”
You tell Ms. Şahin that she can start by explaining her involvement with
the Coterie. Your eyes catch her shifting uncomfortably in her seat at the
mention of the organization’s name.
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“The Coterie is involved with a great many things all over the world, as
you likely already know,” she says, choosing each word delicately, “but their—
our—goals are not so different from your own. I have spent many years as a
researcher for the organization, searching for the very same things your
employers seek. Objects of arcane power that can be used to defend humanity
from the threats we cannot see.”
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some might call a ‘ jinni.’ Or in the traditional sense, the only kind of non-
human entity with the capability to exercise free will.”
Judging from Ms. Şahin’s clinical definition, you wonder aloud if Ms.
Şahin believes this to be true. “A jinni? No, I do not believe this talisman is
bound to a jinni. I suspect its master is something even more powerful and
inhuman. Something not of Earth at all. And the two of us are not the only
ones looking for it. After the Great War and the dismantling of the Ottoman
Empire, many records were thrown into chaos, but many more emerged from
obscurity, including those pertaining to this talisman. The other group
searching for it...the things they have done in search of this knowledge...” her
face pales, and she struggles to keep her composure. “They’ll do anything to
get their hands on it. Murder and torture are just tools to them. I hate to think
of what sort of heinous acts these villains would commit if they managed to
obtain it. And the worst part is, I believe one of my cohorts may be the one
pulling the strings. I am so close to finding it, but if they find it first...”
You understand now why Ms. Şahin came to you—if one of the Coterie is
behind this cult’s actions, she could not go to them with this information. Still,
lingering doubt toils in your mind. “Please,” she pleads with you. “Find the
talisman before this cult does. I do not wish to see what entity it is they worship.
I’ll do what I can to help you if you place the talisman into my care afterward.
In return, I promise never to relinquish it to the control of the other...more
dangerous members of my organization. It will remain safe and tethered in my
control. I cannot guarantee the same should you wield it yourself. Please, we
are on the same side, I assure you.”
X “All right. We will find it and place it in your care.” Proceed to Intro 2.
X “All right. We will find it and place it in your care.” (You are lying.) Skip
to Intro 3.
X “We will track down this talisman, but we will be taking it into our
custody.” Skip to Intro 4.
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Intro 2:
Ece lets out a long breath, visibly relieved. “Thank you. I will admit, I
wasn’t sure if I could trust you. It is a comfort to know that our two
organizations can work together when lives are at stake. After all, we share the
same goal.” She rises to her feet and shakes your hand.
You ask Ms. Şahin where you should begin searching. “The last written
account of the talisman’s existence was during the city’s conquest in the 15th
century. It was likely hidden in order to keep the invading Ottomans from
finding it. After that, it remained hidden for many long years. It was naught but
a fable, spoken of in hushed voices and whispers. But due to recent
events...well, it would not surprise me if the recent Allied occupation of the city
had something to do with this sudden interest in finding it. But let us not get
buried in conjecture. I would begin looking in places that were not sacked by
the conquering army. The university may also be a useful resource for you. As
for me, I am not particularly helpful in a fight, if it comes to that. But I can
provide you with aid, in my own way.”
X Remove 1 c token from the chaos bag. Add 1 v token (if there are
already 4, each investigator earns 1 experience instead)
X Proceed to Setup.
Intro 3:
Ece lets out a long breath, visibly relieved. “Thank you. I will admit, I
wasn’t sure if I could trust you. It is a comfort to know that our two
organizations can work together when lives are at stake. After all, we share the
same goal.” She rises to her feet and shakes your hand. You feel a pang of guilt
for deceiving her, but you can’t allow the Key to land in the hands of anyone
else. Ms. Şahin may yet still be a wolf in sheep’s clothing.
You ask her where you should begin searching. “The last written account
of the talisman’s existence was during the city’s conquest in the 15th century.
It was likely hidden in order to keep the invading Ottomans from finding it.
After that, it remained hidden for many long years. It was naught but a fable,
spoken of in hushed voices and whispers. But due to recent events... well, it
would not surprise me if the recent Allied occupation of the city had something
to do with this sudden interest in finding it. But let us not get buried in
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conjecture. I would begin looking in places that were not sacked by the
Ottomans. The university may also be a useful resource for you. As for me, I
am not particularly helpful in a fight, if it comes to that. But I can provide you
with aid, in my own way.”
You nod, feeling her eyes fixed upon you. Does she suspect your true
intentions? Is that why she wishes to travel alongside you? It matters not—
what’s done is done. All that’s left is to find the Key.
X Remove 1 v token from the chaos bag. Add 1 c token (if there are
already 4, each investigator earns 1 experience instead).
X Proceed to Setup.
Intro 4:
“I see.” Ece’s face falls, downcast. “I was truly hoping our two
organizations could work together. After all, we share the same goal. But...”
she sighs. “I suppose your honesty is still appreciated. After all the scheming
and plotting, I prefer that to the alternative.”
You ask where this puts the two of you, hoping you won’t have to fight a
war on two fronts. “Look. I was telling you the truth. I only want to prevent the
talisman from falling into the hands of those who would use it to harm
humanity. I hope that I put my trust in the right people, but if you’re unwilling
to keep it in my protective custody...” She fidgets with her pen. “For all I know,
you’re here for the same reasons they are. I won’t get in your way, but...I cannot
in good faith help you if you intend to keep the Key without supervision.”
You try to protest, but you don’t have much of a leg to stand on. You
chose not to trust her, so her decision not to trust you is equally valid. Of course
you would only use the Keys you acquire to protect humanity, but you have
nothing other than your word to give her. “Your best bet is to start your search
in places that were not sacked when the Ottomans invaded the city in the 15th
century. The university may also be a useful resource for you.”
She stands and escorts you to the door, wishing you luck. The door shuts
behind you without another word.
X Proceed to Setup.
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Setup
X Gather all cards from the following encounter sets: Dealings in the Dark,
Agents of Yuggoth, Dark Veiling, Ancient Evils, Dark Cult, Locked
Doors, and The Midnight Masks. These sets are indicated by the
following icons:
When gathering The Midnight Masks encounter set, only gather the five
treachery cards (2x False Lead and 3x Hunting Shadow). Do not gather
the locations, acts, agendas, and file reference cards from that set.
X Put the double-sided “The Unveiling / The Unsealing” story card into
play next to the scenario reference card, The Unveiling side faceup.
If 18–24 time has passed, place clues on The Unveiling equal to the
number of investigators.
X Put the following locations into play: Hagia Sophia, Istanbul University,
Obelisk of Theodosius, and Galata. Hagia Sophia must be on the right
hand side of the play area.
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X Check the Campaign Log.
If the cell is working with Ece, or if the cell is deceiving Ece, put the
Ece Şahin story asset into play under any investigator’s control.
If the cell refused Ece’s offer, remove the Ece Şahin story asset from
the game.
X Set each of the following cards aside, out of play: Each of the seven
Grand Bazaar locations, the Umbral Harbinger enemy, the Emissary
from Yuggoth enemy, the Galata Docks location, the Twisted Antiprism
key, and The Chase act/agenda card.
X Gather each decoy mini-card and each of the following mini- cards: 3x
Acolyte (any), Wizard of the Order, Sinister Aspirants (A, B and C), and
Emissary from Yuggoth. Set them aside, out of play.
X One at a time, in player order, each investigator discards cards from the
top of the encounter deck until they discard a Cultist enemy. Each
investigator draws the enemy they discarded, resolving its concealed
keyword (as granted by agenda 1a). After all investigators have
performed this step, shuffle each other discarded card back into the
encounter deck.
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Acolyte Concealed Mini-cards
The first agenda of this file causes each Cultist enemy, including those from
the Core Set, to gain the concealed keyword. Since the three Acolytes from
the Core Set are not labeled as A, B and C, when resolving their concealed
keyword, use any of the Acolyte (any) mini-cards along with their decoy.
Likewise, when an “Acolyte (any)” mini-card is exposed, the exposing
investigator may choose any Acolyte in the shadows to engage.
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Act 2 Setup
When you are instructed to do so during act 1b, follow these instructions
to set up the play area for act 2.
X Set each of the current locations aside, without discarding any cards or
tokens at those locations. Those locations (along with cards and tokens at
those locations) are not considered to be in play during act 2, but will re-
enter play later in the same state. (Investigators are not defeated during
this process.)
X Shuffle the seven Grand Bazaar locations and remove one of them from
the game at random, without looking at it.
X Reveal a random token from the chaos bag, and find the diagram on the
following page that matches the revealed chaos token (if none match,
retry).
X Put the remaining six Grand Bazaar locations into play, arranged in a
pattern of rows and columns according to the randomly chosen diagram.
Note that one of these locations is designated as the “entrance” and one
is designated as the “east gate.”
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Entrance
East Gate
Entrance
East Gate
East Gate
Entrance
Entrance
East Gate
Entrance
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You may read this dossier at any time
File #26–G1–6
Sanctum Class: Green
Sanctum Locations: Cape Town, Union of South Africa; San
Francisco, California; Seoul, South Korea; Moscow, Russia; Bruges,
Belgium; Bern, Switzerland.
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Check where you are on the map.
X “We’d like to get around faster.” The lead investigator adds one copy of
Expedited Ticket to their deck. You may embark.
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X “We’d like some supplies.” Each investigator earns 1 experience. You
may embark.
X “We’d like some intel on ‘Subject #11–B.’” Skip to Quid Pro Quo 3.
Choose this option only if you have not yet visited Marrakesh.
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The investigators must decide (choose one):
X “We’d like to get around faster.” The lead investigator adds one copy of
Expedited Ticket to their deck. You may embark.
X “We’d like some intel on ‘Subject #28–I.’” Skip to Quid Pro Quo 4.
Choose this option only if you have not yet visited Havana.
X In your Campaign Log, record the cell knows Amaranth’s real name.
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Dead and Gone 1:
You arrive in London and follow Agent Quinn’s directions to get to the
town of Amesbury. Immediately after checking into a hotel, your concierge
wordlessly hands you a note with an address by the side of a park on the
western side of the historic town. You head there immediately, only to find
Agent Ari Quinn sitting in the driver’s seat of a Bentley, reading a newspaper
and not paying you any heed. Without making a scene, you silently climb into
the passenger seat. “Finally. Been waiting here all day.” You’re not even sure
how Quinn knew you’d arrived in town, but you suppose the Foundation must
have eyes and ears all over every harbor and border checkpoint. You ask her
what she’s been up to, and what she wanted to show you, at which point she
starts the Bentley’s engine and rolls along the road to the west. “You’ll see.”
Just a short drive later, you come to a familiar sight. You should have known—
Quinn has taken you to the site of mysterious and prehistoric Stonehenge. A
ring of standing stones marks the site, inside which another ring of smaller
bluestones seem to serve no particular purpose whatsoever. A few tourists
peruse the monument in awe, but it is otherwise quiet. You follow close behind
and ask Agent Quinn why she asked you to come all this way. “Strange place,
is it not?” she asks. A rhetorical question—historians have long debated over
the likely function of the landmark, but none know for certain. As you draw
nearer, she points to the various standing stones and to the concentric ring of
smaller stones inside. “Almost seems like something is missing.”
X If Agent Quinn does not trust the cell, proceed to Dead and Gone 2.
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The investigators must decide (choose one):
X In your Campaign Log, cross off Agent Quinn does not trust the cell.
X Remove 1 c token from the chaos bag. Add 1 v token (if there are
already 4, each investigator earns 1 experience instead).
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Dead and Gone 4:
Quinn sighs and turns away from you. “Sorry to have wasted your time,
then. You can take the Bentley back to London. It’s only a couple miles back
to Amesbury. I’ll find another ride.” You try to reason with her, but she
remains stoic. “If you have nothing to tell me, I have nothing to say to you,
either. Please leave me be so I can continue my research in peace.”
X Remove 1 v token from the chaos bag. Add 1 c token (if there are
already 4, each investigator earns 1 experience instead).
X Each investigator earns 1 experience, as they gain insight into the strange
happenings around the world.
X Each investigator earns 2 experience, as they gain insight into the strange
happenings around the world.
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You may read this dossier at any time
File #28–I
Subject Class: Yellow
Real Identity: Delgado Álvarez, Desiderio (del-gah-doh al-vah-rez,
deh-see-deh-ree-oh) Last Known Location: Havana, Cuba
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Intro 1:
As it turns out, finding the Red Coterie operating out of Havana is the
easiest part of your trip to Cuba. According to your intel, Mr. Álvarez can often
be seen spending his nights at Café Luna—a hot spot among the locals and
American tourists looking to escape the iron jaws of Prohibition. Open at
nearly all hours of the night and serving a variety of liquors that would make
even the most seasoned bootlegger’s eyes bulge, the bar has become one of the
most popular in all of Havana.
You arrive at peak hours, hoping to use the crowd to blend in. For all you
know, Mr. Álvarez may have been warned of your approach. As soon as you
arrive, you are greeted by an array of bright lights and a crowd almost too thick
to squeeze past. Live jazz resounds from within the club, and many are dancing
and reveling—some before they even get inside. A bouncer in a black pinstripe
suit greets you at the door, giving you the once-over but not bothering to pat
you down, ask for a password, or any of the usual hoops you might have to
jump through back in the speakeasies hidden throughout the States.
Once inside, you head straight for the bartender and struggle to get his
attention. You order a drink as a cover, but his expression changes the moment
you say that you’re looking for a Mr. Desiderio Álvarez.
Eyes narrow with suspicion, he nonetheless nods in the direction of a
roped- off hallway in the back corner of the room, guarded by two more suits.
Both of them flank you as you approach, and follow you into what you can
only assume to be the club’s VIP section. There, in a dim, smoky back room,
sits none other than the “man in the blood-soaked suit,” so named for the red
accents adorning his otherwise black suit—or perhaps it is simply a metaphor.
He inhales slowly from a cigarette hanging loosely from his lips as he appraises
you. Across from him sit two others, an elderly Cuban gent in
a red suit vest, puffing on a thick cigar, and a dangerous-looking woman in
a red dress who sips from a martini glass. All three of them have murder in
their eyes.
“Who are these idiotas?” Mr. Álvarez asks one of the guards escorting
you. “They asked to speak with you, Desi,” the man stammers.
“Oh. Well, pour ‘em something hard, will you? Don’t just stand there.”
After a quick nod, your escort jaunts out of the room, leaving you with the
three apparent Coterie agents. “Come, sit.” You politely turn down a variety of
smokes and take a seat at the table. “So you were looking for me?”
You nod and inform Mr. Álvarez that he is a person of interest in your
investigation, that you knew he often frequented this very bar, and that you
95
were hoping to simply ask him a few questions. Without hesitation, the woman
in red pulls a long knife from out of seemingly nowhere. But the man in the
suit holds out his hand, and she slides the blade back into her garter belt,
covering it with the fabric of her dress.
“First off, you can just call me Desi. Everyone else does. I’m not a big fan
of formalities.” He waves his hand as if to fan away the tension in the room.
“Secondly, I don’t just ‘frequent’ Café Luna, I own it. There was a...change of
management a few months back. I guess your intel is a bit outdated, eh?” He
chuckles, crushes the stub of his cigarette in a nearby ashtray, and immediately
flicks open his lighter to light a new one. “So. Why don’t you tell me about this
investigation of yours?”
You do, emphasizing that you are only after the location of Keys, and not
whatever operation Desi has going on here.
His expression sharpens into angular stone. “Right. ‘Keys,’ eh. Is that all?
All right, then. We might be able to help each other out...”
Intro 2:
Desi sighs and opens up to you, much to the chagrin of his two
companions, who look on with surprise. “Something’s been after my crew in
Havana. Started with some new blood who went off-grid all of a sudden. Then
a couple longtimers. Just gone,” he says with a snap of his fingers. “At first, I
thought it was just some uppity rivals looking to expand their territory. Fools
who don’t know who I really am. The kinda scum who’d run this city into the
96
ground.” He ashes his cigarette, staring into the ashes like there is some greater
meaning inside to sift through. “Weird part is, I don’t remember their names.
Nobody does. Sounds weird, right? I never forget a name. Never.” His gaze
locks with yours, cold as stone. “Now I’m starting to suspect something worse.
The kinda thing your people deal with.”
You wonder aloud if this is the kind of thing his people are also supposed
to be dealing with.
“Don’t lump me in with the rest of them,” he chides. “I’ve got other fish
on my menu. Now—you got two choices. You either help me out with my little
problem, or me and my buddies here throw you to the curb. Which is it gonna
be?”
After a moment of thought, you tell Desi that you’ll help if he gives you
the location of any known Keys and relinquishes any he might have in his
possession. The other two Coterie agents lock eyes with Desi in vain, but he
has already made up his mind.
He extends his hand. “Deal. But I want in. We’ll do this together. Nobody
messes with my crew and gets away with it. Come back here tomorrow night—
same time, same place.” You nod and depart, booking a room at the Plaza
Hotel in Old Havana and getting some much-needed rest before tomorrow’s
investigation.
In your Campaign Log, record the cell made a deal with Desi.
Proceed to Setup (v. I).
Intro 3:
Desi stands and paces, clearly worked up about something. “There’s
something going on with my crew.” His elderly companion watches in cold,
unnerving silence, but the woman wears a worrying expression to match Desi’s.
“It started with just a few of ‘em going missing. Thought they were bumped off
by local gangs or the like. The kinda scum who’d run this city into the ground.
But now...” He shakes his head, forehead wrinkled with worry. “I don’t
remember who they were. Nobody does. And it’s more of ‘em every day. And
every time, boom,” he snaps his fingers, “gone, no memory of them existing,
only the faintest recollection that they were here and now they’re not.” He
locks narrow eyes with you. “Sound familiar?”
You nod. This is all awfully familiar. You tell Desi that you’ll help him
figure out what’s going on if he gives you the location of any known Keys and
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relinquishes any he might have in his possession. The woman bites her lip and
glances at Desi, wondering if he will agree.
The elderly man once more remains eerily silent, watching with cold, hazy
eyes.
Desi shakes your hand and nods. “Deal. But I want in. We’ll do this
together. Nobody messes with my crew and gets away with it. Come back here
tomorrow night—same time, same place.” You nod and depart, booking a
room at the Plaza Hotel in Old Havana and getting some much-needed rest
before tomorrow’s investigation.
Proceed to Intro 4.
Intro 4:
The next night, you go back to Café Luna, ready to once more sift through
the stifling crowd to reach Desi’s VIP room, but when you arrive you find the
club closed. Thinking that Desi must have shut the place down for the night so
you and his crew could plan your investigation without being disturbed, you try
the handle. Confirming your suspicions, the door opens without any trouble,
and you head inside.
The bar is eerily dim and quiet as you make your way to the back room.
Having seen what the place looks like during a typical night, full of live music
and reveling tourists, you feel a bit unnerved. Your steps echo quietly over the
dance floor across from the bar. A nearby stool creaks.
It is too quiet.
You have no time to process whether you’re in danger. The moment the
thought crosses your mind, a hail of gunfire erupts all around you. An ambush!
You drop instinctively to the floor, guard your face and cover your ears. The
ruckus is deafening. Windows along the front face of the building shatter and
send an eruption of jagged glass over the dance floor. The bullets tear through
the bar, the booths, the stools; every piece of furniture is ripped apart. You
have only seconds to react—
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Setup (v. I)
X Gather all cards from the following encounter sets: Dancing Mad, Agents
of the Outside, Cleanup Crew, Crimson Conspiracy, Secret War,
Shadow of a Doubt. These sets are indicated by the following icons:
X Build the act deck using only (v. I) of acts 1 and 2, along with act 3.
Remove (v. II) of acts 1 and 2 from the game.
X Put the Café Luna location into play, (Bastion of Remembrance) side
faceup.
X Find both copies of the Desiderio Delgado Álvarez enemy. One has a
story asset version on its other side, and one has a standard encounter
card back.
Set the version with the encounter card back aside, out of play.
X Set the Cleanup Crew and Crimson Conspiracy encounter sets aside, out
of play. These sets are indicated by the following icons:
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X Gather each decoy mini-card and each of the following mini- cards:
Desiderio Delgado Álvarez, Coterie Agents (A, B, and C), Coterie
Assassins (A and B), and Coterie Enforcers (A and B). Set them aside,
out of play.
X Build the act deck using only (v. II) of acts 1 and 2, along with act 3.
Remove (v. I) of acts 1 and 2 from the game.
X Put the Café Luna location into play, (Coterie Haunt) side faceup.
X Find both copies of the Desiderio Delgado Álvarez enemy. One has a
story asset version on its other side, and one has a standard encounter
card back. Set both of them aside, out of play.
X Set each of the four Outsider enemies aside, out of play (2x
Otherworldly Mimic and 2x Paradigm Effacer).
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X Gather each decoy mini-card and each of the following mini-cards:
Desiderio Delgado Álvarez, Coterie Agents (A, B, and C), Coterie
Assassins (A and B), and Coterie Enforcers (A and B). Set them aside,
out of play.
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You may read this dossier at any time
File #32–J
Asset Name: Flint, Li
Area of Operation: Shanghai, China
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The Coiled Serpent 1:
You send a missive to Agent Flint ahead of your arrival, setting a meeting
place and time—Jing’an Temple at noon. —and head there as soon as you
arrive, entering the broad stone courtyard at the temple’s entrance. After a
short while, a tourist approaches you and asks in English: “You’re sure you’re
alone?” It takes you a moment to realize that the tourist is none other than
Flint, in a subtle yet convincing disguise. He narrows his eyes at your stare.
“Answer me,” he says, scanning his surroundings.
You assure him that you haven’t been followed. “Can’t be too careful.
Eyes everywhere. I have a lead on one of those Coterie types here in Shanghai,
just like the Foundation’s intel suggested. They call her ‘subject #46–Q ,’ aka
‘Lady with Red Parasol.’ Sure enough, she brings that parasol everywhere she
goes. As far as Coterie insignias go, it’s not the most subtle.” While he whispers,
he pulls a large camera and tripod from his duffel bag and painstakingly sets
up a shot of the temple.
You wonder aloud what in the world Flint is up to. “Stop staring,” he hisses
under his breath. Then you spot other tourists taking photos as well, and you
realize that Flint is better at blending in than you are. “The last time I saw the
lady with the parasol, she was leaving a meeting between several wealthy British
and Chinese businessmen—railway men,” he says quietly, head still down.
“Women aren’t usually allowed at such meetings. Nor are regular citizens. To
be in that room, you have to be able to get the attention of those powerful men.
Which means you’re either very powerful, or obscenely wealthy.” Flint takes a
few photos, then moves to a new spot and starts the tedious process of focusing
the camera all over again. “Within two weeks of that meeting, they announced
a lucrative new contract. It seems all their competitors were convinced for one
reason or another to step away from the project, which left them to write their
own ticket. Name their own price.” He slowly scans the courtyard again, careful
to move just his eyes and not his head. “Could be she has leverage on them.
Or maybe she’s just that charming. But I’m willing to put my money on it being
the influence of a Key. If that’s true, it’s imperative that we’re not made.” Flint’s
paranoia is infectious.
X If the cell told the truth to Taylor, proceed to The Coiled Serpent 2.
X If the cell hid the truth from Taylor, skip to The Coiled Serpent 3.
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The Coiled Serpent 2:
“Look, I would tell you more, maybe even let you help me out here, but
you’ve made it pretty clear you’re a bit chatty, and the last thing I need is the
Coterie figuring out I’m on to them. So, how about we split up? Keep doing
what you’re doing, and I’ll contact you when I have a good lead.” Without
letting you protest, Flint packs up his camera and leaves.
X In your Campaign Log, find the 6th spot from the current time. Under
that spot, write “ψ.” (When you reach it, proceed to status report psi ψ
in the Status Reports section of the Campaign Guide.)
X “Keep inquiring, and let us know when you have something.” Proceed to
The Coiled Serpent 4.
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X In your Campaign Log, find the 6th spot from the current time. Under
that spot, write “ψ.” (When you reach it, proceed to status report psi ψ
in the Status Reports section of the Campaign Guide.)
X Each investigator earns 1 experience, as they gain insight into the inner
workings of the Red Coterie.
X In the Southeast Asia section of the Campaign Log, find Hong Kong. In
its spot, write “50–S.” You are now allowed to travel to Hong Kong
whenever you embark.
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109
You may read this dossier at any time
File #33–K
Subject Class: Yellow
Real Identity: Unknown.
Last Known Location: Anchorage, Alaska.
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Intro:
You have only just checked into your lodge in Anchorage when you
receive an unmarked package:
Agents,
-Q. Taylor
You spend a full day poring over the prospector’s journal, which is mostly
comprised of wildlife sketches and notes on mining. However, the final entry
is chilling:
I dared not commit my thoughts to the page after finding it, but I have
nothing to lose now. While surveying the new branch in the mine, I
found a curious lens buried in the rock. It was opaque and emanated
a beguiling light. Holding it made me feel special. As if I had been
chosen. Looking through it, I saw incredible plants, creatures, people,
structures, in a strange otherworldly landscape. A world beyond our
own. A world that should exist. A dark reflection of our own: a haven
for lost objects, lost memories. The lens—the Sable Glass—is the
mirror that shows the truth of this other world.
How foolish was I to think I could use the lens for my own gain! The
more I looked at the other world, the more the other world looked
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back. By peering into the glass, I must have called something—some
awful, nameless creature—through. More and more of my fellow
prospectors went missing in the woods and erased from memory. My
companions, my possessions, my home: all were swallowed by the
strange creature I glimpsed in the Sable Glass. And now when I look
through it, I can see them, there, in that other place.
The creature that stalks the woods is made of nothing, and yet it is
many things: constantly shifting, ever-changing. It has the traits of
many animals, like a chimera from old myths. I tried to hunt it using
the Sable Glass, but looking at it made my head spin. After surveying
the area, I set a trap and thought I killed one of its forms: a great
lupine thing that howled and dissipated into nothingness. But when I
returned to camp the next day, it had struck the camp. My
companions have vanished from memory and space.
Next to the journal entry is an array of dark scratches, which you had
assumed were nervous scribbles. However, given Landry’s account, you
wonder if it isn’t his attempt to sketch the creature. The next day, you launch
a search for any record of Mr. Landry’s gold mine, starting with prospecting
permissions in Anchorage City Hall and the local library. After a day of fruitless
research, you still cannot find an official permit or record of a mine connected
to Rhett Landry. As you return to the lodge that evening, you spot a tall, willowy
figure with a distinctive red cravat standing next to a packed sledge.
“Well met,” the figure greets you with a self-satisfied smile. “You must be
the troublemakers everyone is talking about. Pleased to make your
acquaintance. I’m Thorne.” They extend a confident hand to shake yours. “If
you’re here, I can only assume it is for the same reason as I. Keep a weather
eye out: it’s supposed to be quite cold near Fairbanks! May the best one win.”
Thorne winks at you, then mounts the sled.
You wonder if Thorne’s reference to Fairbanks was clever misdirection or
a friendly hint. After asking around the lodge, an attendant opens up about
your rival’s preparations: “I was confused at first, until it became clear they
were asking about something in tribal territory. You don’t need a permit to
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prospect out there.” After some more questioning, you have a good sense of
Thorne’s direction and the location of the mine.
Before you head out, you ask for directions from a local member of the
tribe that owns the territory where you think the mine could be. They are wary
of more meddling from outsiders and also concerned for your safety, given the
recent trouble with prospectors on their land. You explain you aren’t interested
in gold, and are researching the strange case of Mr. Landry. For good measure,
you show them the prospector’s journal and the strange etching inside. This
seems to buy you some trust, and the tribe member offers some directions.
“Be especially careful crossing the rivers this time of year,” they tell you.
“It’s easy to lose your way, and even easier to fall through the ice. You’ll catch
your death out there if you aren’t careful.”
Proceed to Setup.
Setup
X Gather all cards from the following encounter sets: On Thin Ice, Agents
of the Outside, Agents of Yuggoth, Crimson Conspiracy, Dark Veiling,
Outsiders, Spatial Anomaly, Chilling Cold. These sets are indicated by
the following icons:
X Put the Anchorage and Fairbanks locations into play. Each investigator
begins play at Anchorage.
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X Shuffle the three Alaskan Wilderness locations (Mountain Stream,
Isolated Road, and Frozen Lake) together facedown so you do not know
which is which. Put each of them into play adjacent to Fairbanks. Set the
remaining three Outer Wilderness locations aside, out of play.
X Set each of the following cards aside, out of play: The Sable Glass key,
the double-sided Thorne enemy/story asset, and each copy of the Void
Chimera enemy.
X Check how much time has passed in the Campaign Log. For every 5
time that has passed, add 1 doom to agenda 1.
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Scenario Interlude: Raw Deal
Check the current agenda.
Raw Deal 1:
“What a reunion!” Thorne exclaims. “It would appear you’ve bested me
fair and square in this little tête-à-tête. I’m rather impressed. In my experience,
such competence is beyond the Foundation. Now, I believe we have a bit of
business to discuss. Please, have a seat.” Thorne says, snapping their fingers.
Several Coterie members bring you to a covered awning with a fire and some
chairs. Once seated, Thorne clears their throat. “Now then. We both know
you have something I want. Something worth untold fortunes. Though I highly
doubt you are interested in money. But what if I told you about a greater
threat?” Their tone is joking, but their expression is grave. You ask them to
explain. “Surely you realize it: I am not the threat here. There is something
terrible that stalks these woods. The ultimate predator. As soon as you laid
hands on the Sable Glass, your lives were forfeit. It will hunt you down and
consume every part of you until there is nothing left, as it has done to many
others.” You nod along, considering Thorne’s words. “Luckily for you, this
creature is an old enemy of mine. I am uniquely suited to track its movements
and lure it out.” Thorne leans forward intently. “For my services, all I ask is
the Sable Glass. Believe me, you want someone that knows how to properly
operate the thing, anyway.” Thorne offers their gloved hand to shake once
again. “So tell me. Do we have a deal?”
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Raw Deal 2:
“Oh goodness gracious,” Thorne says, emerging from the mine. “Put that
down at once, you oaf! This is no way to treat guests,” they snap at the guards,
who lower their weapons. “You’re too late, I’m afraid. Or rather, just in time,
I suppose, depending on your perspective.” Thorne brandishes an obsidian
lens in one hand as they smirk. Remembering the Foundation dossier, you ask
Thorne if there is anything you can do to negotiate for the Key. They shake
their head. “I’m afraid not, kitten. A Key in hand is worth, well, fortunes. Not
that I would sell it for anything in the world.” They clutch the Sable Glass in
one hand as a chill wind blows. “However, there’s still time to make a deal.
If you weren’t completely daft, you’d have noticed this entire area is in
grave danger. Something truly terrible stalks these woods. The ultimate
predator. In fact, it already knows we’re here.” Thorne looks to you. “The way
I see it, you can pout about not getting your prize, or you can help me track
my quarry. Do that and I’ll owe you a favor, to be paid at a later date. Do we
have a deal?”
X “We can’t let the Key fall into Coterie hands!” Skip to Raw Deal 5.
Raw Deal 3:
“Brilliant! We shall have to pop some champagne when this is all over and
done.” Thorne snaps their fingers, calling their cohorts to attention. “I believe
we have some work to do.”
X In your Campaign Log, record the cell made a deal with Thorne.
X Remove 1 c token from the chaos bag. Add 1 v token (if there are
already 4, each investigator earns 1 experience instead).
X Put the Thorne story asset into play under the lead investigator’s control
and attach The Sable Glass key to Thorne, Stable side faceup.
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X Search the encounter deck, discard pile and all play areas for all cards
from the Crimson Conspiracy encounter set and remove them from the
game.
Raw Deal 4:
Thorne’s expression sours as their hand hangs unshaken between you.
Finally, they clear their throat and adjust their cravat. “Regrettable. I had hoped
for better. Oh well. There is more than one way to skin a cat.” Then, without
another word, they stride out of the mine.
X Remove 1 v token from the chaos bag. Add 1 c token (if there are
already 4, each investigator earns 1 experience instead).
X Put The Sable Glass key into play under the lead investigator’s control.
Raw Deal 5:
Thorne shrugs and runs their finger over the rim of the dark, warped lens
in their hands. “Your loss. We could have worked together on this. But I
suppose I shall have to settle for a little bit of sport, after all. Very well.” They
stride out through the mine’s entrance, prize in tow, and snap their fingers to
summon the rest of their crew to follow.
X Remove 1 v token from the chaos bag. Add 1 c token (if there are
already 4, each investigator earns 1 experience instead).
X Spawn the Thorne enemy at the Mountain Stream location. Attach The
Sable Glass key to Thorne, Unstable side faceup.
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Check where you are on the map.
Strange Architecture 1:
The air is deliciously warm as you wait for a tram in southern Bombay.
With several days until the next leg of your journey, you allow yourself to be
drawn in by the city’s intoxicating color and light. A whirlwind first day sees
you visit various temples, curio shops, and bazaars. Bright orange flowers hang
by strings from bamboo racks as you make your way through a bazaar toward
the Colaba Causeway, where the Gateway of India looks out onto the
waterfront. As the day turns to evening, you continue to explore back alleys
and side streets lit by delicately inlaid bronze lamps. The air is thick with
unknown scents and hazy shapes as you lose yourself in the heady atmosphere
of the old city. As you make your way to your hotel, you cross a wide
thoroughfare into the Kala Ghoda district and stroll down its old, winding
roads.
Strange Architecture 2:
As you navigate the labyrinthine art district, you pass a familiar sight.
Looking up, you see a narrow building with a slate façade, wide black windows,
and unsettling accents. You have the distinct feeling you have been here before.
You stand still for a moment as others pass you in the narrow street until you
remember the same building in Stockholm. If not for the distinct, black
windows and the harsh lines, you might not have remembered it. As you scan
the façade, the frieze overhanging the door stands out to you. Where there
were various recognizable figures before, you see odd, gangling facsimiles. The
features are almost plastic; the smiles are too broad; the eyes seem to bulge.
The number 13 is carved next to the door, same as in Stockholm. Curious,
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you step up and turn the doorknob, but it doesn’t budge. Knocking on the
door produces virtually no sound. Although it looks like wood, it feels solid as
concrete. Stopping a passer-by, you ask how long the building has been here.
“This is an ancient place. These buildings have been here a long time,” they
tell you. You find yourself questioning if the original you saw was even the
original: how many other houses look just like this one in how many other
cities? The building grows more foreboding the longer you look at it. A
shudder courses up your spine, and you decide to leave the building alone.
X In your Campaign Log, cross off the cell appreciated the architecture.
Each investigator earns 2 experience, as they gain insight into the strange
happenings around the world.
Strange Architecture 3:
As you navigate the labyrinthine art district, one façade in particular stands
out to you. A narrow building with handsome cornice molding and intricate
stonework is wedged between two older local buildings. The number 13 is
carved next to a pair of austere wooden doors. Over the door is a slate frieze
that depicts a cast of mythological figures: some recognizable, some not. The
building itself looks out of place amidst the intricate architecture of the
surrounding area. The look of the building makes you feel vaguely uneasy the
longer you study it. There is a coldness, a sharpness to the building’s design,
accentuated by jagged quoins and harsh angles. Something about the wide,
black windows, the dark interior, denotes the emptiness of a hollow skull. The
darkness in the evening only magnifies the sense of eeriness; others do not
seem so willing to linger here.
Strange Architecture 4:
The docks bustle with activity as you arrive in Stockholm. Towering dock
workers load massive crates of silvery, flapping fish into trucks as morning
chimes ring in the cool clear air. With several days until your next departure,
you seize upon the opportunity to explore the city’s eclectic culture.
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Advertisements for a production of a play named “Ödestimmen” paper the
alleys and stops surrounding Stockholm’s largest theatre. You follow the
cobblestone streets around Stockholm’s old town district, which the locals tell
you is called “the town between bridges.” The winding narrow paths loop in
on themselves and cross at odd angles to form a labyrinth of crumbled
mustard-yellow alleys and worn façades. You pass a row of distinctly painted
rowhouses overlooking the town square. As you sit down and watch locals
come and go, you feel a great weight lift from you, if only for a moment. The
broad blue sky overhead is clear and cloudless, and the hubbub around you is
strangely calming.
Strange Architecture 5:
As you walk down Shoemaker’s street, you pass a familiar sight. Looking
up, you see a narrow building with a slate façade, wide black windows, and
unsettling accents. You have the distinct feeling you have been here before.
You stand still for a moment as others pass you in the narrow alley, until you
remember the same building in Bombay. If not for the distinct, black windows
and the harsh lines, you might not have remembered it. As you scan the façade,
the frieze overhanging the door stands out to you. Where there were various
recognizable figures before, you see odd, gangling facsimiles. The features are
almost plastic; the smiles are too broad; the eyes seem to bulge. The number
13 is carved next to the door, same as in Bombay. Curious, you step up and
turn the doorknob, but it doesn’t budge. Knocking on the door produces
virtually no sound. Although it looks like wood, it feels solid as concrete.
Stopping a passer-by, you ask how long the building has been here. “What do
you mean? This is a very old city. It’s always been here,” they tell you. You
find yourself questioning if the original you saw was even the original: how
many other houses look just like this one in how many other cities? The
building grows more foreboding the longer you look at it. A shudder courses
up your spine, and you decide to leave the building alone.
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X In your Campaign Log, cross off the cell appreciated the architecture.
Each investigator earns 2 experience, as they gain insight into the strange
happenings around the world.
Strange Architecture 6:
As you walk down Shoemaker’s street, one façade in particular stands out
to you. A narrow building with handsome cornice molding and intricate
stonework is wedged between two older local buildings. The number 13 is
carved next to a pair of austere wooden doors. Over the door is a slate frieze
that depicts a cast of mythological figures: some recognizable, some not. The
building itself looks out of place amidst the worn stone and crumbling history
of the surrounding alleyway. The look of the building makes you feel vaguely
uneasy the longer you study it. There is a coldness, a sharpness to the building’s
design, accentuated by jagged quoins and harsh angles. Something about the
wide, black windows, the dark interior, denotes the emptiness of a hollow skull.
The alley around you, too, is strangely quiet: passers-by do not seem to linger
here.
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123
You may read this dossier at any time
File #37–M
Asset Name: Taylor, Qiana
Area of Operation: See current assignment status.
Current Assignment: Oh, here we go with the rest of the text, then,
okay. Commissioner is looking into reports of paradimensional
activity in a number of places. Current task list includes Tokyo,
Japan; Prague, Czechoslovakia; and Lagos, Nigeria.
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Check the Campaign Log and where you are on the map.
Special Delivery 1:
Soon after arriving in Tokyo, you wander the city’s winding streets in the
rain before sitting down at a food stall. Before you can order, a figure in a
trenchcoat and wide-brimmed hat sits down next to you and whispers a phrase
in a crisp British accent: “Six lions prowl at dusk.”
The phrase’s significance dawns on you after a moment, and you hurriedly
recite the callback the Foundation operatives taught you: “A pride feasts in
darkness.” The person next to you lowers the wide brim of her coat to reveal
herself as Commissioner Taylor. She orders ramen for you both and looks
away. “Before you ask: No, this is not a coincidence, and no, I will not tell you
how I knew you would be here. It is my job to know more than you.”
You tell her she seems as brusque as usual, and a faint smile tugs at the
edge of her lips. “Familiarity breeds liability, so let us keep this professional.
Tell me what you have learned so far.” You shoot a worried look at the crowd
around you. The commissioner shakes her head. “I saw to it that you were not
followed. Talk.” Your eyes wander to the gun holstered to her belt, and you
wonder what lengths she went to in the name of privacy.
Digging into the steaming bowl of ramen, you recount your findings so far.
The rain falls hard around you, mingling with the smell of grilled meats and
sweet spices. You spy a flash of red in the crowd, but when you look, all you
see is the reflection on a blood-red fan. The commissioner snaps her fingers
and you continue. Once you finish your report, Taylor pays for the meal and
stands.
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“It sounds as though your efforts are, shall we say, adequate?” she says
primly. “However, the Foundation has a request. We need you to deliver a
package to our sanctum in Lagos. Please see that it is delivered safely.” She
hands you a sheaf of documents bound with cord.
Special Delivery 2:
Threading your way through crowded streets, you meet a shrouded figure
in a back alley. Reciting a phrase written in your instructions, you whisper: “Six
lions prowl at dusk.” The figure lowers the brim of their hat and recites the
callback: “A pride feasts in darkness.” Relaxing your guard, you hand the
Foundation operative the documents, and they retreat into the shadows.
X In your Campaign Log, cross off the cell is delivering intel. Each
investigator removes one copy of Foundation Intel from their deck.
Choose any number token in the chaos bag. Replace it with a number
token of a value 1 higher (i.e. You may replace a 0 token with a +1
token, or a –3 token with a –2 token).
Special Delivery 3:
Following a set of coded directions from the Foundation, you follow a
packed road to a small cafe in the heart of Lagos. Seated on a veranda
overlooking a bustling market is Commissioner Taylor, nursing a glass filled
with a deep red liquid. As you approach, she shuffles a deck of playing cards
with one hand and looks up at you.
“You can clearly follow directions,” she says, gesturing for you to sit across
from her. “But do you know how to play whist?” A warm breeze stirs the air
as you take your seat and Taylor deals you each thirteen cards, then reveals the
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top of the deck: a one-eyed jack. “Now talk.” As you play, the commissioner
asks you questions about your findings around the globe. As the final trump
card is revealed, Taylor looks you dead in the eyes.
“We have identified thirteen members of the Coterie so far, but evidence
suggests there are more. Far more. Even if we catch one, the organization will
persist. And that’s to speak nothing of their many operatives and minions. It
would be like trying to remove an anthill by catching individual ants.” You ask
the commissioner what she is getting at and she lays down her last card with a
smirk. “The way to bring them down is to cut them off at their source.”
You play your last card: a near loss. Taylor gathers the cards up. “I win
this time, but I look forward to our next game,” she sips her drink. “Do not
forget what I said. Find where they congregate.” As she speaks, a towering suit
approaches from the side of the building and whispers in her ear. “I am sorry
to cut this short, but I have business in Monaco. Unfortunately, I don’t have
time to deliver these documents—see that these reach our operatives in
Tokyo.”
Special Delivery 4:
After putting into port, you find a warehouse marked with 39-0 and a logo
of a red lion, per the instructions given to you by the Foundation. Once inside,
you deliver Commissioner Taylor’s documents to a steely-eyed operative, who
thanks you before melting into the shadows.
X In your Campaign Log, cross off the cell is delivering intel. Each
investigator removes one copy of Foundation Intel from their deck.
Choose any number token in the chaos bag. Replace it with a number
token of a value 1 higher (i.e. You may replace a 0 token with a +1
token, or a –3 token with a –2 token).
File #38–N
Subject Class: Red
Real Identity: Unknown
Last Known Location: Alexandria, Egypt
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Intro 1:
From the moment you step off the train in Alexandria, your hackles are
raised. Dark clouds gather over the city, and waves crash ominously against the
Mediterranean coastline. But the brewing storm is not what worries you—it’s
your tail.
It started with just a few of them. Local authorities, you suspect. Or at least,
that seems to be their cover. They could be Foundation agents keeping tabs on
you to ensure you remain on task, or Coterie operatives looking to take out a
potential threat. You navigate your way through the streets toward the Windsor
Hotel, where you have a room booked for the night, but everywhere you turn,
you spot more of them. You begin to formulate a plan just in case. Perhaps
you can confront one by surprise, interrogate them, learn what they are
after...but your thoughts are interrupted when a group of them beat you to the
punch.
“Welcome to Alexandria, agents. Yes, we know who you are,” one of them
says, but to your surprise, he raises his hands and shows that he bears no
weapons. Now that you are closer, you can easily spot the telltale scarlet
trappings among their persons—ties, cufflinks, and the like. “Don’t worry, we
come in peace. One of our number wishes to speak with you. We have a
problem in Alexandria that perhaps you can help us with.”
You scoff, incredulous at the audacity of such a request. You have no
intention of walking into the Beast’s trap. “I understand why you’re wary,” the
agent says, “but I think you will find this agreement to your liking. If you come
seeking the Beast, believe it or not, our goals are aligned. This invitation comes
from one much wiser and far less dangerous, I assure you. Come. We have
much to discuss.”
You consider your options, but trap or no trap, you can’t pass up an
opportunity to speak with a high-ranking member of the Coterie. Information
is your best weapon right now, and no matter what, this can only help to inform
you. You agree to follow, but keep an eye on your escorts, just in case.
To your surprise, the agents lead you by way of a horse-drawn carriage to
the Bourse—the stock exchange building in the heart of the city. You follow
your escorts through a bustling crowd wearing the finest clothes, up several
flights of stairs, and through a locked office door on the top floor of the
exchange. Immediately, you realize this must be no ordinary stock exchange,
but a Coterie hideout of some kind. The office on the other side is an
enormous suite, adorned with a surprising number of ancient relics and Euro-
131
centric art, including a rather large portrait of a knight wearing a suit of scarlet-
plated armor.
Intro 2:
Upon entering, you are greeted by your host—an elderly man of English
or perhaps French descent, wearing a elegant brown coat over an outfit of
outdated red formal wear. “Ah, here they are.” He motions for you to sit.
You’re surprised to find the man to be clearly of European descent, perhaps
English or French. Though his hair is graying and thin, and his face wrinkled
with long lines of worry, he seems surprisingly spry and large in stature. He
rests his hand on a polished silver cane, but doesn’t seem to need it to walk. If
you didn’t know any better, you would think him to be much younger than he
lets on.
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Intro 3:
Upon entering, you are greeted by your host—an elderly man of English
or perhaps French descent, wearing a elegant brown coat over an outfit of
outdated red formal wear. “Finally, you’re here.” He motions for you to sit.
Though his hair is graying and thin, and his face wrinkled with long lines of
worry, he seems surprisingly spry and large in stature. He rests his hand on a
polished silver cane, but doesn’t seem to need it to walk. If you didn’t know
any better, you would think him to be much younger than he lets on.
“I suppose you have many questions. First, introductions are in order. I
have gone by several names in my long tenure, but you may simply call me the
Claret Knight, as others do. I know why you are here. You come seeking that
which we have guarded for many centuries. But even were I inclined to hand
it over—which I am not—you are too late.” He gestures toward a nearby
armoire, which has been torn nearly to shreds. Its door dangles from its hinges,
and inside it is empty and dark.
“The Light of Pharos has been our charge in Alexandria for countless
years. We have protected it from those who would use it to harm, rather than
guide, humanity. But, I am afraid it has been stolen. And as such, until we can
recover it, we are at war.”
The Beast, you suspect aloud. “Indeed,” the knight confirms. “And before
you ask—yes, that creature is counted among the members of our esteemed
organization.” You wonder aloud why two members of the Coterie might be in
conflict instead of working together. “Yes, well, I fought tooth and nail to
prevent it from joining our ranks, if you’ll pardon the pun,” he says grimly.
“The truth is, I despise this Beast. Its methods are unsavory. It draws too much
unwanted attention.” His eyes, deep and blue as a dark ocean, meet with yours
as he emphasizes his point.
You remind your host that time is of the essence, and ask where this is
leading. “Of course,” he obliges. “Surely we agree that we cannot let this
implement remain in the hands of such a monster. It would be safer here,
under lock and key, where it has been for countless generations. As its
protector, I must do everything in my power to recover it. As such, I have
summoned you here to strike a bargain.” He nods to one of his agents, who
shows you a map of the city. Marked in several spots are buildings circled in
red.
“These are locuses—places of power that were established throughout the
city to prevent uninvited guests from entering a particular stronghold. They
were once linked to this place, but now, this power has been usurped by the
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Beast. The Light of Pharos is somewhere in the city, protected by our very own
magic. If we can destroy each locus and enter the Beast’s lair, we can take back
the artifact and retain it here, where it belongs. In return, I’ll tell you what you
wish to know about our organization. And you will have prevented catastrophe
from befalling this fair city, which has seen more than enough calamity already.
What do you say? Can we rely upon you to make the right choice?”
Intro 4:
You agree to help defend the Light of Pharos.
X In your Campaign Log, record the cell made a deal with the Claret
Knight.
X Remove 1 c token from the chaos bag. Add 1 v token (if there are
already 4, each investigator earns 1 experience instead).
Intro 5:
“A shame,” the knight intones, his tenor changing almost immediately.
“Very well. We shall have to deal with this threat ourselves, and I am afraid I
must ask you to leave the city at once.” You protest, but the knight’s agents
close in around you. He rises to a stature you did not expect from such an
elderly man, his voice commanding the kind of authority mentioned only in
myth. “You are no longer guests in my city. We will not suffer a war on two
fronts. Depart from Alexandria immediately or suffer the consequences.”
Although it pains you to leave when your goal lies so close, if what the
knight said is true, you would have to break the various locuses around the city
in order to claim your prize, and you are surrounded and outnumbered,
besides. You decide it is best to exit the Coterie’s stronghold and regroup
before making a run at the Key.
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But, as is often the case, fate has other plans. The moment you leave the
Bourse, you are accosted by a man in a pinstripe suit and a red fez.
Bewilderingly, he flashes a Foundation badge and makes a motion to follow
him into a nearby alley. You make sure you aren’t still being watched, then
abscond into the alleyway, where the man greets you in English. “Hossam Sirry,
at your service. Commissioner Taylor told me you’d be coming. That dossier
you got? I put that intel together myself.” You study the man’s face for a
moment. Unlike the so-called Claret Knight and his Coterie entourage up in
the Bourse, he looks native to the area, with brown skin, dark brown eyes and
a chiseled, stubbled jawline. Still, your eyes cannot help but dance warily to the
one article of red he wears upon his head. He rolls his eyes and gives a slight
chuckle. “Do not worry. I am not with them. You would be hard pressed to
find this kind of headwear in any other color.” You let out a sigh of relief. “I
take it from the way you were escorted out of there that you didn’t take their
offer?”
You tell Agent Sirry what happened inside the Bourse. “You made the
right call,” he says. “Those Coterie dogs have been entrenched in Alexandria
for as long as anyone can remember. They think this city is theirs, but it’s not.
It belongs to the people. It belongs to us.” His disdain is unmistakable. It’s not
just for the Coterie—it’s for the people who aim to wrest control of the city away
from those who call it home. “They come here from afar and act like their
governance, their occupation, is some kind of gift.”
Agent Sirry puts a hand on your shoulder. “Let us help one another. Your
objective is to claim the knight’s Key for your own, yes? This will also weaken
the Coterie’s control over this city. That is a result I can get behind.” You nod
in agreement. This conflict may not be as personal for you as it is for Sirry, but
you’ll stop at nothing to help.
X Remove 1 v token from the chaos bag. Add 1 c token (if there are
already 4, each investigator earns 1 experience instead).
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Intro 6:
You agree to help recover the Light of Pharos.
X In your Campaign Log, record the cell made a deal with the Claret
Knight.
X Remove 1 c token from the chaos bag. Add 1 v token (if there are
already 4, each investigator earns 1 experience instead).
Intro 7:
“A foolish choice,” the knight intones, his tenor changing almost
immediately. “Very well. We shall have to deal with this threat ourselves, and
I am afraid I must ask you to leave the city at once.” You protest, but the
knight’s agents close in around you. He rises to a stature you did not expect
from such an elderly man, his voice commanding the kind of authority
mentioned only in myth. “You are no longer guests in my city. We will not
suffer a war on two fronts. Depart from Alexandria immediately or suffer the
consequences.”
Given your refusal to help, it is hard to hold the man’s response against
him. Still, you did manage to acquire some information regarding the Key’s
whereabouts. You decide it is best to exit the Coterie’s stronghold and make a
plan to take down the Beast before he and his people do.
But, as is often the case, fate has other plans. The moment you leave the
Bourse, you are accosted by a man in a pinstripe suit and a red fez.
Bewilderingly, he flashes a Foundation badge and makes a motion to follow
him into a nearby alley. You make sure you aren’t still being watched, then
abscond into the alleyway, where the man greets you in English. “Hossam Sirry,
at your service. Commissioner Taylor told me you’d be coming. That dossier
you got? I put that intel together myself.” You study the man’s face for a
moment. Unlike the so-called Claret Knight and his Coterie entourage up in
the Bourse, he looks native to the area, with brown skin, dark brown eyes and
a chiseled, stubbled jawline. Still, your eyes cannot help but dance warily to the
one article of red he wears upon his head. He rolls his eyes and gives a slight
chuckle. “Do not worry. I am not with them. You would be hard pressed to
find this kind of headwear in any other color.” You let out a sigh of relief. “I
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take it from the way you were escorted out of there that you didn’t take their
offer?”
You tell Agent Sirry what happened inside the Bourse. “You made the
right call,” he says. “Those Coterie dogs have been entrenched in Alexandria
for as long as anyone can remember. They think this city is theirs, but it’s not.
It belongs to the people. It belongs to us.” His disdain is unmistakable. It’s not
just for the Coterie—it’s for the people who aim to wrest control of the city away
from those who call it home. “They come here from afar and act like their
governance, their occupation, is some kind of gift. Had you allowed them to
take back that Key, their control over the city would once more become
solidified.”
Agent Sirry puts a hand on your shoulder. “Let us help one another. Your
objective is to claim the Beast’s Key before the Coterie does, yes? We can’t let
either of them retain the Light of Pharos. It is too important. Come with me. I
have resources that can help you.” You nod in agreement. This conflict may
not be as personal for you as it is for Sirry, but you’ll stop at nothing to help.
X Remove 1 v token from the chaos bag. Add 1 c token (if there are
already 4, each investigator earns 1 experience instead).
Setup (v. I)
X Gather all cards from the following encounter sets: Dogs of War, Scarlet
Sorcery, Spatial Anomaly, Spreading Corruption, and Dark Cult. These
sets are indicated by the following icons:
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X Put the following locations into play: Windsor Palace Hotel, Victoria
College, Qaitbay Citadel, The Corniche, and Zan’et el Settat.
X Build the agenda deck using only Agenda 1a—”Brewing Catastrophe (v.
I).” Remove each other agenda from the game.
X Build the act deck using only Act 1a—”Rabbits Who Run (v. I).” Remove
each other act from the game.
X Put one Key Locus story asset into play at each of the four Locus Site
locations, (Last Bastion) side faceup.
X Put The Claret Knight into play at The Bourse, story asset side faceup.
Attach The Light of Pharos key to The Claret Knight. Both The Claret
Knight and The Light of Pharos are controlled by all of the investigators.
X The lead investigator spawns the The Beast in a Cowl of Crimson enemy
at Catacombs of Kom el Shoqafa, (Ravager in Red) side faceup.
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Setup (v. II)
X Gather all cards from the following encounter sets: Dogs of War,
Cleanup Crew, Scarlet Sorcery, Spatial Anomaly, and Spreading
Corruption. These sets are indicated by the following icons:
X Put the following locations into play: Windsor Palace Hotel, Victoria
College, Qaitbay Citadel, The Corniche, and Zan’et el Settat.
X Build the act deck using only Act 1a—”Rabbits Who Run (v. II).”
Remove each other act from the game.
X Put one Key Locus story asset into play at each of the four Locus Site
locations, (Defensive Barrier) side faceup.
X Spawn The Claret Knight at The Bourse, enemy side faceup. Attach
The Light of Pharos key to The Claret Knight, under his control.
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X The lead investigator searches the gathered encounter cards for Coterie
Assassin (A) and draws it, resolving its concealed keyword, with 1
additional decoy for each other investigator in the game.
X Put the following locations into play: Windsor Palace Hotel, Victoria
College, Qaitbay Citadel, The Corniche, and Zan’et el Settat.
X Build the act deck using only Act 1a—”Rabbits Who Run (v. III).”
Remove each other act from the game.
X Put one Key Locus story asset into play at each of the four Locus Site
locations, (Defensive Barrier) side faceup.
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X Spawn The Beast in a Cowl of Crimson enemy at Catacombs of Kom el
Shoqafa, (Wolf in Sheep’s Clothing) side faceup. Attach The Light of
Pharos key to The Beast in a Cowl of Crimson, under its control.
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You may read this dossier at any time
File #44–O/55–X
Asset Name: Irawan, Dewi
Area of Operation: Southern Hemisphere
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Theory of Annihilation 1:
\As your ship puts into port at Rio De Janeiro, you see a massive hollow
statue under construction on Corcovado mountain overlooking the city. The
statue is vaguely humanoid, its arms spread wide in welcome… or is it a
warning?
X If the cell met Dr. Irawan and less than 25 time has passed, proceed to
Theory of Annihilation 2.
X If the cell met Dr. Irawan and 25 or more time has passed, skip to
Theory of Annihilation 3.
Theory of Annihilation 2:
After some searching, you find Dr. Irawan in the Belmond Copacabana
seated at a table covered in sketches and academic clutter. “I am actually glad
you missed my lecture,” she says. “It was an utter disaster. I was laughed out of
the auditorium when I tried to present. Someone called me a
‘cryptozoologist’.”
Dr. Irawan adjusts her large round spectacles as she turns to a beautifully
detailed sketch of a bird roosting in a palm tree. “I presented what I am calling
the Theory of Annihilation. A process by which an ecosystem is, itself,
devoured via what you have dubbed ‘paranatural selection.’ Not just the
ecosystem, but the memory of itself. The fact of its very existence.”
“Do not worry, I will credit you for that term,” she takes a sip of strong,
dark coffee. “But after my recent survey of the Amazon, I am afraid the process
is accelerating. A dozen species of macaw have vanished, and my colleagues
have no memory of them. The sketches have disappeared as well. Of those we
documented, only the scarlet macaw remains.”
As Dr. Irawan flips idly through her sketchbook, her eyes catch on a
particular page, and her face goes white. “This cannot be.”
You ask her what the matter is, and she points to the page. “Just yesterday,
this page was not blank. The Phalanger septimus. A cuscus living in the western
New Guinea.”
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Dr. Irawan begins gathering up her things. “I sketched this subject months
ago. Perhaps there will be some trace of it—or of whatever force is behind all
this—out in Manokwari.” She pushes a strand of hair behind her ear and smiles
at you. “Thank you for listening. Perhaps we will meet again.”
X Each investigator earns 1 experience, as they gain insight into the strange
happenings around the world.
X Under “Time Passed,” write δ (delta) underneath the current time. (This
symbol has no status report and is only used as a time marker.)
Theory of Annihilation 3:
Upon arriving in the city, you look for Dr. Irawan at the Belmond
Copacabana. The concierge checks the reservation on your behalf when you
mention Dr. Irawan’s lecture, but finds nothing. You take out the card she gave
you, but both sides are blank. It’s as though she has vanished completely...
Theory of Annihilation 4:
After some searching, you find Dr. Irawan in the Belmond Copacabana
seated at a table covered in sketches and academic clutter. After introducing
yourself, you ask about her research.
“Oh, I see. You are here to mock me,” she says, closing a worn survey
journal. You tell her you aren’t, and after some coaxing, she opens up to you.
“I am actually glad you missed my lecture,” she says. “It was an utter disaster.
I was laughed out of the auditorium when I tried to present. Someone called
me a ‘cryptozoologist’.”
146
You tell her that there are worse insults. “That may be,” Dr. Irawan adjusts
her large round spectacles. “But for my career, it is a death knell.” She turns
to a beautifully detailed sketch of a bird roosting in a palm tree. “I presented
what I am calling the Theory of Annihilation. The world devouring itself. Not
just itself, but the memory of itself. The fact of its very existence.”
She takes a sip of strong, dark coffee. “Several years ago, I surveyed the
Amazon with a half dozen other well-known academics. We observed dozens
of distinct species of macaw, and named each after a stone: turquoise, amethyst,
obsidian, the like. But now,” she turns to several empty pages. “There is no
trace or record of any of them. My colleagues tell me I made up the Turquoise
Macaw and the others. There is no trace of them in their habitat, either. And
the sketches have disappeared as well.”
You assure Dr. Irawan that she is not mad, and share what little you can
about the disappearances.
“Thank you,” says Dr. Irawan. “I am glad we met. I was beginning to think
this was all in my head.” She gives you her business card with the address of a
university in Australia written on the back. “I will be in Perth to continue my
survey and my next lecture. Perhaps I will see you there.”
X Each investigator earns 1 experience, as they gain insight into the strange
happenings around the world.
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Metamorphosis 1:
It is early evening as your boat pulls into port in Manokwari. Towering
mountains covered in rich greenery roll down to meet the brilliant blue water.
As night falls, coruscating lights dance beneath the surface of the water: are they
bioluminescent plants, or something else?
Metamorphosis 2:
At first, you are concerned that nobody recognizes Dr. Irawan’s name, but
after some persistent questioning, a reluctant local offers to lead you to her.
Heading into the dense underbrush, you follow a steep path up a nearby
mountain until you reach a dark hollow. Leaning against the trunk of an
ironwood tree, you find the zoologist peering intently into the shadows.
“I did not expect you to follow me here,” Dr. Irawan whispers. Following
her lead, you sit down next to her and peer into the dark. The air around you
is thick and moist. “My theory was...incorrect. Or at least, partially incorrect.”
From your vantage point, you can see into a shallow dell cut by a cascading
waterfall. The moon shimmers on the ripples of a narrow stream. Dr. Irawan
continues: “All trace of this particular cuscus is gone, that much is for certain.
The locals have no memory of them. But something is different about the
disappearance. Something lingers.”
A low, moaning wail from somewhere in the trees startles you. Dr. Irawan
holds out a pair of binoculars and points at a cluster of ironwood trees on the
far side of the glade. Peering through, you spy three cat-sized marsupials with
yellow eyes clinging to a branch, curled tails swinging in the dark. They are
feeding on something. Just looking at them makes your head spin: something
about them is both there and not there at once, forcing your eyes to constantly
adjust. The animals’ movements are stiff and double-jointed as well, both too
fast and too slow. You look away.
“You see them?” asks Dr. Irawan. You nod and look again: the cuscus are
messily devouring a green python. “It is fascinating. A fundamental change.
The prey have become predators. The few I have observed have made a
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complete shift in behavior, turning on other cuscus, hunting their own natural
predators—of which the green python is one. Their very nature seems to have
changed!” Dr. Irawan stammers excitedly. “But more importantly, they aren’t
gone. I mean: they have gone, to some. Nobody remembers them. But yet they
persist.”
You turn your binoculars back to the cuscus to find them frozen: staring
straight at you with their bright, topaz eyes. Surprised, you drop the binoculars.
When you look again, the cuscus are gone. Suddenly on edge, you tell Dr.
Irawan it would be best to leave, but she shakes her head. “I am on the verge
of the greatest discovery of the century. An entire field of para-zoological
research. I cannot leave now.”
Leaving Dr. Irawan to her own devices, you head back into town. The
jungle around you is eerily silent, and even as you break into a moonlit clearing,
you cannot help the feeling of being watched.
Over the next few days, you make contact with the zoologist in passing.
The day your ship is scheduled to leave Manokwari, Dr. Irawan is suspiciously
absent from the guest house. The staff tell you she didn’t return the night
before. Concerned for her safety, you return to the hollow where you met her
before. The jungle retains the same unsettling quietude as you hike up the
mountain.
Scattered on a rock overhanging the dark hollow are several torn-up
sketchbooks and a broken pair of binoculars, but no trace of Dr. Irawan.
Scanning the murky copse, you see a glimmer of light and the zoologist’s batik
vest at the base of the waterfall. You carefully pick your way down the muddy
slopes to the bank of a narrow stream where the zoologist lays prone, her arm
bent at an odd angle. A trio of yellow-eyed cuscus scatter as you approach.
Turning her over gently, you are relieved to find her still breathing. A strange
black implement is clutched in her left hand, close to her chest.
A mordant call resounds from above. Dr. Irawan is surprisingly light as
you scoop her up in your arms. Dozens of yellow eyes glare down at you from
the ironwood trees as you carry the zoologist downstream, away from the
hollow. Flitting, shimmering forms dart to and fro overhead like silent
warnings.
As soon as you get back to town, you check the unconscious zoologist into
a clinic. The ship you had booked has already left, but with the strange
circumstances you found her in, you resolve to stay with Dr. Irawan until she
wakes up. Several days pass, filled with disquieting silence, until she finally
speaks.
150
“I noticed several cuscus gathered around this,” she thumbs the hollow
bell in her good hand. “I knew better than to interfere. But they seemed so
fixated on it. Much like magpies or crows will hoard certain objects. So strange.
I noticed they stowed it in the crook of a branch and, so I climbed up for a
better look and—well, that’s when I fell,” she says.
You hold the strange chime in your hands, appreciating its heft and form.
The inlaid designs are like nothing you or the zoologist have ever seen. The
metal is cool to the touch yet strangely electric. On a whim, you hold the bell
up and swing it once, even though it doesn’t have a clapper. A palpable wave
of sonic energy ripples through the air around you. From the trees, you can
hear a familiar mournful cry.
“This has become more than a simple survey,” Dr Irawan whispers.
“Whatever those creatures have become, they are no longer Phalanger
septimus. Something changed.” The zoologist pauses and considers her words
for a moment, then smiles at you. “Whatever is happening, I—I would prefer
to not work alone. Perhaps I could continue my research with you?”
You tell Dr. Irawan you wouldn’t have it any other way, and agree to stay
with her as she recovers. The zoologist entrusts the strange bell to you.
X In your Campaign Log, record Dr. Irawan joined the cell. Any one
investigator may choose to add the Dr. Dewi Irawan story asset to their
deck. It does not count toward their deck size.
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Metamorphosis 3:
Asking around town, each mention of Dr. Irawan is met with a curious
stare. You go so far as to mime the zoologist’s distinct large eyeglasses, but
nobody recognizes the name or the likeness. After several days, you abandon
your fruitless search. As you check out from the local guest house, you find a
blank sketchbook sitting on a wicker table. Picking it up, your skin pricks, and
you have the feeling of being watched. But when you turn around, you are
completely alone.
X Each investigator earns 2 experience, as they gain insight into the strange
happenings around the world.
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Check your Campaign Log.
Intro 1:
You and Flint meet at the Royal Selangor Club: a sharp-angled complex
situated on the edge of a meticulously groomed lawn. A cricket match unfolds
for the club members on the turf below as you and Flint discuss the Coterie’s
interests and Tzu San Niang’s possible aims. “Hold on a moment,” Flint stops
mid-sip and stares into the throng of wealthy expatriates. You turn your head
and watch the crowd. A woman with a pale complexion and jet-black hair turns
away from you, twirling a bright red parasol.
“Well, that was easy,” laughs Flint. You can hear a steely edge in his voice
as he stands, gingerly, and leaves a generous tip for the staff. “Let’s see what
she’s up to, shall we?”
X In your Campaign Log, record Flint rejoined the cell. Any one
investigator may choose to add the Inspector Flint story asset to their
deck. It does not count toward their deck size. This card can be found in
the Globetrotting encounter set, indicated by the following encounter set
icon:
X Proceed to Setup.
Intro 2:
You arrive in Kuala Lumpur filled with a gnawing, terrible fear. As you
negotiate the fare to the railway station, your sense of foreboding only grows.
The air is full of intoxicating, overwhelming scents: juicy grilled meats, chewed
betel nut, wisps of incense. All of it fills your senses and reminds you how far
you are from home. After your driver drops you off at the bustling railway
station, you wander the platforms and rail offices, but all your inquiries are met
with blank indifference.
Amidst the steam of a retreating train, you see a brilliant red parasol held
by a beautiful woman with jet black hair. You barely have time to react before
154
she melts into the bustle, but you have to wonder: is this an unlikely
coincidence, or a Coterie trap? Either way, it’s the only lead you have.
Proceed to Setup.
Setup
X Gather all cards from the following encounter sets: Shades of Suffering,
Dark Veiling, Mysteries Abound, Scarlet Sorcery, Spreading Corruption,
and Striking Fear. These sets are indicated by the following icons:
X Put the Kuala Lumpur Station (East Wing), Kuala Lumpur Station
(West Wing), Selangor Club, and Selangor Club Padang locations into
play.
Set each other location (Melati’s Shop, Tin Mine, and Wayang Kulit
Theater) aside, out of play.
X Choose one of each Geist enemy (Uncanny Shadow, Buried Miner, and
Slain Foreman) at random and set them aside, out of play. Remove the
other copies of those Geist enemies from the game. These cards are
double-sided and have story cards on their reverse side. For the best
experience, do not look at the story cards on their other side until you
are instructed to do so.
155
X Spawn the Tzu San Niang enemy (The Lady with the Red Parasol) side
faceup in the shadows and attach The Shade Reaper to her, Unstable
side faceup. Resolve her concealed keyword, placing her concealed mini-
cards at each location other than the starting location.
If 19-26 time has passed, place six resources on The Shade Reaper,
as charges.
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Scenario Interlude: The Bomoh
The Bomoh 1:
Before you even step inside the shop, you are greeted by the intense but
pleasant fragrance of dried flowers and herbs that hang in bundles from the
low ceiling. The scent is intoxicating. As your eyes adjust to the dimly lit
interior, a small middle-aged Malay woman in an ornate dress rises from her
stool in the corner to greet you.
“You’re a bit late, but I suppose it’s better than if you had arrived early,”
she says matter-of-factly. You ask her what she means, and she shakes her head.
“I’m Melati. Our meeting was foretold.” She explains that she is a bomoh, or
shaman, and that she was forewarned of your meeting by the spirits. You ask
her about the woman with the red parasol.
“Yes, that’s why I was glad you didn’t arrive early,” she grimaces, then
lights a bundle of some aromatic herbs. You feel a tingling lightheadedness
wash over you, followed by soothing calm. Melati goes on: “That was Tzu San
Niang. She’s the reason I have to cleanse my shop. There is a foul essence that
follows her. Perhaps why she masks her unclean spirit with a veneer of
politeness.” As Melati speaks, a cloud of vague confusion passes over her, as if
she cannot place something. You ask her what Ms. Tzu wanted.
“I truly can’t even remember what she asked of me.”
The bomoh recites a low, mumbling chant as she completes the cleansing
ritual, then holds one hand to her temple. Her brow furrows as she falls to her
knees, wracked with pain. You move to help her up, and she holds one hand
out, steadying herself against the low wooden table, and then slides to sit. She
gestures for you to sit across from her.
“Now I understand why they told me you were coming,” she smiles
bravely. The deep lines in her face fold with shadows in the dim shop. The
bomoh pours you a cup of hot, steaming tea. “The spirits are restless.
157
Something has stirred up a deep well of pain as the city reforms itself to keep
up with such change. People coming and going. And in all of it, I sense a dark
aura: a cloud of misfortune. And at the center of it, the lady with the red
parasol. She is a harbinger of sorts. Inflicting pain and misery even as she reaps
the rewards of great industry.”
The bomoh’s voice is firm and clear, even as her hands shake, holding
her tea cup. You sip the rich, earthy brew as you consider the situation. Tzu
San Niang has some greater design at work, but what? You ask Melati if the
spirits have told her anything else. She shakes her head.
“I sense only their great pain. And that their great pain is linked, in some
way, to the lady with the red parasol. It is almost as though she feeds on it.
Devours it.”
The Bomoh 2:
Melati doubles over again, clutching one hand to her chest. You move to
help her as Inspector Flint produces a small med kit to administer emergency
aid. The bomoh shakes her head.
“Do not worry for me. I am stronger than any spirit, though I feel they are
in such deep, awful pain. The city is rife with sorrow.” She sighs and rights
herself. “As I said before, our meeting was not by any chance. Perhaps if we
can speak with the spirits, put them to rest, we can understand Ms. Tzu’s
greater aims and, perhaps, thwart them. Can you help me?”
Flint looks to you, and to the bomoh, and smiles. “We’ll help you get to
the bottom of this.”
The Bomoh 3:
Melati doubles over, clutching one hand to her chest. You move to help
her, pulse racing, as her eyes roll back in her head. The fit passes, and she lets
out a heavy sigh. “Your friend just spoke to me. Li. Li Flint.” Your blood runs
158
cold as she says the name. The bomoh’s eyes glisten in the dim as she lights a
candle.
“I am sorry to deliver such terrible news, but his spirit is in agony. He
spoke of Ms. Tzu and her cruelty. Even now, she drinks his despair, feeds on
it, as you or I consume food. I think I understand now.” She pauses, takes a
sip of her tea, and looks gravely at you. “Ms. Tzu consumes the agony of the
departed. Feeds on it. The city is rife with sorrow. I know we have only just
met, but can you help me?”
You give a slow nod, resolve and wrath equally heavy in your heart.
X In your Campaign Log, cross off Agent Flint is missing. In its place,
record Agent Flint is dead.
159
The Bomoh 4:
Before you leave Melati’s shop, she tells you of three epicenters of spiritual
disturbance in the city.
X Put the Tin Mine and Wayang Kulit Theater locations into play.
X Find the three set-aside Geist enemies and spawn them as follows:
X Return Tzu San Niang (The Lady with the Red Parasol) to the shadows
and resolve her concealed keyword, distributing each of those concealed
mini-cards among each location with a Geist enemy.
X Remove all doom from each card in play other than Tzu San Niang. If it
is agenda 1a, advance directly to agenda 2a (Do not resolve agenda 1b).
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161
You may read this dossier at any time
File #49–R
Asset Name: Quinn, Ari
Area of Operation: Sydney, Australia
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Check how much time has passed in the Campaign Log.
Ringing Hollow 1:
You arrive in Sydney and immediately search for the agent described in
Taylor’s dossier, finding her safehouse in an old, condemned warehouse by
Botany Bay, on the eastern side of the city. She has an entire wall of filing
cabinets containing years and years of research, and her table is covered in a
mess of maps and photographs. “Ah, the new cell,” she regards you, flipping
on a fluorescent light that coldly illuminates the room. “The name’s Quinn.
The commissioner told me you might drop by.”
You ask her what kind of intel she might have to aid your investigation,
which earns you a chuckle. “What don’t I have? Well, let me show you what I
am looking into right now...”
X If the cell hid the truth from Taylor, skip to Ringing Hollow 3.
Ringing Hollow 2:
“I have been looking into the disappearances you mentioned to Taylor.
She is concerned about these events, but perhaps not as much as she should
be.” She hands you a file from her table and leans back as you examine it. It’s
a host of information regarding missing buildings, sites, in some cases even
entire villages, all of which vanished mysteriously and without explanation.
“Sound familiar?”
You nod and inform Quinn this is precisely the kind of thing that you’d
been looking into before you were recruited to the Foundation. You take the
time to tell Quinn everything you know regarding the strange entities you have
spotted numerous times in your travels, and what their presence does to objects
and people alike.
“That lines up with my research,” she says, motioning to her cluttered
table. “But if that’s true, these things have been active for literally hundreds—
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thousands of years. And we have collectively forgotten everything that has been
erased, save for a desperate few that cling to memory. Do you understand what
this means?”
Other than the obvious—that humanity is in very real danger of becoming
forgotten history—you aren’t sure what she is getting at.
“I have a hunch, but I cannot look into it here. Looks like I’m headed
back to Britain. I know you have your own assignment to get to, but, if you can
spare the time, can you come meet me in Amesbury? It is just due west of
London.” Wearing a taut but determined grimace, Quinn gathers some
personal belongings and leaves you with more questions than answers.
X In the North Atlantic section of the Campaign Log, find London. In its
spot, write “27–H.” You are now allowed to travel back to this location
whenever you embark.
Ringing Hollow 3:
“This is off-book, but I’ve been looking into some pretty strange events.
Take a look.” She hands you a file from her table and leans back as you
examine it. It’s a host of information regarding missing buildings, sites, in some
cases even entire villages, all of which vanished mysteriously and without
explanation. You do your best not to let your familiarity with such events show
on your face. “Any of this mean anything to you?”
You don’t like lying, but telling the truth now would reveal your earlier
deception to Taylor. You shake your head, telling Quinn this is new to you.
“That checks out. See, that is what’s so hinky about all this. You are holding
the only surviving records of any of these places. It is as though all of them
were completely eradicated from history. And if that is true, who is to say the
same could not happen to us?” She shudders. “The thought of being forgotten
like that...even by those closest to me...it is my worst fear.”
You tell Quinn that you feel similarly, and that you wish you had more
intel to give her. Her gaze, narrow with suspicion, sees right through you.
“I do not buy that for a second. Taylor might trust you, or maybe she just
does not want to get her hands dirty. But I can tell when someone is lying to
my face.” A grim silence hangs in the air. Finally, she exhales. “Fine. Do as you
will. But if you decide to spill, you can find me in Amesbury, due west of
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London,” she says, packing some of her files and personal belongings in a small
canvas duffel bag. You repeat her destination, curious as to why.
“Something there I want to look into,” is all she gives you. You suppose it
is only fair, considering your hesitance to give her the full story. She gives you
no more than a cold glance as she leaves, and you wonder if perhaps you
should have warned her. But what she doesn’t know can’t hurt her...right?
X In your Campaign Log, record Agent Quinn does not trust the cell.
X In the North Atlantic section of the Campaign Log, find London. In its
spot, write “27–H.” You are now allowed to travel back to London
whenever you embark.
Ringing Hollow 4:
You arrive in Sydney and immediately search for the agent described in
Taylor’s dossier, but everywhere you search, there appears to be no trace of
her, nor any memory of her among the locals. Feeling worried, you redouble
your efforts and eventually track her to an old, condemned warehouse by the
bay on the eastern side of the city. Inside is an entire wall of filing cabinets
containing years and years of research, and a table covered in a mess of maps
and photographs. But there is no sign of Agent Quinn.
Judging from her recent notes, she appeared to have been researching the
same kind of paranormal events you’d been looking into before you were
recruited to the Foundation—missing buildings, sites, in some cases even entire
villages, all of which vanished mysteriously and without explanation. But if she
came to any conclusions, you find no evidence of it.
With no other leads, you depart, filing a report on Quinn’s disappearance
for the commissioner. You hope she is simply in hiding somewhere, but your
instincts tell you otherwise.
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Check the Campaign Log.
X If Flint is working solo and 10 or fewer time has passed since psi ψ, skip
to Blood, Sweat, and Tea 2.
X If Flint is working solo and 11 or more time has passed since psi ψ, skip
to Blood, Sweat, and Tea 3.
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You hear feet shuffling in your direction, but before any reckoning comes,
Flint picks you up and drags you back out to the street, where the crowd and
broad daylight might keep you from overt harm...for now. As the sensation in
your limbs returns, Flint muses aloud. “The Royal Selangor Club—that’s a
social club in Kuala Lumpur. Come on, we have no time to lose.” He helps
you to your feet, but you’re still recovering from the blast of energy that sent
your body and mind reeling. The parasol isn’t just a Coterie insignia after all—
it is a Key!
X In the Southeast Asia section of the Campaign Log, find Kuala Lumpur.
In its spot, write “46–Q.” You are now allowed to travel to Kuala
Lumpur whenever you embark.
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Royal Selangor Club next. It’s a social club in Kuala Lumpur, for the wealthy
elite. Care to join me?”
X In the Southeast Asia section of the Campaign Log, find Kuala Lumpur.
In its spot, write “46–Q.” You are now allowed to travel to Kuala
Lumpur whenever you embark.
X In the Southeast Asia section of the Campaign Log, find Kuala Lumpur.
In its spot, write “46–Q.” You are now allowed to travel to Kuala
Lumpur whenever you embark.
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171
Check the Campaign Log.
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languages every other sentence like two students testing one another. You
watch in awe as the two juggle ancient languages as easily as breathing.
Finally, Quinn addresses you. “You were right. She’s searching for a place
where...” Aliki speaks again, and Quinn translates. “The entities you’ve
encountered. She thinks the things they take—no, devour—she thinks they end
up somewhere else. She’s searching for the place where they go.” You ask
Quinn if she can think of any place on Earth that might be a hotspot for such
activity. “There is one that I can think of,” she replies. “The Bermuda Triangle,
otherwise known as The Devil’s Triangle, in the Atlantic. We’ve tried our best
to keep it under wraps, but a lot of ships and even some aircraft have gone
missing in that area. A few of those incidents are on my list of memory
anomalies, as well. Could be some kind of...gateway.”
You tell her to ask Aliki why she is looking for this place, and the two
begin conversing again. “She says that she thinks some of the Coterie were—”
She pauses for a moment, struggling with the translation. “—taken? But how
could that be? Our records indicate they’re accounted for. At least, the ones
we know about.” You consider all that you have seen, and a nauseous feeling
overtakes you. Is it possible for both to be true? Is it possible some in the
Coterie are not what they seem?
You approach and ask Aliki if she would like to travel with you to this
gateway, if it exists. Quinn tentatively translates your request, and the
mysterious figure nods in response. Resolve, strange and fierce, like a piercing
light in the abyss, fills your heart. You lift the raven whistle and say that you will
summon her when you are ready. This time, Aliki nods without even waiting
for Quinn’s translation. You catch just a glimpse of piercing red eyes, framed
with heavy bangs, as the wind picks up again and sends her hair aflutter. You
lift your coat to block the bitter chill, and naught but a moment later, Aliki
Uperetria is gone, wisped along with the wind itself.
You ask Quinn if she will stick with you a little longer. “I’m not going to
lie, this terrifies me,” she says in a small voice, “but I think we are on to
something here. Yes. I will see this through with you to the very end. I just
hope...” she quivers and averts her gaze away from you. “I just hope I am still
remembered when this is done.
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City, San Juan, or Bermuda, at the cost of 1 time. (When you do,
proceed to File 56–Y in the Campaign Guide).
X Each investigator may begin the next file they play with 1 additional
resource in their resource pool.
X You may return to Rome again during this campaign, but only after
playing another file.
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You may read this dossier at any time
File #52–U
Sanctum Class: Yellow
Sanctum Location: Ybor City, Florida
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The Safehouse 1:
It’s a good thing the locals here are fairly welcoming and don’t seem to
mind you asking directions, because “abandoned cigar factory” doesn’t exactly
narrow things down. The bustling Ybor City district near Tampa is home to
many such factories built and run by thousands of immigrants from all over. If
you had to check each and every factory, you’d be here all week. Luckily, you
have a lead just north of the bay: a quiet, run-down building with an adjoining
boarded-up warehouse. If you didn’t know the truth, you’d think it was nothing
more than an out- of-date factory from the ’80s, probably filled with nothing
more than dust and rats. But if you’ve learned anything in your travels, it’s to
never trust the evidence of your eyes.
You cautiously approach the main entrance and attempt to open it. As you
suspected, it does not budge. If this is truly a Coterie sanctum, it’ll be harder
than that to get inside. There’s no easy way in through the third- story windows,
so you circle around the side of the warehouse, spotting a large metal door
likely used for loading goods or unloading supplies. As there is no handle or
lever, you decide to knock. A moment later, a gruff voice responds from the
other side: “Passphrase.”
X If you know the passphrase and the current time is at or after Θ (theta),
proceed to The Safehouse 2.
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The Safehouse 2:
You lean in and utter the words that Desi taught you—”Blackbird
Solitaire”—and the door slides open. On the other side, a muscular man with
a thick mustache gives you a toothy grin. The hand hovering just over the
handle of a revolver holstered at his side gives you pause, but after a moment,
he steps aside to let you in. “Boss said you might be stopping by,” the doorman
says. “He said to let you look around and take whatever you need.”
You step inside and eye the man carefully. Last thing you need is a bullet
in the back just as soon as you begin your search. As if sensing your concern,
he slowly unholsters his gun and empties the cylinder. “Look, friend. I know
what you did for Desi. Any friend of his is a friend of mine,” he states, meeting
your suspicious gaze head-on. “Whatever you’re looking for, it’s yours.”
It doesn’t take too long for you to find the Key Desi had stashed here.
Mounted on a far wall of the warehouse, over a midst of a trove of supplies
and ammunition, its alien sheen reflects a warped view of your startled
countenance. It is a double-edged blade of considerable length, although it has
no handle or grip with which to wield it. It might be a weapon, but it is no
mortal one, that is for sure.
“That old thing?” the gruff man asks as you delicately remove it from its
mount. “Just a weird hunk of metal, that is. Thought Desi just kept it here for
kicks. Creeps the hell out of me.” As you hold the blade over both of your
hands, a gentle pulse of energy quivers through its length. Not a decoration,
then—this is the real deal.
You also sift through some of Desi’s records and intel while you are here.
Not much that you don’t already know, but it looks like he’s been keeping tabs
on a few of his cohorts. There are more than a few clandestine photographs of
a woman carrying a red parasol over her shoulder. In the clearest of these, the
woman is giving the camera a knowing smirk. She knew Desi was on to her.
On the back, in sloppy handwriting, black ink reads: “You’re in too deep this
time, Tzu.”
You browse a bit more, but you aren’t going to find much else here. Desi’s
operation is quite a bit different from the Coterie’s stated goals, it seems.
Perhaps there is more to them than the Foundation believes. Or, it’s just
another front. Doesn’t matter. You have what you came for.
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X Choose an investigator to be the bearer of The Mirroring Blade and
update the Campaign Log accordingly. This card can be found in the
Globetrotting encounter set, indicated by the following encounter set
icon:
X Each investigator earns 2 experience, as they gain insight into the inner
workings of the Red Coterie.
The Safehouse 3:
No matter what you say, the voice on the other side of the door remains
silent. Then, muffled yet distinct, you hear the telltale sound of a revolver being
slowly chambered. With that, you decide to take your leave. You’ll have to
return later, when you know how to get in...
X You may return to this location again later. For now, you may embark.
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You may read this dossier at any time
File #53–V
Subject Class: Undetermined
Real Identity: Uperetria, Aliki Zoni (oo-peh-reh-tree- ah, a-lee-kee
zoh-nee)
Last Known Location: Kathmandu, Nepal
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Whistle on the Wind 1:
A chill breeze flutters through the streets of Kathmandu, along with a
faint, shrill whine. To the north, the Himalayas loom over the city, only their
peaks illuminated by the westward sun. Pinks and purples bathe the sky in
vibrant beauty. You could stare at such a breathtaking sight forever...but you
have a job to do. Despite the quiet, peaceful evening, that soft, sharp piping
does not cease, like an aching sense of dread in the back of your mind. As the
evening drags on and the whistling grows louder, you realize you are the only
one who can hear the strange sound. It feels as though it is reaching out to you
directly. As if it hears you, too. As if it knows you. On a whim, you close your
eyes and strain yourself to listen closer. It’s difficult to tell where exactly the
sound is coming from—it seems to waft all around you and echo throughout
the streets—but it grows in volume as you round the nearest corner and head
north. And so north you continue.
Eventually, you reach an art gallery nestled between several age-old
buildings. The whistling here is fevered and unpleasant, like a boiling kettle.
Though the gallery is closed at this late hour, you are able to easily find an open
side entrance. You brace yourself and enter the gallery, where dozens of
Nepalese sculptures and paintings are on display—many carved out of wood or
stone, others made out of ashtadhatu, an amalgam of eight different metals,
and still others made of terra cotta. The whistling suddenly stops the moment
you reach the rearmost section of the gallery, where a single lot remains
strangely empty. There is no trace of what might have been there; just an empty
space where something historic and treasured is clearly meant to be. Then, a
lone voice pierces the sudden quiet, speaking in a language you do not
understand.
You turn on your heels, body tensing. On the other end of the hall is a girl
dressed in white, her figure seemingly ethereal in the faint beams of fading
sunlight that permeate through the building. Her long black hair is draped over
her face, masking her expression. A long scarlet sash wrapped around her waist
flutters behind her, despite the fact that there is no breeze.
You freeze. The figure of the girl does not move. Her hair and sash drift
steadily in the stillness. Then, she speaks once more. Again, you don’t
understand a single word of it, though you notice that she has switched
languages. Recognizing a few root words, you realize she is using Latin. She
speaks again, this time in what sounds like ancient Greek. If she is trying to
communicate with you, it may be wise to play along. You ask her what she is
doing here; why she guided you here. Her response is in yet another language
183
that eludes you, this one sounding somewhat like a blend of Egyptian and
Greek.
Due to the language barrier, it’s difficult to get a sense for what she wants
from you. As you attempt to decipher her intent, she approaches slowly, her
steps making no sound whatsoever along the wooden floor. She gestures to the
empty lot next to you and whistles softly, as though the sound might carry with
it some meaning. You wonder if perhaps there might have once been
something here, and then realize: it is gone, vanished from history without so
much as a trace. You recall the woman’s name from the Foundation’s dossier
and ask her if she is also on the trail of the entities responsible for these kinds
of disappearances. Aliki Uperetria does not seem to understand you, but she
tilts her head in recognition at the sound of her own name. Then she wrenches
something from around her neck and extends it to you in a closed fist.
X Remove 1 c token from the chaos bag. Add 1 v token (if there are
already 4, each investigator earns 1 experience instead).
X Each investigator earns 1 experience, as they gain insight into the inner
workings of the Red Coterie.
X Remove 1 v token from the chaos bag. Add 1 c token (if there are
already 4, each investigator earns 1 experience instead).
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186
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You may read this dossier at any time
File #54–W
Subject Class: Green
Real Identity: Masai, Tuwile (muh-sah-ee, t-wayl) Last Known
Location: Nairobi, Kenya
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Infernal Machinery 1:
A heavy grey mist hangs in the air above Lake Victoria as your biplane
touches down on a dusty runway. All leads in Nairobi about a Tuwile Masai
point to the shoreline of Lake Victoria, where the Coterie member is said to
have transported several tons of survey equipment. A faint but sharp scent of
alkaline carries on the breeze as you walk to the lake, where several large boats
are laden with heavy machinery at the shoreline. Sunlight catches on a pair of
thick-rimmed spectacles down at the pier.
“Professor Masai?” you greet the wiry man as he steps ashore. Masai looks
nervously past you as he wipes his glasses.
X If at least three of the following are recorded (La Chica Roja is on your
side, the cell aided the knight, Aliki is on your side, Desi is in your debt,
the cell made a deal with Thorne, or Ece trusts the cell), proceed to
Infernal Machinery 2.
Infernal Machinery 2:
“Your reputation precedes you. As did the sound of your aeroplane,”
Masai smiles, though you can sense a nervous undercurrent in his demeanor.
“You have caught me at just the right time. Would you care to accompany me
out to the water?”
You cordially accept, and the professor leads you to board the boat to take
a seat at the stern. A half dozen crew members board, and the engine thrums
to life as you cut a path across the glassy surface of the lake. After setting course,
the professor hunches in his seat across from you and studies you through
heavy red-rimmed glasses. “In truth, I am surprised you sought me out. I am
hardly the mover and shaker I once was in the Coterie. Now, their concerns
seem trivial in comparison with all the great work that must be done.”
When you ask about his great work, the professor smiles. “It is the work
of every person. What is it to be human except to live and help others in this
great and perilous world? It’s harder than you might think.” He leafs through
several papers, holding them tightly as the wind off Lake Victoria picks up.
Masai shows you several complicated graphs and charts.
189
“The lakebed here is covered in the ruins of a sunken city built long ago.
I happened upon it when monitoring acidity and chemical levels. Something
was increasing—or perhaps better put: producing—an incredible amount of
carbon dioxide. Along with several odd mutations in local fauna and flora.
After several months of searching, we were able to trace the production to its
source.” The professor pinpoints a red X on a large map of Lake Victoria. You
ask if that is where the boat is headed now, and the professor chuckles. “No.
It is already done. The source of the unusual production was an object of
power. A Key. We drudged it up just last week.”
The hair on the back of your neck raises as the crew cuts power to the
engine. None of them appear armed, but you are suddenly aware of your
vulnerable position.
“Don’t fear for your life, my friend,” Masai rubs his glasses with a cloth. “I
am not your enemy. Though I do worry for the Coterie itself. There is
something strange at work among them. The one with the gloves in particular.
He has been silent for too long, I think.” The professor sighs and leans back
in his seat. Around you, the placid water of Lake Victoria ripples, dreamlike,
as a heavy storm stirs the clouds overhead.
“It’s yours, of course,” Masai says, eyes closed, as he looks up at the sky.
“The artifact we found was some infernal machine that was still running, even
now, at the bottom of the lake. I wonder who started it, and when? And what
will happen if it ever stops running? Either way, if your track record with my
colleagues is to be believed, it is safer in your hands than in mine.” He opens
his eyes and stares at the surface of the lake as the crew rev the engine.
“Perhaps you will succeed where I failed.”
X Each investigator earns 1 experience, as they gain insight into the inner
workings of the Red Coterie.
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You may read this dossier at any time
File #44–O/55–X
Asset Name: Irawan, Dewi
Area of Operation: Southern Hemisphere
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Paranatural Selection 1:
A cool breeze greets you as you arrive in Perth. The capital of Western
Australia is nestled in the crook of the Swan River, and despite—or perhaps
because of—the nearby gold rush, it has the rugged feel of a frontier town. You
catch a scent of something too sweet, possibly rotten, on the breeze.
X If the cell met Dr. Irawan and less than 25 time has passed, proceed to
Paranatural Selection 2.
X If the cell met Dr. Irawan and 25 or more time has passed, skip to
Paranatural Selection 3.
Paranatural Selection 2:
You find Dr. Irawan at the local university cleaning up an empty lecture
hall. On the blackboard is a precise chalk drawing of a stocky marsupial
clutching a cluster of sedge grass.
“I did not expect to see you here,” the zoologist sets to erasing the
blackboard. You ask about the sketch. “It is a rare species of quokka: the red-
tailed quokka. They were first introduced to the West by Dutch explorers in
the 17th century. And now no one—not even the Cambridge professor who
taught me their name—remember what they are.”
“I do not know how much you have studied natural selection, but what we
are experiencing feels very much like the introduction of a new apex predator
into an ecosystem that has not evolved to withstand it,” says the zoologist.
“Except that this predator feeds not only on the body, but on the actual
existence of its prey. Although, of course, that would be unthinkable,” she
laughs. “But I cannot help feeling that we are its prey. And the process is only
accelerating.” The zoologist sits down and begins to flip idly through a
sketchbook.
Thinking on the terms the Foundation used, you suggest she name the
phenomena “Paranatural Selection.” She looks troubled at the suggestion, then
smiles.
“I will be sure to credit you,” she says, then goes pale. You look down and
see her gaze fixed on a particular page in her sketchbook. “This cannot be.”
195
You ask her what the matter is, and she points to the page. “Just yesterday,
this page was not blank. The Phalanger septimus. A cuscus living in western
New Guinea.”
Dr. Irawan begins gathering up her things. “I sketched this subject from
direct observation just months ago. Perhaps there will be some trace of it—or
of whatever force is behind all this—out in Manokwari.” She pushes a strand of
hair behind her ear and smiles at you. “Thank you for listening. Perhaps we
will meet again.”
X Each investigator earns 1 experience, as they gain insight into the strange
happenings around the world.
X Under “Time Passed,” write δ (delta) underneath the current time. (This
symbol has no status report and is only used as a time marker.)
Paranatural Selection 3:
Upon arriving in the city, you look for Dr. Irawan at the local university.
A helpful professor scours the academic schedule on your behalf when you
mention Dr. Irawan’s lecture, but finds nothing. You take out the card she gave
you, but both sides are blank. It’s as though she has vanished completely...
Paranatural Selection 4:
You catch Dr. Irawan walking out of a lecture at the local university and
invite her to a nearby cafe to chat about her research. On a sunlit veranda, she
lays several life-like sketches out on the table between you. “Have you ever
heard of the red-tailed quokka?” she asks. You shake your head. “They were
196
first introduced to the West by Dutch explorers in the 17th century, and have
been listed in standard taxonomy since then. I learned about them at
Cambridge.”
Dr. Irawan leafs through a sketchbook to a blank page. “On a survey five
years ago, I took several sketches in the wild. But recently, I opened my books
and the sketches were blank, as if they had never been drawn. Moreover, every
footnote and reference to them in academia has vanished. I asked my professor
at Cambridge—the man who taught me what red-tailed quokkas were—and he
looked at me as though I had gone mad.” The zoologist adjusts her large
spectacles.
You assure Dr. Irawan that she is not mad, and share what little you can
about the disappearances.
“I do not know how much you have studied natural selection, but what we
are experiencing feels very much like the introduction of a new apex predator
into an ecosystem that has not evolved to withstand it,” says the zoologist.
“Except that this predator feeds not only on the body, but on the actual
existence of its prey. Although, of course, that would be unthinkable,” she
laughs. “But I cannot help feeling that we are its prey.”
Thinking on the terms the Foundation used, you suggest she name the
phenomena “Paranatural Selection.” She looks troubled at the suggestion, then
smiles.
“Perhaps I will use that, with your permission,” says Dr. Irawan. “I am
glad we met. I was beginning to think this was all in my head.” She gives you
her business card with the name of a hotel in Brazil written on the back. “I will
be in Rio de Janeiro to continue my survey, and my next lecture. Perhaps I will
see you there.”
X Each investigator earns 1 experience, as they gain insight into the strange
happenings around the world.
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198
Intro 1:
Even with the Foundation’s resources at your beck and call, it takes some
finagling to charter a ship across the Devil’s Triangle, especially given you have
no cargo to speak of and refuse to allow any other passengers on board, for
their safety. After all, if your theory is correct, this ship’s destination does not
exist on any map, and for all you know, it might be a one-way journey. Agent
Quinn has convinced one of her colleagues to helm the ship, so as to not
endanger a civilian, and together you set off for the center of the triangle, hearts
in throats.
“The commissioner will have gotten word by now,” Quinn says, standing
with you at the helm of the ship. “Probably the end of my career, I would
wager.” She stares off at the horizon as the sun dips just below the waves.
Despite her words, her expression is steadfast, without even a hint of regret. “I
just hope we find answers.” You concede, with a bit of trepidation, that you
almost hope you don’t. The idea of ending up just like the people who have
been snatched—it chills you to the core. “Well, no turning back now. Care to
do the honors?” she asks, motioning toward the white raven whistle which
hangs from a cord around your neck. You pull it off and clutch it in your palm,
considering your options.
X Blow the whistle and summon Aliki to your side. Proceed to Intro 2.
199
Intro 2:
Reluctantly, you put the whistle to your lips and send its shrill,
otherworldly warble across the ocean and perhaps beyond. A shudder creeps
up your spine as the wind picks up. Within moments, the girl with the red sash
has appeared, standing on the deck of your ship as though she had always been
there. She speaks in Coptic, her words muffled by whistling wind. “She says
thank you,” Quinn translates, “ for trusting her.” You wouldn’t go that far. But
she seems to know more about where you’re going than you do, and you need
every bit of help you can get if you are to survive. Then, just as the wind begins
to die down, Aliki Uperetria turns and points over the bow of the ship,
seemingly at nothing at all but dark, choppy waves and the dim evening
horizon.
Intro 3:
After a moment of consideration, you hurl the whistle into the dark waves
of the Atlantic. Quinn watches with horror as the ocean swallows it. “What did
you do that for? She could have helped us!” You explain that the Coterie is
not to be trusted, and that perhaps now—with the evidence of their cooperation
disposed of—Taylor will allow Quinn to keep her position in the Foundation.
“You did that...for me?” she says under her breath, stunned. “Well...I hope
for our sake you know what you are doing. Where we are headed, we are going
to need all the help we can get.” She glances over the bow of the ship, and you
wonder if you are truly headed to another realm, or if you will simply greet the
horizon.
X In your Campaign Log, record Agent Quinn has your back. Any one
investigator may choose to add the Agent Ari Quinn story asset to their
deck. It does not count toward their deck size. This card can be found in
the Globetrotting encounter set, indicated by the
following encounter set icon:
X In your Campaign Log, record the cell threw away the whistle.
X Proceed to Intro 4.
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Intro 4:
Clouds hang still over the Atlantic, the ocean suddenly calmer than you
have ever seen it before. “Look at that,” Quinn says, pointing at the surface of
the water. “No fish, no waves, not even a ripple from the ship.” A feeling of
regret in your throat, you rush to the bow of the ship and look out into the
distance. Something in the air shimmers—a slight distortion, nothing more—
just a trick of the eye—and then, without a moment of warning, the ship is
swallowed whole. The clouds burst. Light and color and luster overtakes you,
cosmic radiance swathed in transcendental mist. The sight is marvelous and
awful, mesmerizing and haunting all at once. You shut your eyes, but colors
wash behind your eyelids over and over and over again. Then, finally, what
feels like an eternity later, you feel a tap on your shoulder and open your eyes.
The sight that greets you is unlike anything you have ever seen.
Aliki was right—if the things that disappeared were taken, this is surely
where they ended up: an impossibly jumbled city of twisting architecture and
technology both alien and familiar, an unearthly repository for everything that
has ever been forgotten and forsaken. A range of sickly purples span the sky
above, and snaking throughout the tangled towers and effigies are swirling,
shimmering entities of vapor and colorless radiance.
Stunned into silence, you simply stare at the horrifying, awe-inspiring
horizon before you, devoid of ocean, devoid of humanity, devoid of life. This
is the barren truth to which your investigation has led: The Outside.
Proceed to Setup.
Setup
Gather all cards from the following encounter sets: Without a Trace, Agents
of the Outside, Beyond the Beyond, Outsiders, Secret War, and Spreading
Corruption. These sets are indicated by the following icons:
201
X Check the Campaign Log. If the cell blew the whistle, choose an
investigator to take control of the Aliki Zoni Uperetria story asset.
Otherwise, remove her from the game.
X Set the following cards aside, out of play: The Red-Gloved Man story
asset, the Mimetic Nemesis enemy, the Protoplasmic Reassembler
enemy, and the Apocalyptic Presage enemy.
Find the Outsiders’ Lair and both copies of the Cliffs of Insanity
locations. Shuffle these locations together, with their unrevealed
sides faceup, to form a deck. This deck is called the Otherworld
deck.
X Take the top three locations in the Otherworld deck and place them in
the shadows, arranged in a straight line from left to right (without looking
at their other sides).
X Gather each decoy mini-card and the three City of Remnants (L, M and
R) mini-cards. Set them aside, out of play.
X Take one decoy mini-card and the three City of Remnants (L, M and R)
mini-cards, shuffle them facedown, and arrange them around the Court
of the Outsiders as follows: One to its left, one to its right, one above,
and one below. (See location placement on page 203.)
202
X Shuffle the remaining encounter cards to build the encounter deck.
X During this file, concealed mini-cards are also placed adjacent to one or
more locations as above, instead of placed at locations as normal (see
Locations in the Shadows).
X When a City of Remnants mini-card is exposed, set it aside and find the
City of Remnants in the shadows whose position in the shadows matches
that mini-card (L for left, M for middle, and R for right). Put that
location into play in the position where its mini-card was (unrevealed
side faceup).
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If there were any other concealed mini-cards in that position, move
them so they are arranged as evenly as possible in empty spots
adjacent to the newly placed City of Remnants.
X After a City of Remnants location leaves the shadows, place the top card
of the Otherworld deck in the shadows in the position where the just-
exposed City of Remnants was (without looking at its other side). Then,
resolve its concealed keyword, placing each of its concealed mini-cards
arranged as evenly as possible in empty spots adjacent to the just-exposed
City of Remnants.
X More than one concealed mini-card may occupy the same spot, but no
concealed mini-cards may occupy a spot where a location already is
present.
Concealed Card
204
205
Depending on how you got here...
X If you have arrived at this finale due to a status report (because time ran
out), proceed to Intro 1.
Intro 1:
You awaken in darkness. A sack is removed from your head and cast
aside, and your cheek is squeezed and struck once or twice for good measure.
“Wake up,” a sinister voice commands. You blink unconsciousness away and
realize, with some panic, that you and your partners are bound to chairs. A gag
prevents you from making any noise louder than a muffled cry.
As your eyes adjust to the dim light, you realize you must be underground.
The large, windowless chamber is made of clean, worked stone, lit faintly by
mercury vapor lamps. Scarlet tapestries line the walls, along with several glass
cases and shelves containing old relics and historical artifacts. Dominating the
room is an enormous central table, an elaborate pattern of lines and rings
carved meticulously along its surface. Standing around this central table are a
host of figures, some familiar to you, others unrecognizable. All of them bear
red. Your heart surges in your throat. “You have been brought here to account
for your crimes against the Coterie,” the voice states, “or to be commended, if
that is the will of the Congress. We will now entertain any who wish to speak
on your behalf, or against you.”
Intro 2:
You would never have found the secret hideout of the Red Coterie without
the intel Commissioner Taylor sent you. The compound lies deep
underground in the heart of Siberia, not far from the mysterious crater that
marks the site of the notorious Tunguska event—a blast, or perhaps impact, the
true nature of which has been shrouded in mystery for over a decade. Maybe
there is a connection between this strange event and the Coterie’s presence—
no, knowing the kind of dangerous artifacts the Coterie possesses, there is no
doubt in your mind. The question is: which came first?
206
The compound’s entrance is masked by heavy snow and remote
wilderness, but eventually, you find it—an unmarked steel door embedded in
the side of a snowy hilltop, almost impossible to see from afar. You are
surprised to find the door unlocked...but the moment you enter, you are set
upon by Coterie guards with suspicious eyes and familiar red clothing. “We’ve
been expecting you,” one of them says with a wicked grin. “Come. The
Congress is about to begin.”
You have little choice but to follow. The guards lead you deeper and
deeper into the complex, down steep, narrow stairways of worked stone and
through dark, drab corridors, until finally you reach a large, windowless
chamber lit faintly by mercury vapor lamps. Scarlet tapestries line the walls,
along with several glass cases and shelves containing old relics and historical
artifacts. Dominating the room is an enormous central table, an elaborate
pattern of lines and rings carved meticulously along its surface. Standing
around this central table are a host of figures, some familiar to you, others
unrecognizable. All of them bear red. The door leading into the chamber slams
shut behind you, and your heart surges in your throat. “Your timing is
impeccable,” a voice among the gathered Coterie states. “We were just about
to begin the vote.”
You inquire as to the nature of this vote, your mouth suddenly dry. You
cannot shake the feeling that you have come here merely to look your own
doom in the eyes. “A meeting has been called. To account for your crimes
against the Coterie, or to be commended, if that is the will of the Congress. We
will now entertain any who wish to speak on your behalf, or against you.” From
behind, you are suddenly restrained and a gag is placed over your mouth. “Just
a formality, I promise you,” the guard drawls with a grin.
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The Trial 1:
The Coterie casts votes to determine your fate.
Read the relevant passage from each of the following sections, in order, and
tally all of the votes received. Each “yea” vote represents a Coterie member
who wishes to see you disposed of. Each “nay” vote represents a Coterie
member who wishes to keep you safe. An abstaining vote, or a vote of
silence, is neither a yea or a nay.
208
agree on something,” it rumbles, its voice feral and inelegant. The knight’s eyes
narrow. “Do not let it go to your head,” he warns.
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If Ece trusts the cell:
Ece steps forward and clears her throat. “I reached out to the Foundation
because the Twisted Antiprism hidden in Istanbul was in danger of being found
by a third party. These are the agents who responded. Rather than take the
artifact for themselves, they chose to hand it over to my custody. I believe them
to be trustworthy and, unlike some of our members, morally upstanding
individuals.”
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If you haven’t seen the last of Amaranth:
Amaranth grins wickedly as her eyes fall on you. “Oh, I have been waiting
for this moment,” she drawls, her eyes flashing. “Meddlesome fools. Did you
think your interference in our plans would go unpunished?”
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If you haven’t seen the last of Thorne:
Thorne adjusts the cuffs of the dress shirt under their long coat. “The
Foundation has earned our mistrust by interfering with our plans. We should
eliminate this cell and move forward with the collection.” They meet your gaze,
steady and unwavering. “I warned you not to get in our way, did I not?”
If Thorne disappeared:
You are surprised to count Thorne among those gathered here. Last you
saw of them, they had simply vanished north of Anchorage, and yet here they
are, completely silent despite what the two of you went through.
Thorne abstains.
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If Aliki is on your side:
With ethereal grace, Aliki Zoni Uperetria steps out of the shadows, a
golden-hued blade sheathed on her back. Her scarlet sash drifts along a
breezeless wind. She whispers something soft and quiet in her usual lexicon of
forgotten prose. One of the assembled Coterie translates: “Uperetria states
that...” they skew their eyesbrows up in surprise. “...that those assembled
before us are truly loyal servants to the cause, as we are.” Murmurs erupt
around you.
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Before resolving any of the below options, If Desi is in your debt:
Find the copy of Desiderio Delgado Álvarez you stored in a safe place and
look at its other side. Then, proceed.
If the other side of Desiderio Delgado Álvarez is his story asset version:
There is the sudden flare of a match as Desi lights a cigarette. “These ones
are all right,” he says. “There’s bigger shit goin’ on here. Almost got snatched
by you-know-what back in Havana. They helped me out—not that I needed it
or anything. Point is, they had my back.”
If you haven’t seen the last of Desiderio Delgado Álvarez, or if the other
side of Desiderio Delgado Álvarez is an encounter card back:
Your eyes snap over to Desi, hoping he will speak on your behalf. But he
merely lights a cigarette and gazes into the wall behind you.
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If the cell meddled in Abarran’s affairs:
Suddenly, the large, imposing figure of Abarran Arrigorriagakoa slams his
fist on the ceremonial table in the center of the chamber. “These interlopers!
They tried to ruin me! Tried to take away my fortune, my chosen!” His face is
flushed red and trembling with rage, his knuckles white. “I will punish them
myself! I will rip them limb from limb! I will—” the man continues his rant for
some time before his rage simmers to indignation.
No matter what:
You cannot see the Red-Gloved Man’s face, but you imagine a great and
terrible smile.
If the cell knows the true nature of the Coterie, immediately skip to
The Trial 6 without tallying any further votes.
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If you haven’t seen the last of La Chica Roja:
You almost didn’t notice La Chica Roja standing between two of the other
Coterie members, enshrined in darkness. She tips the rim of her hat over her
eyes, but a smirk plays on her lips. “These ones thought they could catch me.
Just like the coppers and the feds.” Another voice on the opposite of the table,
belonging to a balding man with small red spectacles, rises to challenge hers.
“They were interfering with Coterie business,” he growls. “Nah,” she replies,
“they were interfering with a personal grudge. If you got a problem with me,
red-eyes, take it up with me, not them.”
216
If the Sanguine Watcher’s torment continues:
From a dark corner of the room, La Chica Roja emerges, her familiar
wide-brimmed hat covering her eyes as she speaks. “I was dealing with one of
our own in Buenos Aires. One who was acting against our best interests,” she
explains. “These agents here saw the truth of the situation and tried to aid me.
They may not wear red, but I guarantee they’re more righteous than half of us
claim to be.” Another voice from the assembled few asks whom of their
number the woman speaks of. “Our ‘friend’ with no eyes,” she says with a
scowl. “He’s still tormenting Buenos Aires, I imagine. But do any of you even
care?”
217
If you haven’t seen the last of Tzu San Niang:
You are not surprised to see Tzu San Niang counted among those
gathered before you. One who feels fear might take the chance to lay low after
their escape, but not someone like her. “Ah, yes, these meddlesome insects.”
Her melodic voice is delightfully charming despite the violence behind her
words. “They interfered with my business. For these transgressions, no
punishment is harsh enough.”
218
Hope rises in your heart that she might speak reason. “Just end them and be
done with it,” she says without even gazing your way. Your hopes shatter.
219
Depending on how votes were cast, proceed as follows:
X If it is a tie, or if the “yeas” have it, you have been deemed a liability.
Proceed to The Trial 2.
...and La Chica Roja, Ece Şahin, and Desiderio Delgado Álvarez all
voted “nay,” you may try to convince them to overthrow the Coterie.
If you do, skip to The Trial 3.
...and Thorne, Tuwile Masai, and The Claret Knight all voted “nay,”
you may attempt to join the Coterie. If you do, skip to The Trial 4.
The Trial 2:
With the voting complete, you are shoved to the floor. You struggle against
your bonds, but are unable to free yourself, and vastly outnumbered, besides.
There is no hope of escape. A cold blade is placed at the edge of your neck.
“You who seek to harm our noble cause have been accused and charged with
numerous crimes against the Coterie,” a voice states with dreadful gravity. The
blade bites against your skin. A trail of blood trickles down your neck. “The
punishment is death. May the crimson stain of your legacy be washed away.”
You close your eyes and brace yourself.
Just then: a crash. Shouting and sounds of battle erupt throughout the
room, a storm of clashing steel and gunfire. You are sent reeling as your would-
be executioner is attacked by an unseen foe. You struggle again to free yourself,
but are unable...until moments later, when you are dragged out of the chamber.
Your bonds are cut, and you are brought to your feet by none other than the
woman in the vermillion veil herself. Ece ushers you down the hall, whispering
over the chaos of the battle. “We have to get out of here.” Several of the others
who wear red follow in your wake, looking over their shoulders the entire time.
You ask what is going on as another rumble shudders throughout the halls.
“The one with the red gloves, he...” she trails off, her hand trembling as she
grips your arm. “He’s not what we thought he was. That man always creeped
me out, but—to think—how could we have not known—?”
220
You ask her to start again, slower. “He attacked us,” she says, meeting your
gaze as you duck into a quiet hall filled with scarlet tapestries. “The others
fought him off, but...there was something strange about him. He was not
human. It was something else entirely. It stole as many implements as it could
and escaped, like...” she shudders. “...just like one of the creatures we seek to
destroy.”
Thoughts run unbidden through your mind. If the man with the red
gloves—or whatever it truly is—is after the remaining Keys, you have to stop it,
at any cost. You pull away from Ece and begin marching back. “What are you
doing?” she calls out. “The rest of them won’t show you any mercy, you know.”
But your intentions are clear.
“If you’re going after that thing,” one of the others says to you, “then we’re
coming, too.”
X In your Campaign Log, record the cell escaped the Red Coterie.
The Trial 3:
Murmuring and debate erupt throughout the assembled Congress. The
gag is taken out of your mouth, and your bindings are cut. With some
reluctance, you are brought before the ceremonial table and given the chance
to speak on your behalf. Your eyes seek out the members of the Coterie you
know to be genuinely good, and as soon as the room is silent, you appeal to
their sense of justice. For too long, the Red Coterie has allowed its members
to wreak havoc and spread misery among the people simply to further their
own ends. For too long, they have used their collected power not to guard
humanity, but to plague it. As you speak, several of the people you have met
nod amongst themselves. “They’re right,” the girl in the red coat announces,
gesturing at several of the others who look on with sneers. “You all say you are
motivated by a duty to humanity, yet you tolerate the presence of those who
only do others harm. If this is the kind of organization you really are, I no
longer wish to be a part of it.”
Ece nods along. “I agree. This is no longer a righteous organization.” She
joins La Chica Roja’s side, along with several others. Among them is Desi, who
simply tips the brim of his hat in your direction and slips you a subtle wink.
“Cleaning up the streets of scum has been my life’s work,” he declares, his
eyes narrowing. “Maybe it’s time I start cleaning this place up, too.” A tense
221
silence lingers in the chamber as the two sides stare one another down, but it’s
clear that your side outnumbers the other. For a moment, you fear that the
ensuing chaos will be impossible to survive.
Luckily, no such battle erupts. Seeing the wisdom in flight, your foes
carefully filter out of the room, whispering, mumbling and hissing with vitriol.
“You may wear red,” one of them spits, “but you will never be strong enough
to stop what is coming without us. You are weak. You will be the doom of us
all.”
Ece steps in front of the rest, shaking her head. “No. It is you who are
weak. And by purging you from our ranks, we have only become stronger.”
X In your Campaign Log, record the cell overthrew the Red Coterie.
The Trial 4:
Murmuring and debate erupt throughout the assembled Congress. The
gag is taken out of your mouth, and your bindings are cut. With some
reluctance, you are brought before the ceremonial table and given the chance
to speak on your behalf. Your eyes seek out the members of the Coterie who
have seen your potential up close, and as soon as the room is silent, you appeal
to their sense of logic and reason. You have been nothing but a valuable asset
to the Red Coterie, and what’s more, you bring experience with the Foundation
and the potential for both organizations to cooperate further. You seek the
same goals as they do, and as your enemies from beyond gather to erase
humanity from existence, only by working together can you stop this threat. As
you speak, several of the people you have met nod in agreement. “They are,
of course, correct,” Professor Masai speaks on your behalf. “We have let
ourselves be motivated too long by petty desires while the threat of annihilation
looms over us.”
Several of the others look on with disgust as more speak up. “We have
inducted far worse into our ranks,” says the knight with many names. “These
before us have proven themselves in more ways than one, and we need every
ally we can get.”
“Agreed,” Thorne states, their voice level and calm as always. “I would call
those on trial ‘trustworthy partners’ before I call them foes.” Their gaze meets
yours, a meticulous smile hiding the vicious nature you know them to possess.
222
Thorne would do anything to get what they want, and right now, what they want
is you.
The members of the Coterie you have wronged shout and curse in bitter
protest, but they are clearly outnumbered. A tense silence lingers in the
chamber as the two sides stare one another down. For a moment, you fear it
may even come to blows. “You may seek to wear red,” one of them spits, “but
you will never be one of us.”
“If you no longer wish to be a part of this organization,” Professor Masai
states, “You know where the door is.” Your detractors sit in hateful silence as
the proceedings continue. The knight beckons you forward and inducts you
into their order in a lengthy, solemn ritual. “With red we are bound,” he recites
with gravitas, “through red we are one. Thus in red do we embrace our kin and
our ken.” You are told to forsake your old life to take up a new one, for the
betterment and guidance of all humanity. You think on your life, on the events
that led you to this place, on those you hold dear and the many things you will
leave behind. Then, you acquiesce.
X In your Campaign Log, record the cell joined the Red Coterie.
The Trial 5:
Murmuring and debate erupts throughout the assembled members of the
Coterie. The gag is taken out of your mouth, and your bindings are cut. With
some reluctance, you are brought before the ceremonial table and addressed
by the Congress, who tell you that you will be spared so long as you declare
your intent to aid and never again interfere in their mission. Given the
alternative, you have no choice but to agree. The members of the Coterie you
have wronged exclaim in protest, but it is clear they are outnumbered.
X In your Campaign Log, record the Red Coterie spared the cell.
X In your Campaign Log, record the Red Coterie spared the cell.
The Trial 7:
Before the next member is even given the chance to speak, the Red-
Gloved Man reaches out to grip their skull with uncanny strength, his arms
lengthening into spindly wires of ectomatter. He crushes their skull inside the
palm of his hands, staining his gloves a deeper crimson than ever before. The
body slumps to the ground, and chaos ensues.
224
You watch in horror as more of the assembly begin to contort and reshape
themselves, ambushing everyone around them in a macabre display. A storm
of shouting, clashing steel, and gunfire erupts throughout the room. Each slain
member of the Congress is erased in their entirety. You are sent reeling as your
captors, too, are expunged from reality. You crawl along the ground as the fray
rages on, eventually finding a shard of glass upon which to cut your bonds. By
the time you free your companions and rise to your feet, the entities have fled.
The last thing you see is the shapeless elongated remnants of the Red-Gloved
Man escaping out the door you came from.
You survey the damage, but surprisingly, there isn’t much to look at. Save
for you and a few articles of discarded and forgotten red attire, the chamber is
completely empty.
To your horror, you recall none of their names or monikers. Not a single
one.
X In your Campaign Log, record the Red Coterie was destroyed from
within.
The Trial 8:
With the trial proceedings over, the Congress finally reaches other affairs.
“There is still the matter of the Outsiders,” one among them states. “We have
assembled our strength in order to prepare for the inevitable, but how can we
be certain our dimension is of any interest to them? We cannot seek to
understand such abstruse entities.”
You chime in, telling the Congress of everything you have seen during
your travels and your operations with the Foundation: the strange happenings
across the globe have only grown in frequency, and you have reason to believe
they are intelligent and malicious—not mindless and incomprehensible. What’s
worse, they appear to be after the very same keys as everyone else.
“If they are stirring, preparing for war,” another member declares, “then
we must do the same. We have among our assembly bearers of the most
powerful artifacts this order has uncovered. Let us put them to good use and
exterminate this threat once and for all.” Nods and murmurs of consent ripple
throughout the assembly.
“But if they are intelligent entities as our new friends claim they are, how
could they possibly know so much of our inner workings?” Your detractor
225
argues. A dreadful hunch stirs in your mind. You scan the room and remark
that one among the Congress is missing. The rest of the assembly follows your
gaze, with several of them standing to search the chamber more thoroughly.
One of them confirms your suspicions by raising a single red glove, discarded
and forgotten as though mundane, immaterial.
The woman in the vermillion veil is the first to understand your thread of
logic. “Spread out,” she shouts, her voice warbling. “Find him. Learn where he
is headed. And be ready for anything.”
It doesn’t take long before the doorway is found—a shimmering portal of
extradimensional energy, ebbing with eldritch power. “It’s closing,” one of the
others observes. Indeed, the doorway seems to be shrinking as it steadily swirls,
and soon enough there will be nothing left of it. “We don’t have much time.”
Setup (v. I)
X Gather all cards from the following encounter sets: Congress of the Keys,
Red Coterie, Scarlet Sorcery, Spatial Anomaly, Spreading Corruption,
and Locked Doors. These sets are indicated by the following icons:
X Put the Lair versions of Scarlet Halls and the three Coterie Sanctuary
locations into play.
X Build the act deck using only Act 1a—”Secrets and Lies (v. I).”
Remove each other version of Act 1a from the game.
X Gather each decoy mini-card and each of the following mini-cards: City
of Remnants (L, M, and R), Mimetic Nemesis, and The Red-Gloved
Man. Set them aside, out of play.
226
X Find each Coterie enemy from the Red Coterie encounter set who voted
“yea,” along with The Red-Gloved Man. This set is indicated by the
following icon:
Do not gather any of the Coterie enemies from this set who voted
“nay,” abstained, or were eerily silent (not counting The Red-Gloved
Man).
Shuffle the rest of the gathered Coterie enemies (those not drawn in
the previous step) into the encounter deck.
Note that the following characters may vote “yea,” but do not have
enemy cards in this encounter set: Tuwile Masai, Abarran
Arrigorriagakoa, and Razin Farhi.
X For each member of the Coterie who voted “nay,” find their
Conspirator story asset version and put them into play under any
investigator’s control. (Note: These story assets are scattered across
various encounter sets. Some of them are on the reverse sides of enemy
cards.)
Note that Tuwile Masai may vote “nay,” but does not have a
Conspirator story asset.
X Set the three Otherworld locations from the Congress of the Keys
encounter set and the Mimetic Nemesis enemy aside, out of play.
227
X Now create the second encounter deck, as follows. Gather all cards from
the following encounter sets: Agents of the Outside, Beyond the Beyond,
Outsiders, Secret War, Ancient Evils, and Striking Fear. These sets are
indicated by the following icons:
When gathering the Striking Fear encounter set, only gather the
following cards (2x Frozen in Fear and 2x Dissonant Voices). Do not
gather 3x Rotting Remains from that set.
Find each of the nine City of Remnants locations from the Beyond
the Beyond encounter set. Shuffle these locations together, with
their unrevealed sides faceup, to form a deck. This deck is called
the Otherworld deck. Place this deck near the scenario reference
card.
X The rules for “Location Adjacency in the Realm of the Outsiders” and
“Locations in the Shadows” can be found on page 203. Make sure to
read (or refresh yourself on) these rules before playing this file.
228
Setup (v. II)
X Gather all cards from the following encounter sets: Congress of the Keys,
Agents of the Outside, Beyond the Beyond, Outsiders, Red Coterie,
Secret War, Spreading Corruption, Ancient Evils, and Striking Fear.
These sets are indicated by the following icons:
When gathering the Striking Fear encounter set, only gather the
following cards (2x Frozen in Fear and 2x Dissonant Voices). Do not
gather 3x Rotting Remains from that set.
Find each of the nine City of Remnants locations from the Beyond
the Beyond encounter set. Shuffle these locations together, with
their unrevealed sides faceup, to form a deck. This deck is called
the Otherworld deck. Place this deck near the scenario reference
card.
X Put the Sanctum versions of Scarlet Halls and the three Coterie
Sanctuary locations into play.
X Build the act deck using only Act 1a—”Secrets and Lies (v. II).” Remove
each other version of Act 1a from the game.
X Gather each decoy mini-card and each of the following mini-cards: City
of Remnants (L, M, and R) and Mimetic Nemesis. Set them aside, out of
play.
229
X Find each Coterie enemy from the Red Coterie encounter set who voted
“yea,” along with The Red-Gloved Man, and set each of those enemies
aside, out of play. This set is indicated by the following icon:
Note that the following characters may vote “yea,” but do not have
enemy cards in this encounter set: Tuwile Masai, Abarran
Arrigorriagakoa, and Razin Farhi.
X For each member of the Coterie who voted “nay,” find their
Conspirator story asset version and put them into play under any
investigator’s control. (Note: These story assets are scattered across
various encounter sets. Some of them are on the reverse sides of enemy
cards.)
Note that Tuwile Masai may vote “nay,” but does not have a
Conspirator story asset.
X Set the three Otherworld locations from the Congress of the Keys
encounter set and the Mimetic Nemesis enemy aside, out of play.
X The rules for “Location Adjacency in the Realm of the Outsiders” and
“Locations in the Shadows” can be found on page 203. Make sure to
read (or refresh yourself on) these rules before playing this file.
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Setup (v. III)
X Gather all cards from the following encounter sets: Congress of the Keys,
Agents of the Outside, Beyond the Beyond, Outsiders, Red Coterie,
Secret War, Spreading Corruption, Ancient Evils, and Striking Fear.
These sets are indicated by the following icons:
When gathering the Striking Fear encounter set, only gather the
following cards (2x Frozen in Fear and 2x Dissonant Voices). Do not
gather 3x Rotting Remains from that set.
Find each of the nine City of Remnants locations from the Beyond
the Beyond encounter set. Shuffle these locations together, with
their unrevealed sides faceup, to form a deck. This deck is called
the Otherworld deck. Place this deck near the scenario reference
card.
X Put the Sanctum versions of Scarlet Halls and the three Coterie
Sanctuary locations into play.
X Build the act deck using only Act 1a—”Secrets and Lies (v. III).” Remove
each other version of Act 1a from the game.
Do not gather any of the Coterie enemies from this set who voted
“yea,” “nay,” or abstained.
231
The lead investigator spawns The Red-Gloved Man in the shadows
and resolves its concealed keyword (as granted by act 1a).
Shuffle the rest of the gathered Coterie enemies (those not drawn in
the previous step) into the encounter deck.
X Check the Campaign Log. If the Red Coterie spared the cell, find the
Conspirator story asset version of The Red-Gloved Man, along with
each other member of the Coterie who was not gathered during the
above step. Put each of them into play under any investigator’s control.
(Note: These story assets are scattered across various encounter sets.
Some of them are on the reverse sides of enemy cards.)
For the remainder of this file, ignore the unique symbol on both
versions of The Red-Gloved Man. (If The Red-Gloved Man is the
bearer of any keys, attach them only to his enemy version.)
X Set the three Otherworld locations from the Congress of the Keys
encounter set and the Mimetic Nemesis enemy aside, out of play.
X Gather each decoy mini-card and each of the following mini-cards: City
of Remnants (L, M, and R), Mimetic Nemesis, and The Red- Gloved
Man. Set them aside, out of play.
X The rules for “Location Adjacency in the Realm of the Outsiders” and
“Locations in the Shadows” can be found on page 203. Make sure to
read (or refresh yourself on) these rules before playing this file.
232
Epilogue
Read the following only if the investigators won the campaign.
Epilogue 1:
“Talk,” Commissioner Taylor commands.
You shift in your uncomfortable metal chair, the glaring light of her
interrogation lamp nearly blinding you. One wall of the sterile interrogation
chamber is covered by a black mirror that reflects you and the Commissioner
sitting across a desk from one another, your faces blanched under heavy white
light. Knowing the Foundation, several operatives are watching and recording
your every move from behind the mirror. A thick dossier lies unopened on the
desk between you and Taylor.
Epilogue 2:
Rather than answer directly, you ask instead what Taylor expected when
she conscripted a random set of people into a Foundation cell. She looks
genuinely caught off-guard as you explain your work and your role in assisting
the Red Coterie to suppress what was clearly the greatest threat to humanity.
The commissioner’s eye arches as you lean back in your seat in a gesture of
casual indifference.
“I...see,” she visibly suppresses a grimace. You see her gaze linger on your
crimson regalia. “You were hired for your curiosity, ingenuity, and
independence. A statement which—may I remind you—is not to be taken as
any form of compliment or commendation. It was an assumed risk that you
might fall in with the Red Coterie, but one which I assured senior command
was highly unlikely, if not impossible.”
A heavy silence falls as the commissioner makes a near-imperceptible nod
at the black mirror to her left, then looks back to you.
“This, then, is no longer a briefing, but a negotiation. Understand that your
role at the Foundation is terminated forthwith. All assets and privileges you
previously enjoyed are rescinded, along with your prior rank and
233
compensation.” You detect a hint of regret in her voice as she locks eyes with
you. “Instead, let us view this as an opportunity. We have been at odds with
the Coterie long enough; perhaps it is time that we worked together.”
Beyond the commissioner’s steely-eyed professionalism, you sense
something else in her voice. Is it respect? She gives you an intense look.
“The Foundation and the Coterie, as partners. What do you say? Are you
in?”
File closed.
Epilogue 3:
You find yourself awkwardly repeating events and names as you struggle
to relay your experience to the commissioner. Throughout it all, Taylor
remains silent, listening to your various rabbit trails and accounts of events with
an air of reserve. When you have finished, she slides a glass of water across the
desktop toward you. You see your shadowy reflection glimmer within the black
mirror in the corner of your eye.
“What an...unrestrained account,” she says matter-of-factly. A heavy
silence falls as the commissioner makes a near-imperceptible nod at the black
mirror to her left, then looks back to you.
“The Foundation thanks you for your service. Understand that everything
you have done during your tenure with the Foundation is classified, and you
are bound under threat of execution to never share this account with another
soul: living or dead.” She locks eyes with you. “Do you understand?”
You nod, and the commissioner goes on. “It goes without saying, but I
must inform you that your temporary ‘cell’ has been disavowed and all assets
acquired during your Foundation service will be retained for further study and
research. Your account of all events involving paracausal disturbance will be
extracted, analyzed, and preserved for future analysis.”
234
Agent Quinn has your back, the cell is delivering intel is crossed
off), mark 1 tally next to Foundation Trust.
Epilogue 4:
Commissioner Taylor produces a black leather briefcase from behind the
desk, opens it, and slides a Foundation badge across the table to you.
“Bureaucratic flim-flam, of course. Your cell has been dissolved and you have
received approval to join the Foundation with full clearance, full stop. Whether
or not you wish to join is irrelevant; you have seen and accomplished too much
to return to civilian life.”
The badge gleams in the harsh light as you turn it over in your hand. It has
surprising heft. The sudden weight of everything that has happened hits you as
your thumb plays over the grooves and ridges of the metal surface. Taylor flips
open the dossier on the table and continues.
“Your date of hire is yesterday. Don’t worry: you will receive backpay as
well as a sizeable compensation package for your work on the case. Which—
on that—we are considering labeling ‘The Scarlet Keys.’ It has a nice ring to it,
though it is a bit extravagant for my taste.”
The faintest hint of a smile tugs at the commissioner’s lips. “Well, what
have you got to say? Cat got your tongue?”
File closed.
235
Epilogue 5:
Commissioner Taylor opens the dossier in front of her and slides a set of
tickets across the table to you.
“These are one-way tickets that will take you anywhere in the world, no
questions asked. Given your troublesome curiosity, I recommend you go
somewhere quiet and forgettable, assume an alias, and take up a profession
that does not allow you so much free time or thinking. Oh, and stop wearing
that,” she says, gesturing off-handedly at your appearance.
You interrupt and try to explain yourself. The commissioner holds up one
hand to silence you.
“In truth, I must inform you that you are getting off rather easily here. If
the higher-ups had their say, you would have been summarily executed for your
reckless handling of this case. The word ‘collusion’ was tossed around. Had
you toed the line, this case might have made your career. In my estimation,
you have created far more trouble than you resolved.”
Taylor stands up, and you stand with her. Several burly suits step through
the door behind you, flooding the room with light. The commissioner gives
you a firm handshake, her eyes locked with yours. “The Foundation thanks
you for your service. May we never meet again.”
File closed.
236
237
238
File #5-A: Riddles and Rain
(Resolution)
DO NOT READ
until the end of the Chapter
If no resolution was reached (each investigator resigned or was defeated):
As the night goes on, the feeling that you are being watched—hunted—only
grows. Recalling the photos Inspector Flint showed you of vanished and
forgotten people all over the world, you decide that perhaps caution would be
best. You head back to your meeting place in Trafalgar Square, keeping your
head down the entire time. You might not have much to report to Inspector
Flint, but it’s better than the alternative.
Z Skip to Resolution 4.
Resolution 1:
You search for the man with the red gloves through every possible hiding
place and down every shadowed corridor, but he is well and truly gone. It is as
if he vanished into thin air. You wonder for a moment if he was somehow
erased from existence like the other disappearances, but you don’t believe so.
There is no mark. No ectoplasmic remains. He simply was there, and then he
was not.
You give up searching for him and instead examine the object that
clattered to the ground during your scuffle. It is a small ruby marble, no larger
than an eye. Indeed, you investigate the crypt that the man was rummaging
through, and find that the marble’s size matches the eyesockets of the long-
deceased corpse inside. They must have been buried with it, meaning perhaps
this marble is what the man with the red gloves sought all along...but why?
Investigating further, you find neither name nor epitaph identifying the
corpse buried here, only the following lines of what appears to be poetry
chiseled into the lid of the body’s coffin:
239
Before you have time to even consider what this might mean, you hear the
telltale rumbling of the secret passageway shifting upstairs once more, and the
pounding of heavy footsteps down the stairwell. You arm yourself and prepare
for a fight. To your surprise, it is Inspector Flint who greets you, held at
gunpoint by a woman dressed in a black suit, wide-brimmed hat, and matching
black trousers. She has ebony-dark skin, cold eyes underscored by heavy bags,
and short, curly hair. Two other suits flank her, both of whom say nothing and
stand like statues as she enters the crypt. She flashes an unidentifiable silver
badge and motions for you to stay put. “Where did the man with the red gloves
go?” she asks. “And who are you?”
“Can I put my hands down now?” Inspector Flint says.
Z In your Campaign Log, record you haven’t seen the last of the Red-
Gloved Man.
Resolution 2:
You make a show of advancing slowly and peacefully. No matter where
you stand, you cannot seem to reach an angle where the light shines on this
man’s face. “I suppose you—wish to know—why I am here,” the man says. Each
word is pronounced with a grating, unearthly cadence; stress falling on the
wrong syllables; long pauses punctuating each phrase. You nod. He motions
to a crypt at the far end of the room. “Curiosity,” he threatens, “the first shift—
the first curse—in a string of curses.”
You approach the coffin within the crypt with trepidation. Is this a trap?
There is no name or epitaph identifying the corpse buried here. Only the
following lines of what appears to be poetry chiseled into the lid of the coffin:
240
With red we are bound.
Through red we are one.
Thus in red do we bury our kin and our ken.
May you rest, until you are needed once more.
You ask the man with the red gloves what it means. “He is— needed—once
more,” the man croaks. You lift the lid of the coffin. Inside is an old and
forgotten corpse, likely hundreds of years old. Glinting in the dim candlelight,
you spot a false ruby eye staring up at you. “A—gift,” the man behind you says
quietly. Looking away with disgust, you reach down and pull the marble out of
the corpse’s eyesocket. When you turn to ask the man what the object is, he is
gone; vanished into thin air like those missing before him. Only there is no
mark, no ectoplasmic remains, no evidence of escape. He simply was there,
and then he was not.
Before you have time to even consider where he could have gone, you
hear the telltale rumbling of the secret passageway shifting upstairs once more,
and the pounding of heavy footsteps down the stairwell. You arm yourself and
prepare for a fight. To your surprise, it is Inspector Flint who greets you, held
at gunpoint by a woman dressed in a black suit, wide-brimmed hat, and
matching black trousers. She has ebony-dark skin, cold eyes underscored by
heavy bags, and short, curly hair. Two other suits flank her, both of whom say
nothing and stand like statues as she enters the crypt. She flashes an
unidentifiable silver badge and motions for you to stay put. “Where did the
man with the red gloves go?” she asks. “And who exactly are you?”
“Can I put my hands down now?” Inspector Flint says.
Z In your Campaign Log, record you haven’t seen the last of the Red-
Gloved Man.
241
Resolution 3:
You search for the man with the red gloves through every possible hiding
place and down every shadowed corridor, but he is well and truly gone. It is as
if he vanished into thin air. You wonder for a moment if he was somehow
erased from existence like the other disappearances, but you don’t believe so.
There is no mark. No ectoplasmic remains. He simply was there, and then he
was not.
You give up searching for him and instead examine the crypt that the man
was rummaging through. Inside is an old and forgotten corpse, likely hundreds
of years old. You don’t have the object here to do a perfect size comparison,
but you are quite sure that the ruby marble the red-gloved man stole before
disappearing would have fit inside one of the corpse’s eyesockets. Indeed,
examining the corpse, you see that one such socket is covered in webs and
sickly with rot, while the other remains strangely smooth on the inside.
Whatever that marble is, it must have been what the man with the red gloves
sought all along...but why?
Investigating further, you find neither name nor epitaph identifying the
corpse buried here, only the following lines of what appears to be poetry
chiseled into the lid of the body’s coffin:
Before you have time to even consider what this might mean, you hear the
telltale rumbling of the secret passageway shifting upstairs once more, and the
pounding of heavy footsteps down the stairwell. You arm yourself and prepare
for a fight. To your surprise, it is Inspector Flint who greets you, held at
gunpoint by a woman dressed in a black suit, wide-brimmed hat, and matching
black trousers. She has ebony-dark skin, cold eyes underscored by heavy bags,
and short, curly hair. Two other suits flank her, both of whom say nothing and
stand like statues as she enters the crypt. She flashes an unidentifiable silver
badge and motions for you to stay put. “Where did the man with the red gloves
go?” she asks. “And who exactly are you?”
“Can I put my hands down now?” Inspector Flint says.
Z The Red-Gloved Man is the bearer of The Eye of Ravens. Update the
Campaign Log accordingly. From now on, whenever a character
becomes the bearer of a Key, keep that Key handy for the rest of the
242
campaign, as it will begin play attached to that character. (In future files,
if The Red-Gloved Man enters play, The Eye of Ravens begins play
attached to him.)
Z In your Campaign Log, record you haven’t seen the last of the Red-
Gloved Man.
Resolution 4:
You wait impatiently for Inspector Flint to arrive, your nerves on edge.
Something must have happened to him. But you still remember him—that’s
good. You tap your foot nervously as you strain to recall his face, the sound of
his voice, the events that led you here. Tap tap tap. Perhaps you should be out
there looking for him. What if he is in trouble? Tap tap tap. Maybe he is
already gone. Perhaps only you remember him. And what of the man with the
red gloves? Tap tap tap. You wait. And wait. And wait.
You barely notice the chair across from you sliding out until Flint takes his
seat. To your relief, he is unharmed, although you suspect he has not slept in
some time. Lines of worry are creased along his forehead, and his eyes are
bloodshot and wide with fear. Yours feel the same.
Breaking the tense air with a joke, you inform Inspector Flint that he is
late. He chuckles and nods. “Apologies. Another detective with the ICPC
is...missing,” he explains, exhaustion and anxiety giving his voice a bitter edge.
“Please tell me you have something for me.”
You sigh and give your report. Flint cradles his fingers and rubs them idly
as you explain what you have learned. “This proves that the man with the red
gloves is not working alone,” he says.
Just then, a woman’s voice interrupts from across the room. “That is an
understatement,” she says, her voice cold and dry. The woman, dressed in a
black suit, wide-brimmed hat, and matching black trousers, flashes an
unidentifiable silver badge with one hand, and levels the barrel of a handgun
at you with the other. She has ebony-dark skin, cold eyes underscored by heavy
bags, and short, curly hair. Two other suits flank her, both of whom say nothing
and stand like statues as she speaks. Both of them rest their hands on pistols
holstered beneath their suit jackets. You realize with sudden terror that you are
alone in the once-busy tea room. Everyone else has cleared out. Flint’s hands
immediately shoot into the air, and yours quickly follow.
“Where is the man with the red gloves now?” the woman asks. “And who
exactly are you?”
243
You and Flint share a worried glance. What exactly have you gotten
yourselves into?
Z The Red-Gloved Man is the bearer of The Eye of Ravens. Update the
Campaign Log accordingly. From now on, whenever a character
becomes the bearer of a Key, keep that Key handy for the rest of the
campaign, as it will begin play attached to that character. (In future files,
if The Red-Gloved Man enters play, The Eye of Ravens begins play
attached to him.)
Z In your Campaign Log, record you haven’t seen the last of the Red-
Gloved Man.
244
File #11-B: Dead Heat
(Resolution)
DO NOT READ
until the end of the Chapter
If no resolution was reached (each investigator resigned or was defeated):
You watch in horror as the remnants of the city are overtaken by the
insidious vines. The remaining civilians are devoured by Amaranth’s servants.
As you watch the devastation unfold, you wish you could have done more.
Z Each civilian remaining in play is slain. If it is still Act 1, draw the set-
aside Save the Civilians story card and resolve the Aftermath side.
Resolution 1:
Realizing the peril of your situation, you make for the outskirts of town
and knock on every door you see. Pleading for your life, you offer money or
whatever you have on hand, only to be turned away at every stop. Eventually,
a wrinkled old woman takes pity on you and welcomes you inside. You spend
the night trembling in fear and trepidation, and when you emerge in the
morning, the city is in ruins. Awful black vines envelop everything. This
devastation was apparently a worthwhile price to pay for true love.
Z Amaranth is the bearer of The Last Blossom. Update the Campaign Log
accordingly.
245
Resolution 2:
Realizing the peril of your situation, you make for the outskirts of town
and knock on every door you see. Pleading for your life, you offer money or
whatever you have on hand, only to be turned away at every stop. Eventually,
a wrinkled old woman takes pity on you and welcomes you inside. You spend
the night trembling in fear and trepidation, and when you emerge in the
morning, the city is in ruins. Awful black vines envelop everything. You wonder
what was so important to Amaranth that she would cause such devastation.
Z Amaranth is the bearer of The Last Blossom. Update the Campaign Log
accordingly.
Z In your Campaign Log, record you haven’t seen the last of Amaranth.
Resolution 3:
Looking down at the woman who called herself Amaranth, you call her by
her true name. “Eryn...Cochwyn?” She holds her hand to her cheek as her
cheeks flush. You see her eyes dilate as she begins to remember her former
life. As her gaze passes over the Last Blossom writhing in your hand, she lets
out a cry of horror. “I had the most terrible dream,” she says. “I dreamt I was
a great and terrible queen, and that I ruled over a kingdom of silent subjects.”
Realizing what she has done, the change in Eryn’s demeanor is jarring. The
woman who seemed so heartless and cruel now lies before you, weeping.
It is clear to you that Eryn’s actions were not her own. You console her
and lead her to safety along with the rest of the survivors, telling her that you
will keep the blossom safe and prevent ‘Amaranth’ from taking another host
ever again. “Never again,” she echoes your words. “Never again.” As you
depart, the blossom furls and unfurls, as if searching for another host.
246
Z In your Campaign Log, record Amaranth has left the Coterie.
Resolution 4:
As you hold the Last Blossom in your hand, Amaranth convulses on the
ground before you. Spitting black ichor, the beautiful young woman claws at
you like a frightened animal, then bolts away down a narrow street. Although
you try to follow her, you eventually lose her trail in the confusion of fleeing
civilians and shriveling overgrowth.
Z In your Campaign Log, record you haven’t seen the last of Amaranth.
Resolution 5:
You find many “Latif ”s listed among the innumerable dead as the city
reckons with its losses. Rather than try to find your contact, you take stock of
the situation and read over the dossier. You have little doubt that this was the
work of the Coterie. What Amaranth did here claimed thousands of lives and
wreaked havoc on a scale you could have scarcely foreseen. Whatever her
reasons, she apparently has the ability to bring calamity on an apocalyptic scale.
As the people of Marrakesh carry out the grim arithmetic of counting
survivors, you use what time you have to help the civilians rebuild. Over the
course of many days, the awful vines desiccate and blow away as ash, and the
dead are cleansed and wrapped for burial. Despite the devastation, there is
hope for the city to become what it once was, if not even better. With a heavy
heart, you prepare to leave.
Z In your Campaign Log, record you haven’t seen the last of Amaranth.
247
Z Each investigator earns 3 bonus experience as they help the survivors of
the city rebuild.
Z Amaranth is the bearer of The Last Blossom. Update the Campaign Log
accordingly.
248
File #16-D: Sanguine Shadows
(Resolution)
DO NOT READ
until the end of the Chapter
If no resolution was reached (each investigator resigned or was defeated)
and it is act 1 or 2:
The night crawls on, but you cannot continue your investigation. Between
the terrible winged creatures that haunt your every step and the cunning tricks
of your target, you won’t last the night if you go any further. You have no choice
but to retire, knowing that you’ve failed to stop La Chica Roja’s schemes.
Z Skip to Resolution 3.
Z The Sanguine Watcher is the bearer of The Weeping Lady. Update the
Campaign Log accordingly.
Z In your Campaign Log, record you haven’t seen the last of La Chica
Roja.
Resolution 2:
Your erstwhile adversary watches in grim silence as her rival is safely borne
aloft on wings of darkness. “Damned things,” she spits. “They’ll follow whoever
whistles loudest, I guess.” You ponder aloud what this means for the two of
you. With the Sanguine Watcher out of the way, you wonder if she will keep
her word. To your relief, she smirks and hands you the remaining pieces of
the Key you’d both been competing for. “This is what you’re really after, isn’t
it? Here. My main goal was only making sure that ojete en una nube de pedos
didn’t get his hands on it. I trust it in your hands.” She then shows you how to
fit the various pieces together and, to your surprise, the result is an ornate
figurine of a woman in robes. Tears, carved as thin lines like bloody scars, trail
250
down the figure’s cheeks. “The Rubicund Statuette,” she reveals, “also known
as the Weeping Lady.” You ask what she will do now, and she responds with
a tip of her hat. “Oh, I’ll be around. You helped me out back there. Don’t
worry. I’ll pay you back.” With a twirl of her coat, she is gone.
Z In your Campaign Log, record you haven’t seen the last of The Sanguine
Watcher.
Resolution 3:
Oficial Bolívar was right: the Girl in the Carmine Coat chewed your
investigation up and spat you out. You meet with him the next day, and the air
is one of deadened frustration. “I warned you, did I not?” He says between
sips of an espresso that looks and smells about as dark and bitter as his mood.
“This puts me in a precarious position. La Chica Roja has gone to ground,
from what we can tell. As far as my superiors are concerned, the book is closed
on this one. I cannot help you any further.” He groans. “If I even still have a
job when this is all over.” You give Oficial Bolívar your assurances that you did
all you could to catch the thief, but he waves you off. “Oh, I am sure. Does not
matter now, does it? What is done is done. I give up. She wins.” You thank
him again and prepare to leave Buenos Aires behind.
Z In your Campaign Log, record you haven’t seen the last of La Chica
Roja.
Z Skip to Resolution 6.
Resolution 1:
Once you and Ece are safely out of the city, you seal the talisman back in
its case, speaking the proper words to contain its power. As you do, the
uncanny eclipse looming over the city comes to a swift end.
252
Z Check the Campaign Log.
If the cell is working with Ece or if the cell is deceiving Ece, skip to
Resolution 3
Resolution 2:
You take a moment to look out over the sea and appreciate the beauty in
the gentle waves, glimmering with the reflection of the now-shining sun. As you
leave Istanbul behind, you allow yourself a bit of hope. Perhaps you could have
trusted Ece more, but...you shake your head, filled with grim resolve. No—this
relic is something you must protect yourself. Someone else might use it for ill.
At least in your hands, you know it’s safe.
Resolution 3:
Ece breathes an unsure sigh, worry still etched in her expression. “Well,
in case they saw me, I should probably leave Istanbul for a short while. I’ll have
to put in a leave of absence at the museum. In the meantime...” she turns to
face you, eyebrows raised. “As for our agreement...?”
Resolution 4:
You hand over the talisman, trusting that Ece will keep it safe in her
possession as promised. She breathes a sigh of relief as she stores it safely in
her side pack. “Thank you. For trusting me,” she says. “I’ll keep it on my
person at all times.” You take a moment to look out over the sea and appreciate
253
the beauty in the gentle waves, glimmering with the reflection of the now-
shining sun. Finally, you ask Ece where she will go now that her position in
Istanbul is compromised. “There is a place where the Coterie meets in secret.
To go over...important happenings. We do not consort often, but I believe
these events warrant a caucus. I will have to call the rest to assemble.” She
sneaks a furtive glance in your direction. “Perhaps, when that times comes, we
will meet again.” As you leave Istanbul behind, you allow yourself a bit of hope.
Resolution 5:
You lock eyes with Ece and apologize, explaining that you cannot give it
to her. Especially after seeing the havoc it could wreak when unsealed. Her
expression sours into cold anger. “I see.” She narrows her eyes. “...you had no
intention of ever giving it to me,” she guesses correctly. You try to explain, but
she stops you. “No, I understand. Really, I do.” She takes a step back, her
posture wary, defensive. “You’re just like the others. You’ll do anything to get
your hands on the Keys, won’t you?” You protest—it’s not that you want them
for yourself, it’s just that you need to keep watch over them. In your possession,
they’ll be safe, and only ever used to protect humanity. “And what do you
suppose the rest of them say?” She barks. “Tzu? Amaranth? Álvarez? The
very same. ‘It’s for the good of humanity,’ they claim, and to that end, all means
are justified.” She turns and departs, her final words lingering in the air: “You
would fit in nicely with the Coterie.” As you leave Istanbul behind, you reflect
on your decision, turning the sealed case over and over in your hands. You
know it was the right thing to do, but still, Ece’s words haunt you. Perhaps you’ll
be able to reconcile some other time...if she’ll even hear you out.
Z In your Campaign Log, record Ece does not trust the cell.
254
Z Choose an investigator to be the bearer of The Twisted Antiprism and
update the Campaign Log accordingly.
Resolution 6:
You managed to find the location of the talisman, but the cult was one step
ahead of you, swooping in and snatching it for themselves. Before you knew it,
they had escaped the city with the entity unsealed. Who knows what horrors
they’ve unleashed upon the world. You hope that some day the Foundation
may be able to recover the talisman and prevent whatever entity it binds from
causing too much harm, but until then...you shudder and put such thoughts
away for the time being. If Ece was right about one of her cohorts being behind
this cult’s actions, you’ll surely see the talisman again.
255
File #28-I: Dancing Mad (Resolution)
DO NOT READ
until the end of the Chapter
If no resolution was reached (each investigator resigned or was defeated):
Deal or not, you can’t stay in Havana any longer. Your escape from the
city is a blur of gunfire and fractured space, of pounding rain and roiling clouds,
of imposters in familiar skin and eyes on every street corner. Eventually,
somehow, you make it off the streets, commandeering a boat moored in
Havana Harbor and setting off at once.
As your heart finally settles and your mind sets to work deciphering the
things you’ve seen, you worry that your escape, while prudent, might have
consequences for you in the future. And you have no new Keys or leads to
show for it, either. But, despite the close call, you survived and are
remembered—that must count for something.
Z In your Campaign Log, record the cell didn’t discover the truth in
Havana.
Z In your Campaign Log, record you haven’t seen the last of Desiderio
Delgado Álvarez.
Resolution 1:
You recap the night’s events in your head as Desi calls an impromptu
meeting with the rest of his crew. “I have to sort through this,” he mutters to
you in frustration. “The fact that any of them could be...y’know...well, it puts
things into perspective. Not sure who to trust.” He certainly seems to be back
to normal. You must have made the right choice. Then again... your mind
wanders to the version of Desi who stalked you through the rainy Havana
streets, to gunshots and distortions in the sky. You can’t help but continue to
scan Desi’s eyes for any sign—any at all—that he is not who he claims to be. You
256
find none. Or perhaps the mimic simply knows how to act now that it has been
in his skin for so long? “Well,” he interrupts your thoughts, “I guess I owe you
my end of the bargain. ‘Blackbird Solitaire.’”
You blink in confusion. “‘Blackbird Solitaire,’” he repeats. “It’s one of the
passphrases for my hideout in Ybor City. We rotate passphrases whenever I
grant someone in my crew access, which is...rare. Not even the rest of the
Coterie knows how to get in.
They think it’s just a front, anyway. I think most of ‘em don’t understand
what I’m really up to most nights.” As if sensing your next question, a smile
crawls along his lips. “Cleaning up the city, that is.” He flicks his cigarette into
a wet puddle, not seeming to understand the irony in the act. “Anyway—7th
Avenue. Old condemned cigar factory. You can’t miss it. Got at least one of
those things you’re after stored inside. Just give it a week or two before they get
the message about the new passphrase. Then it’s all yours.” Then Desi loads a
new magazine into his Thompson and turns to address his crew. “Now if you’ll
excuse me, I have some imposters to root out.” You decide to leave before
you’re forced to know exactly how he plans to do that.
Z In your Campaign Log, under “Time Passed,” find the 6th spot from the
current time. Under that spot, write “Θ.” (When you reach that spot on
the time track, proceed to status report theta Θ in the Status Reports
section of the Campaign Guide.) If there is fewer than 6 time remaining
under “Time Passed,” write “Θ” under the final spot, instead.
Resolution 2:
Though the danger seems to have receded, your worry only grows with
each passing minute and each lost memory. Who did you come here with...?
Who did you meet...? It all seems to blur together in your mind. You recall
enough to know the fate that must have befallen those lost. No, not just the
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people—the distorted cloud chasing you throughout the city—the breathing
walls, the shifting pavement, eyes in the lights, ears in the music—
You gasp for air as though choked by the night itself. It sounds impossible,
but it must be: They took everything. Stole the walls, the sky, the city itself.
Mind reeling, you flee through the rainy streets as though chased by horrors
unimaginable. You push your way onto the first boat leaving the harbor and
never look back. You don’t breathe easy until you know for sure the sky itself
cannot devour you.
Z Each investigator earns experience equal to the Victory X value of each
card in the victory display.
Z In your Campaign Log, record the cell didn’t discover the truth in
Havana.
Z In your Campaign Log, record you haven’t seen the last of Desi.
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File #33-K: On Thin Ice (Resolution)
DO NOT READ
until the end of the Chapter
If no resolution was reached (each investigator resigned or was defeated):
Your encounter with the paradimensional threat leaves you drained and
disheartened, but still alive. As you make preparations to leave Alaska, you find
the prospector’s journal amongst your possessions. With a sigh, you stow it in
the bedside table of your lodge room for the next guest. Perhaps they will do
what you could not.
Check the Campaign Log. If the cell made a deal with Thorne or no
investigator controls The Sable Glass, Thorne is the bearer of The
Sable Glass.
Resolution 1:
A scent of ozone hisses out of the closing tear in reality as your
surroundings come back into view. You are back in Alaska where the chimeric
entity pulled you into its lair. As you stand up, Thorne pulls out a handkerchief
to wipe slick extradimensional blood off of their sleeve. They cock an eyebrow
at you. “Perhaps I was wrong about you Foundation types. If nothing else, you
know how to hold your own in a fight. Though I would recommend you
reconsider your stance on my fellow Coterie brethren and myself. I do not
believe I am the only member of the Coterie who is willing to put aside petty
differences in the face of such—” they pause, and in that moment, you sense
Thorne’s age and gravity. “Such a monumental crisis.” With that, Thorne
259
smiles and swiftly turns on their heel. “Pleasure doing business with you. And
rest assured, I will not forget our agreement.” They pat the Sable Glass in their
breast pocket and stride away into the wilderness.
Z Thorne is the bearer of The Sable Glass. Update the Campaign Log
accordingly.
Resolution 2:
A scent of ozone hisses out of the closing tear in reality as your
surroundings come back into view. You are back in Alaska where the chimeric
entity pulled you into its lair. As you struggle to stand, Thorne arrives and helps
you to your feet. “Given that you
are, well, alive, I suppose you have properly dispatched the beast. Well
fought!” Thorne grins and winks at you. Instinctively, you put your hand on
the Sable Glass. “Bah, do not take me for a boor,” says Thorne. “The Key is
yours, fair and square. The game is up. I am not one to contest a proper victory.
In truth, had you been more cooperative, I would have put in a word with the
Coterie to recruit you.” They sigh, and in that moment, you sense Thorne’s
age and gravity. “Not all of us are as good-natured as I, mind you. But do not
take good nature for weakness, kitten. One bad turn begets another.” They
wink, then stride away into the wilderness.
Z In your Campaign Log, record you haven’t seen the last of Thorne.
260
Resolution 3:
A scent of ozone hisses out of the closing tear in reality as your
surroundings come back into view. You are back in Alaska where the chimeric
entity pulled you into its lair. The forest around you is deafeningly silent, save
for the trickle of a nearby mountain stream. With no corpse or trail left behind,
you wonder if you truly defeated the paradimensional beast for good, or if you
simply struck down one of its myriad forms. The glare of the sun on the snow
blinds you as you pick your way through the wilderness back to safety. After
cresting a hill, you turn back to see another figure standing, silent, against the
wide blue sky. As you squint, you see Thorne’s distinct red cravat, their
platinum blonde hair and fluttering jacket. They are staring back at you, smiling
widely.
The skin on the back of your neck prickles. Your head begins to pound
as you stare at Thorne, standing silently, unmoving. You raise one hand to
wave. They raise their hand in a mirror motion and wave back, and abruptly
lower their hand when you lower yours. Something about how they look at you
fills you with a deep sense of foreboding. Doing your best to banish the
thought, you turn away from Thorne and continue your walk home. As you
look back at the crest of another hill, you see the figure still standing, unmoving.
Resolution 4:
You wake up in your lodge room in Anchorage from what you think was
a very bad dream, though you struggle to remember the details. As you walk
around town, you can’t even remember why you came here. When you relay
this to the Foundation via telegram, you receive a strongly-worded missive
261
warning you against wasting official resources. You still can’t shake the feeling
that you are missing something, though.
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File #38-N: Dogs of War
(Resolution)
DO NOT READ
until the end of the Chapter
If no resolution was reached (each investigator was defeated) and the
version you played was (v. I):
Skip to Resolution 3.
Resolution 1:
The Claret Knight clears his throat and regains his composure. If you
didn’t know any better, you would think he had never been worried at all. But
you remember the look of tension and fear upon his face when he—like you—
suspected all was lost. “Once again, forces have conspired to oust us from our
rightful place, but once again we stand victorious,” he declares. Any semblance
of fear has vanished, replaced with the very same calm resolve you found in
him when you’d first arrived. With the Key still safely secure in his vault, he
turns his attention to you, shaking your hand and gesturing to his desk. “Come,
sit. You have done your part, now allow me to do mine. I promised answers,
and answers you shall receive.”
Z Skip to Resolution 8.
Resolution 2:
You lay low for a few days in one of Agent Sirry’s safehouses outside the
city, then meet with him later that week, your prize still safely in your
possession. He has cleaned up a bit since you last met him, and there is a
brightness in his eyes and his smile that was not present before. He joyfully
sums up what has occurred since you went dark. “The knight and his entourage
seem to have left Alexandria,” he declares, wearing a satisfied grin. “It seems,
for all their posturing about ‘guiding humanity’ and ‘rightful rule,’ the moment
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their relic left their hands, their stake in the city vanished with it. That other
creature seems to have fled as well. Still...” His eyes dance to the vessel
containing the Key, its light trapped within. “I doubt you’ve seen the last of
them. In fact, I’d wager a guess that one or both are hot on your tail. Be
careful.”
You ask what Hossam will do now that his personal objective in
Alexandria is complete. “I have a new assignment, actually,” he answers.
“Commissioner Taylor sent the dossier to me just yesterday. I will be leaving
my beloved city behind for the first time since joining the Foundation.” He
sighs wistfully. “Well, perhaps we can meet up again some time.” He stands
and shakes your hand. “It has been a pleasure working alongside you.”
Z In your Campaign Log, record you haven’t seen the last of the Claret
Knight.
Resolution 3:
Fearing the worst, you retreat to the office as a last line of defense, but you
are too late. The chamber is the site of a massacre. Fresh blood drips from the
walls, sprayed about in absolute chaos, a whirlwind of death. The grisly sight of
partially- devoured dead is one you will never forget.
With no other leads to go on and the thought of meeting that same fate
terrifying you, you decide to cut your losses and flee the city. Still, you cannot
help but note that the elderly knight was not among the dead. Perhaps he
escaped, as well. If so, this probably isn’t the last you’ll see of either of them...
264
You haven’t seen the last of the Beast in a Cowl of Crimson.
Resolution 4:
You lay low for a few days in one of Agent Sirry’s safehouses outside the
city, then meet with him later that week. Heavy bags hang under his eyes, and
his beard looks messy and unkempt. His gaze darts warily to you as you enter.
He gloomily sums up what transpired after you went dark. “The knight and his
entourage are still entrenched in Alexandria. He and that hideous creature are
in all-out war now, and of course, my people are the ones who suffer.” He
slams his fist on the table in anger. “That’s how it always is with these bastards.
They’ll do whatever they can to stay in power, innocents be damned. Frankly,
I can’t even tell which of them is worse.”
You apologize that you weren’t able to help more, and he shakes his head.
“No, don’t apologize. You did everything you could. What will you do now?”
Your window of opportunity in Alexandria has passed, so you tell Agent Sirry
you’ll be taking the next train out to search for more Keys elsewhere. You
wonder aloud if he might come with you. “I have a new assignment as well,
but...” he scratches his beard thoughtfully. “I fear what may come to pass in my
beloved city with this feud going on. I might end up staying. Orders or no
orders.” He stands and shakes your hand, and you fear it may be the last time.
“I hope to see you again some time. Until then...I have work to do.”
Z In your Campaign Log, record you haven’t seen the last of the Claret
Knight.
Z The Claret Knight is the bearer of The Light of Pharos. Update the
Campaign Log accordingly.
265
Resolution 5:
You are escorted by agents in red back to your patron’s office safehouse
within the Bourse. The place has been cleaned up significantly since you were
last there, and a brand new vault sits next to the grand painting of the familiar
scarlet-clad knight. You hand over the Key as agreed, and it is placed back
inside the vault and sealed shut. There is a rush of air, and a sensation of
building pressure throughout the room as the door shuts tight. Your ears pop
with a painful change of pressure—no doubt the work of their so-called
“locuses.”
The Claret Knight looks on with pride as his agents handle the ancient
relic. “Once again, forces have conspired to oust us from our rightful place,
but once again we stand victorious,” he declares. If there was any semblance of
fear or worry on his face before, it has vanished, replaced with the calm resolve
of one who has faced many such foes before. With the Key now safely secure
in his vault, he turns his attention to you, shaking your hand and gesturing to
his desk. “Come, sit. You have done your part, now allow me to do mine. I
promised answers, and answers you shall receive.”
Z Skip to Resolution 8.
Resolution 6:
You lay low for a few days in one of Agent Sirry’s safehouses outside the
city, then meet with him later that week, your prize still safely in your
possession. He has cleaned up a bit since you last met him, and there is a
brightness in his eyes and his smile that was not present before. He joyfully
sums up what has occurred since you went dark. “The Beast and its devotees
are in hiding, and it seems the rest of the Coterie have vanished, as well,” he
declares, wearing a satisfied grin. “It seems, for all their posturing about
‘guiding humanity’ and ‘rightful rule,’ the moment their relic left their hands,
their stake in the city vanished with it. Still...” His eyes dance to the vessel
containing the Key, its light trapped within. “I doubt you’ve seen the last of
them. In fact, I’d wager a guess that one or both are hot on your tail. Be
careful.”
You ask what Hossam will do now that his personal objective in
Alexandria is complete. “I have a new assignment, actually,” he answers.
“Commissioner Taylor sent the dossier to me just yesterday. I will be leaving
my beloved city behind for the first time since joining the Foundation.” He
sighs wistfully. “Well, perhaps we can meet up again some time.” He stands
and shakes your hand. “It has been a pleasure working alongside you.”
Resolution 7:
With terrifying creatures and agents in red embroiled in all-out war, it has
become far too dangerous for you to continue operating in Alexandria. You
hate to leave such a volatile situation behind, but you don’t seem to have a
choice. You find it ironic that the Coterie, who claim to only want to protect
humanity, would put the people of Alexandria in such danger. It seems there
is a wide range of personalities within the organization. Perhaps some may even
be swayed to your side. But for now, those in Alexandria seem to be a lost
cause. You leave the city in a dour mood, hoping your next assignment goes
more smoothly.
Resolution 8:
You ask the knight what the Red Coterie is truly about. So far, you have
seen its members be both brutal and reasonable. And why all the secrecy? “I
have not lied to you. We seek only to protect humanity.” He points to the vault
wherein the Light of Pharos is still safely sealed away. “These objects, they are
too powerful to be wielded by just anyone, and too precious to be kept
unaccounted. I’m sure by now you have noticed the influence of other entities
upon our world. Outsiders, we call them. These relics are the only line of
defense against such entities. The Coterie keeps them safe, to be used only to
do battle with the Outsiders. That is why I could not suffer this artifact to fall
into the hands of that beast. Aliki is the one who does most of our research
regarding the Outsiders—if you wish to know more, perhaps find her. Last
anyone heard from her was around Kathmandu, I believe. But you will need
to find a translator if you wish to speak with her. She is cryptic and difficult to
267
understand.” He glances at the portrait of the knight clad in crimson armor
that looms behind him. “As for all the red... handling relics of an otherworldly
nature is both dangerous and conspicuous. So, we have bound them to one or
more articles of clothing, to better blend in with society. The process, for
whatever reason, turns them red. Of course, there are other benefits too. Think
of it as a...secret handshake, if you will.” He raises an eyebrow as he appraises
you. “We have, in the past, inducted new members into our ranks, should they
prove themselves both trustworthy and capable, as you have. Perhaps one day
you shall bear red upon your person, as well. Now, I believe I have fulfilled my
end of this bargain. I once again thank you for your aid. My people will
compensate your travel expenses.” With that, the conversation comes to a
friendly, if abrupt end.
Z The Claret Knight is the bearer of The Light of Pharos. Update the
Campaign Log accordingly.
268
File #46-Q: Shades of Suffering
(Resolution)
DO NOT READ
until the end of the Chapter
If no resolution was reached (each investigator resigned or was defeated):
Overwhelmed, you flee Kuala Lumpur. Whatever sway Tzu San Niang
held over the city begins to infect your own mind and intrudes into your
dreams. In the following nights, you wake up in a cold sweat, imagining yourself
bowing before her, fixated on her mysterious red parasol. In idle moments,
you catch yourself humming the soft, lilting song she sang as she followed you
in Kuala Lumpur. You wonder if you will ever be able to truly leave her
behind...
Z In your Campaign Log, record you haven’t seen the last of Tzu San
Niang.
Z Tzu San Niang is the bearer of The Shade Reaper. Update the
Campaign Log accordingly.
Resolution 1:
A crack of energy ripples through the air between you. Power—terrible,
intoxicating power—courses through your arm. Tzu San Niang wails as she
collapses to the ground, convulsing with pain.
“Go,” you say in a voice not entirely your own. “Go somewhere far away
and never return.”
You look down at her as the terrible energy dissipates. Tzu San Niang’s
face is streaked with tears, and her hands shake as she stands up. She gives you
a fleeting, baleful look, then turns and walks away into the fog.
269
Z Each investigator earns 1 bonus experience, as they mastered the Shade
Reaper. Each investigator also suffers 1 physical trauma as the Shade
Reaper draws essence from your soul.
Z In your Campaign Log, record Tzu San Niang is under your sway.
Resolution 2:
You brandish The Shade Reaper at Tzu San Niang even as you feel your
grip on the parasol falter. “Go,” you tell her firmly. “Go somewhere far away
and never return.” But your voice is drowned out by her mocking laughter.
“How pathetic,” she spits at you, then turns her gaze to the parasol. “Don’t
worry. I’ll be back for you,” she coos in a lilting, singsong voice. As she walks
away, you realize she wasn’t addressing you. In your hands, The Shade Reaper
pulses with power. You wonder how much pain and misery is stored within it,
and how many souls remain in torment elsewhere...
Z In your Campaign Log, record you haven’t seen the last of Tzu San
Niang.
Resolution 3:
You awaken in a dark room. The air is thick with incense and the shelves
are lit with brightly-burning candles. For a fleeting moment, you wonder if the
intense pain you felt at Tzu San Niang’s hands was a dream, before you see
her sitting in a chair at the far end of the room, a cruel smile spread across her
lips.
“Rise,” she says. Dutifully, you stand up.
270
“Come,” she beckons. Compelled by an awful, inexorable force, you walk
through the darkness to stand before her.
“Kneel.” You do as your lady commands. Out of the corner of your eye,
you see Melati standing, also under her sway, her own face pinched in
concentration as she watches this awful scene unfold.
“Sometimes we make mistakes,” Tzu San Niang says. She leans forward
and pats you gently. “And you have made a grave mistake. You have hurt me.
You have taken something I need. But, also, all you were doing was proving
your worth to me. I can sense your devotion. Are you not devoted to me?”
Your mouth forms the word, but your mind resists as you say: “Yes.” Tzu San
Niang nods, smiling. “This is the beginning of a wonderful partnership, I
think.”
Suddenly, you see Melati dart forward, brandishing a ceremonial knife.
As she strikes the lady with the red parasol, you feel Tzu San Niang’s grip on
your will weaken. “Get out of here!” shouts the bomoh. As the pair struggle,
you flee for your life.
Walking the streets of Kuala Lumpur in a haze, you feel a deep,
thrumming pain. Even as you return to your hotel, you wonder if you will ever
shake this strange desire to serve the lady with the red parasol. You hope you
never meet her again.
Z In your Campaign Log, record Tzu San Niang has you under her sway.
Z Tzu San Niang is the bearer of The Shade Reaper. Update the
Campaign Log accordingly.
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File #56-Y: Without a Trace
(Resolution)
DO NOT READ
until the end of the Chapter
If no resolution was reached because each investigator was defeated:
“There, that is the last of them,” Agent Hudson says as he slams his stamp
down onto the expense report. “I understand the need for secrecy, but I must
once again request we hire assistants for this secretarial work, Commissioner.”
He hands the bundle of documents to Taylor, who sits behind her stark black
desk, wearing a grave expression.
“More eyes means more leaks. We keep this crew tight for a reason,
Hudson. Do not lose sight of what is important.” She flips through the
documents for a moment, furrowing her brows. “Where is the report on asset
32–J’s cell?”
“32–J?” the man pulls a small notebook from his back pocket and flips to
a page near the middle. “No such designation exists.”
Taylor grimaces. “No, that’s not right. There was...we met them in
London. You were there...” After a moment, she shakes her head in utter
confusion. “Hm. Strange. I don’t remember who they were.”
“You have been working too hard,” the agent replies with a small grin.
“Take some time off, Commissioner. We can handle things without you for a
week or so.”
Resolution 1:
You awaken on the ship’s deck, dreamlike memories and otherworldly
visions swimming in your mind. The only sign that what you saw was real and
not a mere nightmare is a red-gloved grip as a man pulls you to your feet and
dusts off your shoulders. Nearby, Aliki watches wordlessly, her expression
blank. Agent Quinn rises steadily to her feet as well. The world wobbles as
your vision settles over a new dimension. “Stay with us,” the man says, his voice
smoother and more natural than you remember.
You demand answers: what was he doing in London, what was that hellish
place, and why was he there? “London?” He scoffs. “I haven’t been to London
lately. I don’t even know who you are.” You reel. This is for sure the same
272
man you saw in London—isn’t it? “As for that place, I have only a vague sense,
but I have no idea what brought me there or how long I have been gone. That
thing...” He lifts the brim of his fedora and clutches his forehead so hard his
hands shake. “It was...prying. Searching. Learning.”
Aliki finally speaks, with Quinn once again translating. “She says that the
creatures are not just taking things, they are...what would be the right word...”
she struggles to retain her composure as Aliki once again switches languages.
“...adapting. Mimicking.”
Cold realization washes over you. This is what Aliki had been afraid of—
why she had come to you for help. The man you saw in London was not the
same as the man before you now. It was an imposter. It was one of them. ”It
seems I am in your debt,” the man says, extending a red-gloved hand. “But
unfortunately, I have much to do. If these creatures have infiltrated the Coterie,
none can be trusted, myself most especially. If you see me again, assume it is
not me. In the meantime, I will get to the bottom of this and confront the others
with my findings when the time is right.” You nod and shake his hand. There
is more at stake here than you ever realized, and you can only get to the heart
of it by working together.
Z Each investigator earns 1 bonus experience, as they gain insight into the
strange happenings around the world.
Resolution 2:
You awaken on the ship’s deck, dreamlike memories and otherworldly
visions swimming in your mind. The only sign that what you saw was real and
not a mere nightmare is a red-gloved grip as a man pulls you to your feet and
dusts off your shoulders. Agent Quinn rises steadily to her feet as well. The
world wobbles as your vision settles over a new dimension. “Stay with us,” the
man says, his voice smoother and more natural than you remember.
273
You demand answers: what was he doing in London, what was that hellish
place, and why was he there? “London?” He scoffs. “I haven’t been to London
lately. I don’t even know who you are.” You reel. This is for sure the same
man you saw in London—isn’t it? “As for that place, I have only a vague sense,
but I have no idea what brought me there or how long I have been gone. That
thing...” He lifts the brim of his fedora and clutches his forehead so hard his
hands shake. “It was...prying. Searching. Learning.”
Is this even the same man you saw in London? You wonder what purpose
the entity had in kidnapping him. What kind of information was it looking for?
“In any event, I am in your debt,” the man says, extending a red-gloved hand.
“But unfortunately, I have much to do. If you claim to have seen me in
London, then there must be an imposter afoot. If you see me again, assume it
is not me. In the meantime, I will get to the bottom of this and confront the
others with my findings when the time is right.” You nod and shake his hand.
“By the way...I am curious. How did you know where to find me?”
“One of your own,” Agent Quinn replies. “Uperetria. She had a hunch.
Seems she was right.”
“I see,” he says with a scowl. “Well then...it appears I have two favors to
repay, then. And rest assured... I always pay my debts.”
Z Each investigator earns 1 bonus experience, as they gain insight into the
strange happenings around the world.
Resolution 3:
You awaken on the ship’s deck, dreamlike memories and otherworldly
visions swimming in your mind. The only sign that what you saw was real and
not a mere nightmare is the gentle grip of Aliki as she pulls you to your feet,
her expression blank. The world wobbles to and fro as your vision settles over
274
a new dimension. Agent Quinn rises steadily to her feet as well, pounding her
fist against the door to the cabin. “Dammit. We were so close!” she exclaims.
You struggle in vain to comprehend what you experienced in that other
world. Answers may have eluded you, but it’s a relief to stand once more in a
place that feels familiar to you. “That place...it is just as you thought,” Quinn
says to Aliki, her eyes wide with both awe and horror. “Everything that is
missing. Everything that is forgotten. It’s all there. Is that what they are doing?
Stealing our world?”
Aliki finally speaks, with Quinn once again translating. “She says that the
creatures are not just stealing things, they are...what would be the right word...”
she struggles to retain her composure as Aliki once again switches languages.
“...adapting. Mimicking.”
You ponder what all of this could mean in silence as night falls over the
Atlantic. This is what Aliki had been afraid of—why she had come to you for
help. But you are still uncertain what the entities from that reality truly want
with yours, and what it might mean for the Red Coterie. “She thanks us for
helping her, even if we were unable to learn the truth,” Quinn translates as
Aliki speaks up once more. “And she says she will repay the favor when the
time comes.”
Resolution 4:
You awaken on the ship’s deck, dreamlike memories and otherworldly
visions swimming in your mind. The only sign that what you saw was real and
not a mere nightmare is the pained groans of Agent Quinn as she rises steadily
to her feet and pulls you up. The world wobbles as your vision settles over a
new dimension.
“What the hell,” Quinn utters under her breath. “What the hell.” You
struggle in vain to comprehend what you experienced in that other world.
Answers may have eluded you, but it’s a relief to stand once more in a place
that feels familiar to you. “That place...it is just as Aliki thought,” Quinn says
aloud, her eyes wide with both awe and horror. “Everything that is missing.
Everything that is forgotten. It’s all there. Is that what they are doing? Stealing
our world?”
275
You ponder what all of this could mean in silence as night falls over the
Atlantic. This is what Aliki had been afraid of—why she had come to you for
help. But you are still uncertain what the entities from that reality truly want
with yours, and what it might mean for the Red Coterie. “What do we do now?
I don’t even know how I would report this to the Commissioner. Even for us,
it’s almost too far-fetched to believe. And we have nothing to show for it...”
You shake your head and ponder the horizon. How much of the
emptiness around you is but the remnants of these creatures’ contact with
Earth? How much will be left if their secret war is not stopped? At least now,
you know the true scale of this threat...
Z In your Campaign Log, record you haven’t seen the last of Aliki Zoni
Uperetria.
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File #59-Z: Congress of the Keys
(Resolution)
DO NOT READ
until the end of the Chapter
Before resolving any other resolution, if at least 1 investigator was
defeated: The defeated investigators read Investigator Defeat first.
Investigator Defeat:
With no dimension left for your body to exist within, every fiber of your
being is torn apart. Your memories and thoughts drip through endless oblivion
from now until the end of all things. But your consciousness, your awareness,
remains. An infinite, eternal prison of nothingness.
Z Each investigator who was defeated is driven insane and is never seen or
heard from again. All memory of their existence is purged from reality.
Z Lay out the world map on a flat surface. Each investigator tosses a coin
or chaos token onto the map. Wherever it lands, that is where that
investigator ended up. (If it lands in an ocean, they ended up by chance
on a random boat.)
It takes several weeks for you to contact the other members of your cell
who survived the collapsing of the Outsiders’ realm. It seems that, at least for
now, their scheme has been dismantled. Perhaps a long-earned vacation is in
order, but first there is one last order of business to resolve...
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Z In your Campaign Log, record that the Outsiders were stopped.
Z Proceed to Epilogue.
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Status Reports
When you fill in a box under “Time Passed” with one of the following
symbols (in the form of Greek letters), proceed to the status report matching
that letter, and read the text that follows.
279
Status Report Epsilon (ε):
As you traverse the streets, you flinch at every shifting shadow and every
passerby wearing red. You’re definitely being followed, and you have no lack
of enemies who might fit the bill...
280
Status Report Zeta (ζ):
You return to your hotel after a long day of travel and investigation, only to
find your room in shambles. A grim feeling sprouts in your gut. Someone has
clearly turned your room upside-down in search of something, and you’re
pretty sure you know what. You rush to the safe where you have been storing
the paradimensional artifacts you aren’t carrying on your person. To your
horror, it is empty, apart from a single red card. Reaching out to Foundation
contacts, you believe you have tracked the culprit to one of four likely Coterie
sanctums. Perhaps if you’re quick, you can recover what was stolen from you.
Check the Keys section of the Campaign Log and find each
of the Keys whose bearer is an investigator. Choose 1 at random
(2 instead if the investigators control 5 or more Keys in total).
Update the Keys section of your Campaign Log such that the
bearer of the Key(s) that were stolen is the randomly chosen enemy.
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Status Report Psi (ψ):
As you return to your hotel, the concierge waves you down and hands you
a telegram.
This must be from Inspector Flint. Perhaps you should travel to Hong
Kong and learn more, if you can spare the time.
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Credits
Expansion Design and Development: Aaron Haltom, Josiah “Duke” Harrist, and MJ Newman
with Jeremy Zwirn
Cultural and Sensitivity Review: Enrique Bertran, Ingrid Cruz, Athar Fikry, Ouissal Harize,
Hong Di-Anne, Cyrus McGoldrick, Kavelina Torres, Calvin Wong Tze Loon 黃子倫, and the
members of the FFG Cultural Sensitivity Panel
Expansion Graphic Design: Christopher Hosch, Joseph D. Olson, Caitlin Ginther and
Laurence Smith
Art Direction: Steve Hamilton, Jeff Lee Johnson, and Kate Swazee
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Playtesters:
Kayli Ammen, Avita Amoeba, John Bagley, Dalia Berkowitz, Julius Besser, Yitzchak
Besser, Dane Bicott, Shannon Bicott, Michael Boggs, Shelley Danielle, Benjamin
Davan, Michael Feldman, Jeremy Fredin, Matt Froese, Rod Jordan, Bob Juranek, Joe
Kennedy, Nate Langreder, Cayce Lent, Jamie Lewis, Kenny Ling, Josh McCluey,
Caitlyn “La Chica Verde” McGrath, Tyler Moore, Josh Parrish, Jamie Perconti, Chad
Reverman, Devin Stinchcomb, Owen Weldon, and Ben Wiebracht
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Design Notes
“Physics depends on a universe infinitely centered on an equals sign.”
– Mark Z. Danielewski, House of Leaves
Well, we finally did it. I’ve been wanting to make this campaign ever since we
first envisioned Arkham Horror: The Card Game—at the time, Eldritch
Horror was my favorite Arkham game, and I loved how the enormous scope
interwove with the world-ending stakes to create such a memorable and
dynamic experience. That kind of format was never possible in this game
before, but as soon as we shifted to the campaign-in-a-box model, I
immediately started jotting down ideas.
The Congress of the Keys, or the “Red Coterie” as they came to be known
internally, were originally created for Call of Cthulhu: The Card Game back
in the days before this game existed. In their original appearance, not much
was ever explicitly stated about them, save for the fact that they collected
seven Keys across seven continents, and served a greater force. I had always
wanted to do more with them,
but it never felt right to just hamfist them into a completely unrelated story, so
they were used sparingly—mostly in player card artwork. Finally, when the
stars aligned and we were ready to create our epic globetrotting adventure, I
decided it was time to truly explore the Red Coterie: who are they, and what
are they after?
285
Unlike most campaigns, the trial scene in the finale scenario is actually one of
the first interludes I started outlining and writing. I really wanted it to feel like
a reckoning—the players have interacted with a huge cast of characters, and
every single action they have taken for or against them is tallied in the end. It
was an enormous undertaking! This was our way of ensuring that the
nonlinear nature of the campaign still gave us meaningful decisions and
consequences that followed players from scenario to scenario.
The formation and inclusion of the Foundation as a foil to the Red Coterie
came about as I began to outline the introductory scenario to the campaign.
After all, somebody had to take the investigators out of their quiet town of
Arkham and send them on a globetrotting adventure, and the mere existence
of the Foundation answers a lot of unasked questions about how the
investigators get their information and travel across the globe so easily. It
ended up being a perfect fit, and the team was inundated with references to
secret government organizations and conspiracies in other games, movies,
and television shows. I decided to lean heavily into this theme, which is how
the intel dossiers, the design of the campaign log, and even the basic structure
of the campaign guide itself came about.
Many of the other mechanics explored in this cycle, from the concealed
keyword to the world map, followed naturally from the themes of secrecy and
mystery we wished to explore, and of course the epic scale of the campaign.
For a variety of reasons, this campaign is extremely meaningful and personal
to me—I truly hope you have enjoyed playing it as much as the rest of the
team and I had putting it together. I know one of them is planning a feast of
sorts. I wonder what will be on the menu.
– MJ Newman
286
287
Paralogue X
Fortune and Folly
288
Care to Try Your Luck?
A casino in Monte Carlo is using probability-manipulating powers to
accumulate wealth at the cost of endangering the populace. In Fortune and
Folly, a unique paralogue for Arkham Horror: The Card Game, 1–4
investigators must plan and execute a daring heist in order to capture the
source of this cult’s power and put a stop to their nefarious work. But will
their meddling turn fortune in their favor? Or will their luck run out?
Expansion Symbol
The cards in this expansion are identified by this symbol before each card’s
collector number.
Game Modes
Fortune and Folly can be played either as a standalone scenario or as a side-
story inserted into any campaign. Fortune and Folly gains additional context
and scenario rewards if played as a side-story in The Scarlet Keys campaign.
Standalone Mode
When played as a standalone paralogue, follow the steps for Standalone
Mode in the Rules Reference. This paralogue has two difficulty modes.
Construct the chaos bag with the following tokens:
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Side-story (Campaign Mode)
A side-story is a paralogue that may be played between any two scenarios of
an Arkham Horror: The Card Game campaign. Playing a side-story costs
each investigator in the campaign a certain amount of experience.
Weaknesses, trauma, experience, and rewards granted by playing a side-story
stay with the investigators for the remainder of the campaign. Each side-story
may only be played once per campaign.
290
Additional Rules & Clarifications
Checkpoint
This paralogue is split into two parts. Players may choose to play these parts
one at a time (with a break between each part), or they may play both parts
one after the other as part of a longer session. Each part is its own game with
its own setup and resolution. After completing the first part of this paralogue,
the campaign guide directs the investigators to a Checkpoint that instructs
them on how to proceed. If the investigators wish to proceed directly to the
next part of the paralogue, the Checkpoint instructs them on how to clean up
the game to prepare for the next part. If the investigators wish to take a break
and resume playing during their next game session, the Checkpoint instructs
them to record information in the Campaign Log that makes setup for the
next session quick and easy.
Alarm Level
The setup of this paralogue instructs the players to place 1 doom on each
investigator card, marking their current “alarm level.” As the heist progresses,
alarm levels may increase or decrease based on the investigators’ actions and
decisions. A higher alarm level means the casino is closer to discovering your
actions, which will endanger the chances of a successful heist. If an effect
raises an investigator’s alarm level by any amount, place that much doom next
to that investigator’s card to represent this. Likewise, if an effect reduces an
investigator’s alarm level by any amount, remove that much doom from next
to that investigator’s card. An investigator’s alarm level cannot be reduced
below 1 or raised above 10.
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Isamara Ordoñez
Isamara Ordoñez is a double-sided story asset card. If Isamara Ordoñez
leaves play for any reason, or if an investigator that controls Isamara Ordoñez
is defeated, she is set aside.
Patrol
Some enemies have the patrol keyword. During the enemy phase (in
framework step 3.2), each ready, unengaged enemy with the patrol keyword
moves to a connecting location along the shortest path toward the designated
location (as described in parentheses next to the word patrol).
X If there are multiple locations that qualify as the designated location, the
lead investigator may choose which location that enemy moves toward.
X During this paralogue, locations are arranged into two main “hubs”
consisting of either Public or Restricted locations (see pages 301 and
310). If an enemy’s patrol location is “clockwise” or “counterclockwise,”
that means they will move to the connecting location in the clockwise or
counterclockwise direction for the hub they are in. Enemies do not
patrol between hubs in this manner unless they move via another
method.
292
Game Icons
Encounter card abilities in this paralogue will sometimes ask an investigator
to discard cards from the encounter deck in order to “check their game
icons.” To do so, that investigator discards the specified number of
(whichever encounter cards and checks the game icons listed on each. The
icons will consist of (♥, ♦, ♠, or ♣), and a rank (4, 5, 6, 7, 8, 9, 10, J, Q, or K).
X If the encounter deck runs out of cards while checking for game icons,
set aside the cards that have already been discarded, shuffle the
remainder of the discard pile into the encounter deck, then continue
discarding cards.
293
Mulligans
Some Game location effects that instruct you to discard cards from the
encounter deck will specify that you can take a mulligan. This means that
after an investigator discards the specified number of encounter cards and
checks their game icons, they can set aside as many of those discarded cards
as they wish. Then, they discard an equal number of cards from the
encounter deck to replace the set-aside cards. Once the effect is resolved,
they discard the set-aside cards.
294
Fortune and Folly, Part I
Intro 1:
MAN STRUCK BY LIGHTNING TWICE MINUTES AFTER
WINNING BIG! This sensational headline is what first grabbed your
attention. You might have written it off as just an extraordinary and unlikely
event exaggerated to sell papers, if it weren’t for the other stories that followed,
all centering around the same place: a casino in Monte Carlo called Défis de
la Roulette. In addition to the unlucky patron being struck down mere
moments after leaving the casino with his winnings, others have also met grisly
yet improbable fates either within or nearby. Upon inquiring further, it seems
that this casino appeared quickly and unexpectedly, and the authorities in
Monaco have been suspiciously tight-lipped about where exactly it came from
and who owns it. Since its opening , the casino has been a magnet for the
unnatural and implausible. The more you learn, the more it seems worth at
least taking a look to determine whether these events are simply coincidence,
or the result of something much more sinister.
Intro 2:
Your cell has been given the name of a contact at Défis de la Roulette:
Isamara Ordoñez. Isamara is not just an employee there, she is the “Flor de
Nicaragua,” a singer whose performances have become a major draw for the
casino. She has reputedly reached out to various parties for help over the
course of the past month, concerned with some of the events she has witnessed
behind the scenes. The Foundation has reason to believe a Key may be
involved in these strange events. You find a table in the casino lounge, and wait
for an opportune moment to attract her attention. Only a few minutes later, a
woman in a striking red dress takes the stage. Her performance is so captivating
that she is already leaving the stage before you remember why you are here.
There is no doubt that she is the one you are looking for. As she glances at the
crowd, you give a small wave. At first, she appears to take little notice, but then
her eyes fall to the flower that you were told to wear. She approaches your table
and sits down. A casual smile adorns her face, but her words are sharp and
295
pointed. “If you were sent by Them, it’s not safe to talk here. Meet me in an
hour.” She hands you a card with the address of a nearby café. She then stands,
smoothing out her dress. “Thank you so much for the kind words about my
performance!” she says for the benefit of anyone nearby. “Hope to see you
again soon!”
Skip to Intro 4.
Intro 3:
Although you ask around town about the casino for several days,
promising leads seem to be scarce. When you visit the casino itself, nothing
appears out of place, although your probing questions don’t go entirely
unnoticed. As you sit in the casino lounge, assessing whether the trip to Monte
Carlo was a complete waste of time and if nothing is amiss here after all, a
woman in a striking red dress sits down at your table. You recognize her as
Isamara Ordoñez, the singer who had performed just moments before,
capturing the audience with her hauntingly beautiful voice. A casual smile
adorns her face, but her words are sharp and pointed. “You’re being too
careless. We can’t talk here. If you want to know the truth, meet me in an
hour.” She hands you a card with the address of a nearby café. She then stands,
smoothing out her dress. “Thank you so much for the kind words about my
performance,” she says for the benefit of anyone nearby. “Hope to see you
again soon!”
Proceed to Intro 4.
Intro 4:
Isamara is wearing a long overcoat of the darkest blue when you meet, her
wavy brown hair partially hidden beneath a wide- brimmed hat. Clearly, she is
worried about someone recognizing her. “You’re right to be suspicious about
what’s happening at Défis,” she begins, wasting no time with pleasantries. “On
the surface, it’s a casino like any other. But there’s more going on than anyone
could guess. Behind the scenes, a cult called the Fortune’s Chosen are the ones
that really run the show. They are deadly and dangerous. Anyone who has
gotten too close to the truth or crossed the casino in some way has met a
horrible fate.”
You ask about the casino owner, and how involved he is with this cult.
Isamara gives a mirthless smile. “Abarran? He is their leader. Not just that, he
296
is the worst of them all. He brought the casino here, but more importantly, he
brought the Wellspring.”
Isamara explains that the vault of the casino holds a strange and powerful
relic of mysterious origin. It is this relic that is responsible for the unlikely
events that seem to pop up around the casino. This item is known as the
Wellspring of Fortune, and it has the power to manipulate probability and luck.
Abarran guards it jealously, as whoever possesses the Wellspring is able to turn
fortune to their cause, no matter how selfish and destructive that cause may be.
Over time, he has created the loyal cadre of the Fortune’s Chosen by granting
them some measure of the benefits of the Wellspring. They have come to
revere it almost as a god. These true believers can be easily distinguished from
the regular casino employees by the distinctive coin medallions they wear
around their necks. “Abarran trusts me for some reason, and he’s even offered
me to join. I think he views me as a potential asset,” Isamara mutters.
You ask Isamara what she would have you do. “Steal the Wellspring. Take
it far away from here. I don’t know how to say it more plainly. As long as it is
in Abarran’s grasp, he will use it to aggrandize himself. Even worse, I fear that
the longer its powers are used, the greater the chance of harm coming to those
in the casino. Who knows what seemingly impossible catastrophes it may
summon if it is not removed?”
Her words seem not so much a plea for help as a call to action. You find
yourself agreeing to the task almost without conscious thought. As you move
to stand, she stops you with her hand.
“One last thing: do not underestimate Abarran. He is a dangerous man.
He puts on a face of civility to the world, but underneath that mask there is a
barely contained anger that can explode if he feels his prize is threatened. I’ve
seen his temper, and I don’t doubt it could drive him to tear a man limb from
limb with his bare hands if he felt he had the cause.” Left with that cheery
thought, you begin planning a heist with the highest stakes.
If you would like to skip the stakeout and jump straight to the heist,
skip to Fortune and Folly, Part II. (Warning: Skipping the stakeout will
dramatically increase the difficulty of Part II.)
297
Intro 5:
Several days later, you meet with Isamara to discuss a plan for staking out
the casino in advance of the heist. Isamara explains what you need to look for
as the night of the stakeout approaches, warning that you will not have time to
accomplish everything:
X High rollers are held in high regard. If you throw enough money around,
it will open up options during the heist.
X The more money you win, the greater the chance that the casino will
have to roll out cash carts for the busy night of the heist. These carts
happen to have enough space inside for a person to hide...
X Somewhere in the casino is a major vent that runs from the public areas
directly to the employee areas, bypassing the normal employee entrance.
X Abarran keeps the keys to his office on his person while making his daily
rounds. It’s a risk, but if you can get the keys off him, you won’t have to
find a way into his office later.
X There is a space within the main hall of the casino that can be used to
hide assets for the heist. Any assets placed here will be immediately
available when the big night begins.
298
X Finally, the more clues you can gather about casino operations, the better
your chances of keeping a low profile when it comes time for the actual
heist and the more prepared you will be for your role!
Setup
X Gather all cards from the Fortune and Folly encounter set. This set is
indicated by this icon:
X Build the agenda deck using only agenda 1 and the act deck using only
act 1. Set the remaining agenda and act cards aside, out of play.
X Set the following encounter sets aside, out of play: Fortune’s Chosen and
Plan in Shambles. These sets are indicated by the following icons:
X Put Casino Floor, Casino Lounge, and High Roller’s Table into play
with the Calm Night side faceup. Put each other Public location into
play. (See Location Placement on page 301.)
X Put the Isamara Ordoñez (Lounge Singer) story asset into play at
Baccarat Table, Inconspicuous side faceup.
299
X Each investigator chooses one of the Role story assets and takes control
of it, Unpracticed side faceup. If there is exactly one investigator in the
game, that investigator chooses and takes control of an additional Role
story asset, Unpracticed side faceup.
Remove each Role story asset not chosen from the game.
X Attach The Wellspring of Fortune key, Stable side faceup, to the act
deck. Place 7 h clues on it. Its text box is considered to be blank for the
duration of this paralogue.
X Set the following cards aside, out of play: the three Fortune’s Disfavor
story cards, the Cash Cart story asset, the Deck of Possibilities story
asset, and the Isamara Ordoñez (The Torch Singer) story asset.
X Place 1 doom next to each investigator card. This doom represents that
investigator’s current alarm level (see “Alarm Level” on page 291). It
does not count as doom and does not count toward the current agenda’s
doom threshold.
300
Location Placement (Public Hub)
Casino Floor
301
Checkpoint: The Plan
The Plan 1:
With the stakeout completed, the time has come to plan out the actual
heist. There are only a few days until Saturday night at Défis de la Roulette, the
busiest night of the week and the perfect time to get lost in a crowd. The plan
for the heist is simple, at least in theory. With the casino staff and security
occupied by the Saturday crowd, you will first enter the public areas, just as you
did last time. There, you will try to avoid notice as much as you can while
completing any needed tasks. Once that’s done, you will slip into the restricted
areas in the back of the casino that are reserved for staff. This area holds the
vault itself, where the Wellspring of Fortune is located. According to Isamara,
the vault door is not only secured by solid steel, but also held shut by some
kind of energy. If that wasn’t enough, it is constantly monitored by guards,
patrols, and the cultists of the Fortune’s Chosen. It will take a carefully
executed plan, and some improvisation, to succeed against all odds. With only
a short time to gather supplies and practice the approach, there may not be
enough time to rest and recuperate from your first tangle with the casino.
X Proceed to The Plan 2 if you wish to play the next part of the paralogue
immediately, or The Plan 3 if you wish to take a break and proceed the
next time you play.
The Plan 2:
With a deep breath, you make your final preparations...
X For every 1 h clues on The Stakeout story card at the conclusion of part
I, the investigators, as a group, choose one of the following options:
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X Gather the facedown assets from beneath Casino Floor that are part of
the “stash for the heist.” Each investigator takes the stashed assets that
they own and sets them aside.
X Do not remove any locations from play. (All tokens on these locations
are removed and all cards at these locations, except The Wellspring of
Fortune, Isamara Ordoñez, and Abarran Arrigorriagakoa, are discarded
as normal.)
The Plan 3:
With a deep breath, you make your final preparations...
X In your Campaign Log, record each line of text that you were instructed
to remember during this paralogue. (You will have to remember these
for Part II, as well.)
X Record the name of each Role card under an investigator’s control when
the game ended.
X For every 1 h clues on The Stakeout story card at the conclusion of Part
I, the investigators, as a group, choose one of the following options:
303
X Record the number of clues on The Wellspring of Fortune in your
Campaign Log.
X Gather the facedown assets from beneath Casino Floor that are part of
the “stash for the heist.” In your Campaign Log, record “Stashed:” and
next to this, the names of each gathered asset.
X When you are ready to play again, proceed to Fortune and Folly, Part
II.
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Fortune and Folly, Part II
Only a few hours remain until the heist begins. Isamara paces nervously
in front of you before taking a deep breath to calm her nerves. She steps
forward to the table where a map of the casino is displayed. With one hand,
she gestures toward it. “I’m still not sure exactly how you’re going to pull this
off, but this is what I know...”
X The floor manager of the casino enjoys playing high-stakes poker. It’s
possible that if you sit in on a game with him and do well enough, you
may be able to force him to wager his Fortune’s Chosen medallion.
X Abarran keeps a sigil that allows him to tap into the arcane power of the
casino and the Wellspring. It’s unknown exactly where he keeps it, but
it’s more than likely held somewhere very close to him.
X In the back areas of the casino, there is a staging area for the guards. If
you combine an employee uniform with some of the equipment found
there, you should be able to pass yourself off as one of them.
X If you’re able to take control of a cash cart, you might be able to hide
inside at key moments.
X If you were able to find the vent during the stakeout, you should plan on
finding it again and accessing it during the heist.
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X Hint: The more tasks you accomplish throughout the course of Part II,
the better your chance of finding additional rewards!
X Build the agenda deck using agendas 2–4 and the act deck using acts 2–
3.
Flip The Stakeout story card to The Heist side and place it near
Vault Door.
X Flip Casino Floor, Casino Lounge, and High Roller’s Table to their
(Busy Night) sides.
306
X If you “cleaned out the house,” put the set-aside Cash Cart into play at
High Roller’s Table.
X For each revealed location, add clues to it until it has clues equal to its
clue value.
X Set the Package Delivery story card aside, out of play. (Package Delivery
is on the reverse side of the If the Uniform Fits... story card. Each other
card that was still set aside at the end of Fortune and Folly, Part I
remains set aside.)
X Search the encounter deck for 1 copy of Casino Guard. Spawn it at High
Roller’s Table. Then, search the encounter deck for 1 copy of Security
Patrol. Spawn it at Casino Lounge.
X Before drawing their opening hand for this paralogue, each investigator
may search their deck for all of their cards that were recorded as
“Stashed” and set them aside (1 copy for each copy recorded). Each
investigator adds each of their set-aside stashed cards to their opening
hand after mulligans are taken.
X Gather all cards from the Fortune and Folly encounter set. This set is
indicated by this icon:
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X Build the agenda deck using agendas 2–4 and the act deck using acts 2–
3. Set the remaining agenda and act cards aside, out of play.
X Set the following encounter sets aside, out of play: Fortune’s Chosen and
Plan in Shambles. These sets are indicated by the following icons:
X Each investigator takes control of the Role story assets recorded for that
investigator in the Campaign Log, Unpracticed side faceup. If the
chosen Role has been recorded in your Campaign Log as Practiced,
then it enters play Practiced side faceup instead.
Remove each Role story asset not chosen from the game.
X Put Casino Floor, Casino Lounge, and High Roller’s Table into play,
(Busy Night) sides faceup. Put all other locations into play. (See Location
Placement for both hubs on pages 301 and 310. The restricted hub on
page 310 should be placed above the public hub on page 301.)
Place The Heist story card next to Vault Door. (The Heist is on the
reverse side of The Stakeout story card.)
308
X If you convinced Isamara to participate in the heist, put Isamara
Ordoñez (Lounge Singer), Crew side faceup, into play at Casino
Lounge. Otherwise, set her aside.
X Set the following cards aside, out of play: the three Fortune’s Disfavor
story cards, the Package Delivery story card, the Deck of Possibilities
story asset, the Isamara Ordoñez (The Torch Singer) story asset, and
Abarran Arrigorriagakoa, (Abarran Unleashed) side faceup. (Package
Delivery is on the reverse side of the If the Uniform Fits... story card.)
X If you cleaned out the house, put the Cash Cart into play at High
Roller’s Table. Otherwise, set it aside, out of play.
X Search the encounter deck for 1 copy of Casino Guard. Spawn it at High
Roller’s Table. Then, search the encounter deck for 1 copy of Security
Patrol. Spawn it at Casino Lounge.
X If you played Part I, set each investigator’s alarm level equal to what was
recorded in the Checkpoint. Otherwise, set each investigator’s alarm
level to 1.
X When you have finished Paralogue X, Part II, continue to page 312.
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Location Placement (Restricted Hub)
Relic Room
Vault Door
310
Paralogue X: Fortune and Folly, Part I
(Resolution)
DO NOT READ
until the end of the Paralogue
If no resolution was reached (each investigator was defeated):
Proceed to Resolution 1.
Resolution 1:
You find yourself forcefully removed from the casino after attracting far
too much attention. It is certain that soon your description will circulate among
the staff. This will undoubtedly make matters much more difficult when the
heist begins.
Z Each investigator who did not resign raises their alarm level by 2.
Resolution 2:
You hope that what you were able to learn and accomplish tonight will be
enough. You can at least rest a little easier knowing that the staff did not seem
to take any special interest in you. That will make it easier to keep a low profile
when the heist begins in earnest.
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Paralogue X: Fortune and Folly, Part II
(Resolution)
DO NOT READ
until the end of the Paralogue
If no resolution was reached and at least one investigator resigned:
Proceed to Resolution 2.
Resolution 1:
Together with Isamara, you examine the relic that was the source of all
this trouble. Sometimes it looks just like an ordinary coin, albeit an incredibly
ancient one from some long-forgotten civilization. At other times, however, the
air around it distorts and warps. You also know now from experience the ways
in which it can make the seemingly impossible all too real. For the first time,
you see a genuine smile on Isamara’s face. “I have to thank you for this. For
getting it out of Abarran’s hands. And getting it away from this place. I don’t
know what would have happened
if you didn’t. Tonight was bad enough, but nothing would have stopped
Abarran from holding tight to his prize, no matter how many died along the
way.” You begin to gather your things, as Isamara does the same. You know
that you will need to leave Monte Carlo immediately, as any of the Fortune’s
Chosen who have survived, including Abarran himself, will hunt for you and
the Wellspring. “I saw him one last time, before we escaped,” Isamara
explains. “The look of rage in his eyes...Without his precious artifact he’ll be
even more unstable.” You tell her that maybe he is the one that should be
scared instead. After all, she successfully orchestrated his downfall from within.
At your words, that same smile crosses her face once more. “I could get used
to that idea.” With everything ready to go and the Wellspring in hand, you
leave Monte Carlo behind, hoping your luck will hold.
Resolution 2:
By all accounts, escaping from the clutches of those horrible creatures and
an army of casino staff and security could be called a successful night. Yet the
Wellspring, the whole purpose for this ill-fated heist, has eluded your grasp. In
the days that follow, you wonder if you are courageous or mad enough to try
again, but the casino never reopens its doors and there is no further sign of
Abarran or the Fortune’s Chosen. The newspapers are strangely muted
regarding the night’s events, making no mention of the fantastical monsters that
terrorized casino patrons. More than ever, it seems that some person or group
helped Abarran set up his operation here and is protecting him after the fact
as well. More importantly, after your attempted heist and the strange
dimensional incursion, Abarran has taken the Wellspring somewhere far from
here. It is possible that you could track him down and find some other way to
obtain the relic, but for now, there are no leads and no sign of where he may
have gone. You leave Monte Carlo, licking your wounds and wondering if you
will have the fortune, or misfortune, of running into Abarran and the
Wellspring again one day.
X In your Campaign Log, record that Fortune’s Chosen have bound you
with bad luck. Choose any number token in the chaos bag. Replace it
with a number token of a value 2 lower (e.g. You may replace a 0 token
with a –2 token, or a –3 token with a –5 token).
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Resolution 3:
When you come to consciousness some time later, you are struck first by
the absolute quiet. As you rise to your feet, the casino is completely empty. No
cultists. No monsters. No patrons. Not a single soul to be seen. And it doesn’t
take much to realize that the relic you sought is long gone too. You stumble
out into the daylight to find the city going about its business, as if nothing
untoward had taken place. In the days that follow, the casino closes its doors
for good. There is no further sign of Abarran or the Fortune’s Chosen. You
leave Monte Carlo, nursing your wounds and wondering if you will have the
fortune, or misfortune, of running into Abarran and the Wellspring again one
day.
X In your Campaign Log, record that Fortune’s Chosen have bound you
with bad luck. Choose any number token in the chaos bag. Replace it
with a number token of a value 2 lower (e.g. You may replace a 0 token
with a –2 token, or a –3 token with a –5 token).
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Additional Rewards
X Check the number of tasks on The Heist story card that were completed
during this paralogue. If you skipped part I, treat the number of tasks
completed as 2 more than what was completed during the paralogue.
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Credits
Expansion Design and Development: Ian Martin with MJ Newman
Arkham Horror Story Review: Kara Centell-Dunk, Ryann Collins, and Philip D. Henry
Cultural and Sensitivity Review: James Mendez Hodes and the members of the FFG Cultural
Sensitivity Panel
Art Direction: Steve Hamilton, Jeff Lee Johnson, and Kate Swazee
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Playtesters:
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RULES REFERENCE
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The Golden Rules
If the text of this Rules Reference directly contradicts the text of the Learn to Play book, the text
of the Rules Reference takes precedence.
If the text of a card directly contradicts the text of either the Rules Reference or the Learn to Play
book, the text of the card takes precedence.
Glossary
The following is an alphabetical list of entries for game rules, terms, and situations that may
occur during play.
A, An
When used to describe a condition, the words “a” or “an” are satisfied if one or more of the
conditional elements are present. For example, an investigator with 3 resources will satisfy the
condition of “Each investigator with a resource.”
Ability
An ability is the specialized game text that indicates how a card affects the game.
Card abilities only interact with the game if the card bearing the ability is in play, unless
the ability (or rules for the cardtype) specifically references its use from an out-of-play
area.
Card abilities only interact with other cards that are in play, unless the ability specifically
references an interaction with cards in an out-of-play area.
If multiple instances of the same ability are in play, each instance interacts with (or may
interact with) the game state individually.
The various types of card abilities are: constant abilities, forced abilities, revelation abilities,
triggered abilities, keywords, and enemy instructions (spawn and prey). Each type is described in
detail below.
Constant Abilities
Constant abilities are simply stated on a card with no special formatting. Constant abilities are
always interacting with the game state as long as the card is in play. (Some constant abilities
continuously seek a specific condition, denoted by words such as “during” or “while.” The
effects of such abilities are active any time the specified condition is met.) Constant abilities have
no point of initiation.
Forced Abilities
A forced ability is identified by a bold “Forced –” command. Forced abilities initiate and interact
with the game state automatically at a specified timing point. Such a timing point is usually
indicated by words such as: “when,” “after,” “if,” or “at.”
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If a forced ability does not have the potential to change the game state, the ability does
not initiate.
The initiation of a forced ability that has the potential to change the game state is
mandatory each time its specified timing point is met.
A forced ability with a timing point beginning with the word “when...” automatically
initiates as soon as the specified timing point is reached, but before its impact upon the
game state resolves.
A forced ability with a timing point beginning with the word “after...” automatically
initiates immediately after that timing point’s impact upon the game state has resolved.
For any given timing point, all forced abilities initiated in reference to that timing point
must resolve before any y abilities (see below) referencing the same timing point in the
same manner may be initiated.
Revelation Abilities
Triggered Abilities
A triggered ability is any ability prefaced by either a u icon, a y icon, or an i icon. If the
ability has one or more prerequisites (costs and/or conditions), these are listed in text
immediately following the icon. A player must always meet the prerequisites of a triggered ability
in order to trigger that ability. There are three types of triggered abilities:
Free triggered abilities (u)—A u triggered ability may be triggered as a player ability during any
player window. (See “Appendix II: Timing and Gameplay” for a complete list of player
windows.)
Reaction triggered abilities (y)—A y triggered ability with a specified triggering condition may
be triggered any time that triggering condition is met. For example: “y After you defeat an
enemy:”
A y ability with a triggering condition beginning with the word “when...” may be used
after the specified triggering condition initiates, but before its impact upon the game
state resolves.
A y ability with a triggering condition beginning with the word “after...” may be used
immediately after that triggering condition’s impact upon the game state has resolved.
Each y ability may be triggered only once each time the specified condition on the
ability is met. For example, an ability that is triggered “After X occurs,” may be used
once each time “X” occurs.
Action triggered abilities (i)—An i triggered ability may be triggered during a player’s turn in
the investigation phase through the use of the activate action, and only if the player uses one
action for each i specified in the ability’s cost.
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Triggered abilities on a card a player controls are optionally triggered (or not) by that
player at the appropriate timing moment, as indicated by the ability.
A triggered ability can only be initiated if its effect has the potential to change the game
state, and its cost (if any) has the potential to be paid in full, taking active cost modifiers
into account. This potential is assessed without taking into account the consequences of
the cost payment or any other ability interactions.
Once an ability is initiated, players must resolve as much of the effect as possible, unless
the effect uses the word “may” (see “May”).
Keywords
A keyword is a card ability which conveys specific rules to its card (see “Keywords”).
Spawn instructions inform where an enemy spawns as it enters play (see “Spawn”).
Prey instructions inform which investigator an enemy pursues and/or engages if it has a choice
(see “Prey”).
Action Designators
Some abilities have bold action designators (such as Fight, Evade, Investigate, or Move).
Activating such an ability performs the designated action as described in the rules, but modified
in the manner described by the ability.
The act deck advances if the investigators, as a group, spend the requisite number of
clues (as indicated by the act card). An act card may indicate a flat value (such as “4”) or
a per investigator value (as indicated by the h icon). This is normally done as a u
player ability. Any or all investigators may contribute any number of clues towards the
total number of clues required to advance the act. If the act has an “Objective –”
instruction, that instruction overrides or adds additional requirements to the spending of
those clues.
The agenda deck advances if the requisite number of doom is in play (doom on the
agenda card as well as doom on any other cards in play), as indicated by the agenda
card. An agenda card may indicate a flat value or a per investigator value. If the agenda
has an “Objective –” instruction, that instruction overrides or adds additional
requirements to meeting this doom requirement.
The act/agenda on top of the act/agenda deck is referred to as the “current” act/agenda.
To advance the act deck or the agenda deck, follow these steps, in order:
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1. Remove all tokens from the card to be advanced. If the agenda deck is advancing, remove
all doom from each card in play.
2. Flip the advancing card over and follow the instructions on the reverse (“b”) side.
If the reverse side of the act or agenda is an encounter card, follow the rules for drawing
that encounter cardtype. Otherwise, simply follow the instructions on the card.
3. Sometimes, the advancing act/agenda specifies which card becomes the next act/agenda. If
it does not, the next card in the deck becomes the current act/agenda. As a new card
becomes the current act/agenda, the advancing card is simultaneously removed from the
game.
Some instructions in the act and agenda decks (as well as on other encounter cardtypes)
contain resolution points, in the format of: “(→R#).” If a resolution point is reached, the
scenario ends. Read the designated resolution in the campaign guide.
Action
During his or her turn, an investigator is permitted to take up to three actions. When performing
an action, all costs of the action are first paid. Then, the consequences of the action resolve.
If an investigator is instructed to lose 1 or more actions, he or she has that many fewer
actions to take during that round
For a complete list of the available actions, see section “2.2.1 Investigator takes an action, if
able”.
Activate Action
“Activate” is an action an investigator may take during his or her turn in the investigation phase.
When this action is taken, the investigator initiates an ability that specifies one or more i icons
as part of its ability cost. The number of i icons in the ability’s cost determines how many
actions the investigator is required to use for this activate action. When performing an activate
action, all of that action’s costs are simultaneously paid. Then, the consequences of that action
resolve.
A card in play and under his or her control. This includes his or her investigator card.
A scenario card that is in play and at the same location as the investigator. This includes
the location itself, encounter cards placed at that location, and all encounter cards in the
threat area of any investigator at that location.
Active Player
The active player is the player taking his or her turn during the investigation phase.
After
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The word “after” refers to the moment immediately after the specified timing point or triggering
condition has fully resolved.
(For example, an ability that reads “After you draw an enemy card” initiates immediately after
resolving all of the steps for drawing an enemy—resolving its revelation ability, spawning it, etc.)
Agenda Deck
See “Act Deck and Agenda Deck”.
Aloof
Aloof is a keyword ability. An enemy with the aloof keyword does not automatically engage
investigators at its location.
An investigator may use the engage action or a card ability to engage an aloof enemy.
An investigator cannot attack an aloof enemy while that enemy is not engaged with an
investigator.
Asset Cards
Asset cards represent items, allies, talents, spells, and other reserves that may assist or be used by
an investigator during a scenario.
When you play an asset, it is placed in your play area. Generally, assets remain in play
unless discarded by a card ability or game step.
Some assets have health and/or sanity. When an investigator is dealt damage or horror,
that investigator may assign some or all of that damage or horror to eligible asset cards
he or she controls (see “Dealing Damage/Horror”).
Most assets take up one or more slots while in play (see “Slots”).
Some assets have an encounter set icon and no level indicator. Such assets are known as
Story Assets. Story Assets are part of an encounter set and may not be included in a
player’s deck unless the resolution or setup of a scenario grants that player permission to
do so.
Attach To
If a card uses the phrase “attach to” it must be attached to (placed beneath and slightly
overlapped by) the specified game element as it enters play. Once attached, such a card is
referred to as an attachment.
The “attach to” phrase is checked for legality each time a card would be attached to a
game element, but is not checked again after that attachment occurs. If the initial “attach
to” check does not pass, the card is not able to be attached, and remains in its prior state
or game area. If such a card cannot remain in its prior state or game area, discard it.
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Once in play, an attachment remains attached until either the attachment or the game
element to which it is attached leaves play (in which case the attachment is discarded), or
unless a card ability explicitly detaches the card.
An attachment exhausts and readies independently of the game element it’s attached to.
Attacker, Attacked
An “attacker” is an entity (usually an enemy or investigator) that is resolving its attack against
another entity. The entity being attacked is referred to as the “attacked enemy” or the “attacked
investigator.”
Attack of Opportunity
Each time an investigator is engaged with one or more ready enemies and takes an action other
than to fight, to evade, or to activate a parley or resign ability, each of those enemies makes an
attack of opportunity against the investigator, in the order of the investigator’s choosing. Each
attack deals that enemy’s damage and horror to the investigator.
An attack of opportunity is made immediately after all costs of initiating the action that
provoked the attack have been paid, but before the application of that action’s effect
upon the game state.
An ability that costs more than one action only provokes one attack of opportunity from
each engaged enemy.
After all attacks of opportunity are made, continue with the resolution of the action
which instigated the attack.
Attacks of opportunity count as enemy attacks for the purposes of card abilities.
Automatic Failure/Success
Some card or token abilities may cause a skill test to automatically fail or to automatically
succeed. If a skill test automatically fails or automatically succeeds, it does so during step “ST.6”
of the “Skill Test Timing” process outlined.
If a skill test automatically fails, the investigator’s total skill value for that test is
considered 0.
If a skill test automatically succeeds, the total difficulty of that test is considered 0.
Base Value
Base value is the value of an element before any modifiers are applied. Unless otherwise
specified, the base value of an element derived from a card is the value printed on that card.
Bearer
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The bearer of a weakness is the investigator who started the game with the weakness in his or her
deck or play area.
See “Weakness”.
Blank
If a card’s printed text box is considered “blank” by an ability, that text box is treated as if it did
not have any of its printed content. Text and/or icons gained from another source are not
blanked.
A card’s text box includes: traits, keywords, card text and abilities
Campaign Play
A campaign is a series of interrelated scenarios in which each player plays the same investigator
from one scenario to the next. As a campaign progresses, the investigator gains experience and
trauma, and this is reflected by changes in his or her deck. Each decision made in a campaign
may have repercussions in a later scenario.
When starting a campaign, follow the instructions for that campaign’s setup in the campaign
guide. After playing through a scenario during a campaign, record the specified results of that
scenario in the campaign log.
Experience
After recording the results of a scenario, the investigators are ready to reflect on their experiences
and purchase new cards for their decks. To do this, follow these steps, in order:
1. Count experience. Each investigator earns experience equal to the total victory value of all
cards in the victory display plus or minus any bonuses or penalties indicated by the
campaign guide for that resolution. This total is added to any unspent experience an
investigator has recorded from previous scenarios in this campaign.
2. Purchase new cards. New cards may be purchased and added to a player’s deck by
spending experience equal to the card’s level (denoted by a number of pips in the upper
left hand corner of the card). While purchasing new cards, observe the following rules:
Each card costs experience equal to the card’s level, to a minimum of 1 (purchasing a
level zero card still costs 1 experience). The number of pips beneath a card’s cost
indicates the card’s level.
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When purchasing a higher level version of a card with the same title, the investigator
may choose to “upgrade” that card by paying only the difference in experience (to a
minimum of 1) between the two cards and removing the lower level version of the card
from his or her deck.
The above processes, and any specific instructions provided by the campaign guide, are
the only methods by which a player may modify his or her deck during a campaign.
3. Record unspent experience. Each investigator records any unspent experience on the
campaign log. This experience may be spent at a later time during this campaign.
Trauma
Trauma reflects permanent damage that has been done to an investigator’s health and/or psyche.
If an investigator is defeated in a scenario that investigator is eliminated from the scenario but not
necessarily from the campaign.
If an investigator is defeated by taking damage equal to his or her health, he or she suffers 1
physical trauma (recorded in the campaign log). For each physical trauma an investigator has,
that investigator begins each subsequent scenario in the campaign with 1 damage. If an
investigator has physical trauma equal to his or her printed health, the investigator is killed.
If an investigator is defeated by taking horror equal to his or her sanity, he or she suffers 1
mental trauma (recorded in the campaign log). For each mental trauma an investigator has, that
investigator begins each subsequent scenario in the campaign with 1 horror. If an investigator has
mental trauma equal to his or her printed sanity, the investigator is driven insane.
If an investigator is defeated by simultaneously taking damage equal to his or her health and
horror equal to his or her sanity, he or she chooses which type of trauma to suffer.
If an investigator is killed or driven insane, that player must choose a new investigator to use in
the next scenario, and creates a new deck for that investigator. Investigators that are killed or
driven insane cannot be used for the remainder of the campaign (see “Killed/Insane
Investigators”).
If a player attempts to choose a new investigator and there are no investigators remaining in the
pool, the players have lost and the campaign ends.
An investigator may be defeated by a card ability. A defeated investigator is eliminated from the
game (see “Elimination”). Should this occur, follow the instructions of the card ability to
determine if there are any long-term repercussions of the defeat.
After completing a scenario, resolving its resolution, updating the campaign log, and purchasing
any new cards, advance to the next scenario (sequentially) in the campaign, unless the scenario
resolution explicitly directs the investigators to a different scenario.
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Joining or Leaving a Campaign
Once a campaign has begun, players can freely drop in and out of the campaign in between
scenarios.
If a player leaves the campaign, do not delete that player’s information from the campaign log, as
he or she may re-join at any time between scenarios.
If a new player joins the campaign, he or she must choose an investigator not previously used
during this campaign. That player begins as if it were his or her first scenario in the campaign,
with no experience and no trauma.
Cancel
Some card abilities can “cancel” other card or game effects. Cancel abilities interrupt the
initiation of an effect, and prevent the effect from initiating.
Any time the effects of an ability are canceled, the ability (apart from its effects) is still
regarded as initiated, and any costs have still been paid. The effects of the ability,
however, are prevented from initiating and do not resolve.
If the effects of an event card are canceled, the card is still regarded as played, and it is
still placed in its owner’s discard pile.
If the effects of a treachery card are canceled, the card is still regarded as having been
drawn, and it is still placed in the encounter discard pile.
Cannot
The word “cannot” is absolute, and cannot be countermanded by other abilities.
Cardtypes
The game’s cardtypes are presented in Appendix IV, with detailed card anatomies
If an ability causes a card to change its cardtype, it loses all other cardtypes it might
possess and functions as would any card of the new cardtype.
See also: “Asset Cards”, “Enemy Cards”, “Event Cards”, “Location Cards”, “Skill Cards”,
“Treachery Cards”.
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Chaos Tokens
Chaos tokens are revealed from the chaos bag during skill tests, to modify or influence the
results of the skill test.
n b c v—If any of these tokens are revealed for a skill test, resolve the effect for that symbol
as indicated on the scenario reference card for the current scenario.
z—This is the auto-fail token. If this token is revealed for a skill test, it indicates the investigator
automatically fails the test (see “Automatic Failure/Success”).
x—This is the elder sign token. If this token is revealed for a skill test, resolve the x effect on
the investigator card belonging to the player performing the skill test.
If a revealed chaos token (or the effect referenced by a chaos token) has a numerical modifier,
that modifier is applied to the investigator’s skill value for this test.
Clues
Clues represent the progress the investigators can make towards solving a mystery, unraveling a
conspiracy, and/or advancing in a scenario.
The first time an investigator enters a location, that location is revealed (turned face-up)
and a number of clues equal to that location’s clue value are placed on that location
(from the token pool). Most clue values are conveyed as a “per investigator (h)” value.
This may occur during setup.
If there are no “Objective – ” requirements for advancing the current act, during any
investigator’s turn the investigators may, as a group, spend the requisite number of clues
(usually conveyed as a “per investigator” value) from their investigator cards to advance
the act deck. This is normally done as a u player ability. Any or all investigators may
contribute any number of clues towards the total number of clues required to advance
the act.
A card ability that refers to clues “at a location” is referring to the undiscovered clues
that are currently on that location.
See also: “Act Deck and Agenda Deck”, “Tokens, Running out of ”.
Collection
If an ability refers to a player’s collection (for example, “search the collection”), the collection of
cards from which that player’s deck was assembled is used.
Example: Sean and Etienne are each using a deck built from Sean’s collection. If Etienne is
instructed to “search the collection,” he searches Sean’s collection.
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Constant Abilities
See “Ability”.
Control
See “Ownership and Control”.
Copy
A copy of a card is defined by title. A second copy of a card is any other card that shares the
same title, regardless of cardtype, text, artwork, or any other differing characteristics between the
cards.
Costs
There are two types of costs in the game: resource costs and ability costs.
A card’s resource cost is the numerical value that must be paid (in resources) to play the card
from hand. To pay a resource cost, an investigator takes the specified number of resources from
his or her resource pool and places them in the token pool.
Some triggered card abilities are presented in a “cost: effect” construct. In such a construct, the
aspect preceding the colon indicates the ability costs that must be paid and any triggering
conditions that must be met to trigger the ability. The aspect following the colon is the effect.
If multiple costs for a single card or ability require payment, those costs must be paid
simultaneously.
Only the controller of a card or ability may pay its costs. Game elements another player
controls may not be used to pay a cost.
When exhausting, sacrificing, or otherwise using cards to pay costs, only cards that are in
play and under their owner’s control may be used, unless the cost specifies an out-of-
play state.
If a cost requires a game element that is not in play, the player paying the cost may only
use game elements that are in his or her game areas (such as his or her hand or deck) to
pay the cost.
If the investigators are instructed to pay a cost as a group, each investigator (or each
investigator in the group defined by the ability) may contribute to paying the cost.
An ability cannot initiate—and therefore its costs cannot be paid—if the resolution of its
effect will not change the game state.
If an investigator takes damage or horror as a cost and reassigns any of it to an asset, the
cost is still considered paid.
Dealing Damage/Horror
There are two types of afflictions that may beset an investigator in the game: damage and horror.
Damage afflicts an investigator’s health, and horror afflicts an investigator’s sanity.
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When an investigator or enemy is dealt damage and/or horror, follow these steps, in order:
1. Assign Damage/Horror: Determine the amount of damage and/or horror being dealt.
Place damage and/or horror tokens equal to the amount of damage and horror being dealt
next to the cards that will be taking the damage/horror.
When an investigator is dealt damage or horror, that investigator may assign it to eligible
asset cards he or she controls. To be eligible, an asset card must have health in order to
be assigned damage, and it must have sanity in order to be assigned horror.
An asset cannot be assigned damage beyond the amount of damage it would take to
defeat the card, and cannot be assigned horror beyond the amount of horror it would
take to defeat the card.
2. Apply Damage/Horror: Any assigned damage/ horror that has not been prevented is now
placed on each card to which it has been assigned, simultaneously. If no damage/horror is
applied in this step, no damage/horror has been successfully dealt.
Abilities that prevent, reduce, or reassign damage and/or horror that is being dealt are
resolved between steps 1 and 2.
After applying damage/horror, if an investigator has damage equal to or higher than his
or her health or horror equal to or higher than his or her sanity, he or she is defeated.
When an investigator is defeated, he or she is eliminated from the scenario (see
“Elimination”).
After applying damage/horror, if an enemy has damage equal to or higher than its
health, it is defeated and placed in the encounter discard pile (or in its owner’s discard
pile if it is a weakness).
After applying damage/horror, if an asset has damage equal to or higher than its health
or horror equal to or higher than its sanity, it is defeated and placed in its owner’s
discard pile.
Deck
There are 4 main types of decks that appear in any game: the Investigator Deck, the Encounter
Deck, the Act Deck, and the Agenda Deck.
The order of cards within a deck may not be altered unless a player is instructed to do
so by a card ability.
See also: “Investigator Deck”, “Encounter Deck”, “Act Deck and Agenda Deck”.
Deckbuilding
When building a custom deck, the following guidelines must be observed:
A player’s investigator deck must include the exact number of player cards indicated on
the back of his or her investigator card as the “Deck Size.” Weaknesses, investigator-
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specific cards, and scenario cards that are added to a player’s deck do not count towards
this number.
A player’s investigator deck may not include more than 2 copies (by title) of any given
player card.
Each standard player card in a player’s investigator deck must be chosen from among
the “Deckbuilding Options” available on the back of his or her investigator card.
All other “Deckbuilding Requirements” listed on the back of a player’s investigator card
must be observed.
Each required random basic weakness is added to a player’s deck at the end of the
deckbuilding process.
Story Assets may not be included in a player’s deck unless the setup or resolution of a
scenario grants that player permission to do so. These assets are indicated by the lack of
a card level and the presence of an encounter set symbol (see “Asset Cards”).
During a campaign, players build a deck before playing the first scenario. In between
scenarios, players can purchase new cards or upgrade cards in their deck following the
rules found under “Campaign Play”.
Classes
Most player cards, including investigators, belong to one of 5 classes. Each class has its own
distinct flavor and identity, as described below.
Guardians (Q) feel compelled to defend humanity, and thus go out of their way to combat the
forces of the Mythos. They have a strong sense of duty and selflessness that drives them to
protect others, and to hunt monsters down.
Mystics (w) are drawn to and influenced by the arcane forces of the Mythos. Many have spell-
casting abilities, able to manipulate the forces of the universe through magical talent.
Rogues (t) are self-serving and out for themselves. Wily and opportunistic, they are always
eager for a way to exploit their current situation.
Seekers (e) are primarily concerned with learning more about the world and about the Mythos.
They wish to research forgotten lore, map out uncharted areas, and study strange creatures.
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Survivors (r) are everyday people in the wrong place at the wrong time, simply trying to
survive. Ill-prepared and ill-equipped, Survivors are the underdogs, who rise to the occasion
when their lives are threatened.
Some cards are not affiliated with any class; these cards are neutral.
Generally, investigators only have access to cards from their class. Some investigators have access
to cards from other classes. Refer to the “Deckbuilding Options” on the back of an investigator
card to view which cards an investigator has access to.
Defeat
Taking damage and/or horror may cause an investigator, enemy, or asset to be defeated.
If an investigator has as much or more damage on it as it has health (or as much or more
horror on it as it has sanity), that investigator is defeated. An investigator might also be
defeated by a card ability. When an investigator is defeated, he or she is eliminated from
the scenario (see “Elimination”).
In campaign play, an investigator that is defeated by taking damage equal to his or her
health suffers 1 physical trauma. An investigator that is defeated by taking horror equal
to his or her sanity suffers 1 mental trauma. Taking trauma may cause an investigator to
be killed or driven insane (see “Campaign Play” for more information).
If an enemy has as much or more damage on it as it has health, that enemy is defeated
and placed on the encounter discard pile (or on its owner’s discard pile if it is a
weakness).
If an asset with a health value has as much or more damage than it has health, it is
defeated. If an asset with a sanity value has as much or more horror than it has sanity, it
is defeated. A defeated asset is placed on its owner’s discard pile.
Delayed Effects
Some abilities create delayed effects. Such abilities specify a future timing point, or indicate a
future condition that may arise, and dictate an effect that will happen at that time.
Each delayed effect initiates automatically and immediately (as a forced ability) if its
future timing point or future condition occurs.
A delayed effect affects all specified entities that are in the specified game area and
eligible at the time the delayed effect resolves.
Difficulty (level)
There are four levels of difficulty in Arkham Horror: The Card Game: Easy, Standard, Hard,
and Expert. At the beginning of a campaign or standalone scenario, the players choose which
difficulty level to use. The campaign setup section of that campaign or scenario’s Campaign
Guide indicates which chaos tokens should be placed into the chaos bag when playing on each
difficulty level.
When playing in Easy or Standard mode, use the “Easy/Standard” side of each
scenario’s reference card. When playing in Hard or Expert mode, use the “Hard/
Expert” side of each scenario’s reference card instead.
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Difficulty (skill tests)
The difficulty of a skill test is the target number an investigator is trying to equal or exceed with
his or her modified skill value to pass that test.
When attacking an enemy, the base difficulty of the skill test is the enemy’s fight value.
When investigating a location, the base difficulty of the skill test is the location’s shroud
value.
When attempting to evade an enemy, the base difficulty for the skill test is the enemy’s
evade value.
When resolving a skill test created by a card ability, the base difficulty is indicated as a
parenthetical value following the indication of which skill is being tested. For example:
Intellect (3).
See “Skill Test Timing” for the full rules on skill tests.
Discard Piles
Any time a card is discarded, it is placed faceup on top of its owner’s discard pile. Encounter
cards are owned by the encounter deck.
Each investigator has his or her own discard pile, and the encounter deck has its own
discard pile.
Each discard pile is open information, and may be looked at by any player at any time.
The order of cards in a discard pile may not be altered unless a player is instructed to do
so by a card ability.
If multiple cards are discarded simultaneously, the owner of the cards may physically
place them on top of his or her discard pile one at a time, in any order. If multiple
encounter cards are discarded simultaneously, they are placed on top of the encounter
discard pile in any order (determined by lead investigator).
Any ability that would shuffle a discard pile of zero cards back into a deck does not
shuffle the deck.
Doom
Doom represents the progress the forces of the Mythos make towards completing foul rituals,
summoning cosmic entities, and/or advancing a scenario’s agenda.
During each Mythos phase, 1 doom is placed on the current agenda (see “I. Mythos
phase”).
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If there are no “Objective – ” requirements for advancing the current agenda and the
requisite amount of doom is in play (among the agenda and all cards in play), the agenda
advances during the “Check doom threshold” step of the Mythos phase. Unless a card
otherwise specifies that it can advance the agenda, this is the only time at which the
agenda can advance.
Doom on cards other than the agenda (such as enemies, allies, locations, etc.) counts
towards the amount of doom in play.
See also: “Act Deck and Agenda Deck” , “Tokens, Running out of ”.
Draw Action
“Draw” is an action an investigator may take during his or her turn in the investigation phase.
When an investigator takes this action, that investigator draws one card from his or her deck.
Drawing Cards
When a player is instructed to draw one or more cards, those cards are drawn from the top of
his or her investigator deck and added to his or her hand.
When a player is instructed to draw one or more encounter cards, those cards are drawn from
the top of the encounter deck, and resolved following the rules for drawing encounter cards
under framework step “1.4 Each investigator draws 1 encounter card”.
When a player draws two or more cards as the result of a single ability or game step,
those cards are drawn simultaneously. If a deck empties middraw, reset the deck and
complete the draw.
There is no limit to the number of cards a player may draw each round.
If an investigator with an empty investigator deck needs to draw a card, that investigator
shuffles his or her discard pile back into his or her deck, then draws the card, and upon
completion of the entire draw takes one horror.
Effects
A card effect is any effect that arises from the resolution of ability text printed on, or gained by, a
card. A framework effect is any effect that arises from the resolution of a framework event (see
“Framework Event Details”).
Card effects may be preceded by costs, triggering conditions, play restrictions, and/or
play permissions; such elements are not considered effects (see “Ability”).
Once initiated, players must resolve as much of each aspect of the effect as they are able,
unless the effect uses the word “may.”
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When a non-targeting effect attempts to interact with a number of entities (such as “draw
3 cards” or “search the top 5 cards of your deck”) that exceeds the number of entities
that currently exist in the specified game area, the effect interacts with as many entities as
possible.
The expiration of a lasting effect (or the cessation of a constant ability) is not considered
to be generating a game state change by a card effect.
All aspects of an effect have timing priority over all “after...” triggering conditions that
might arise as a consequence of that effect. (For example, if an effect reads “Gain 3
resources and draw 3 cards,” resolve both aspects of the effect (gaining resources and
drawing cards) before initiating an ability that reads “After drawing a card...”)
Elimination
A player is eliminated from a scenario any time his or her investigator is defeated, or if he or she
resigns. The only manner in which eliminated investigators interact with the game when
establishing “per investigator” values. Any time a player is eliminated:
1. The cards he or she controls in play and all of the cards in his or her out-of-play areas
(such as hand, deck, discard pile) are removed from the game.
Any card that player owns but does not control that is in play remains in play, but if that
card leaves play it is removed from the game.
2. All clue tokens that player possesses are placed at the location the investigator was at when
he or she was eliminated, and all of that player’s resource tokens are returned to the token
pool.
3. All enemies engaged with that player are placed at the location the investigator was at when
he or she was eliminated, unengaged but otherwise maintaining their current game state
4. All other cards in the eliminated investigator’s threat area are placed in the appropriate
discard pile.
5. If the lead investigator is eliminated, the remaining players (if any) choose a new lead
investigator.
6. If there are no remaining players, the scenario ends. Refer to “no resolution was reached”
entry for that scenario in the campaign guide.
Empty Location
An empty location is a location with no enemies or investigators at it.
Encounter Deck
The encounter deck contains the encounter cards (enemy, treachery, and story asset cards) the
investigators may encounter during a scenario.
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If the encounter deck is empty, shuffle the encounter discard pile back into the
encounter deck.
Encounter Set
An encounter set is a collection of encounter cards, denoted by a common encounter set symbol
near each card’s cardtype.
Enemy Cards
Enemies represent villains, cultists, ne’er-do-wells, terrible monsters, and unfathomable entities
from alternate dimensions or the cosmos beyond.
When an enemy card is drawn by an investigator, that investigator must spawn it following any
spawn direction the card bears (see “Spawn”). If the encountered enemy has no spawn direction,
the enemy spawns engaged with the investigator encountering the card and is placed in that
investigator’s threat area.
A ready, unengaged enemy engages any time it is at the same location as an investigator
(see “Enemy Engagement”).
If an investigator is engaged with a ready enemy and takes an action other than to fight,
to evade, or to activate a parley or resign ability, that enemy makes an attack of
opportunity (see “Attack of Opportunity”).
Enemies with the hunter keyword move during the Enemy Phase (see “III. Enemy
phase”).
Engaged enemies attack during the Enemy Phase (see “III. Enemy phase”).
Enemy Engagement
While an enemy card is in play, it is either engaged with an investigator (and placed in that
investigator’s threat area), or it is unengaged and at a location (and placed at that location). Each
enemy in an investigator’s threat area is considered to be at the same location as that investigator,
and should the investigator move, the enemy remains engaged and moves to the new location
simultaneously with the investigator.
Any time a ready unengaged enemy is at the same location as an investigator, it engages that
investigator, and is placed in that investigator’s threat area. If there are multiple investigators at
the same location as a ready unengaged enemy, follow the enemy’s prey instructions to
determine which investigator is engaged. There is no limit on the number of enemies that can be
engaged with a single investigator.
Note: An enemy with the Aloof keyword does not engage in the manner described
above.
Enemy Phase
See “III. Enemy phase”.
Engage Action
“Engage” is an action an investigator may take during his or her turn in the investigation phase.
To engage an enemy at the same location (for example, this could be done to engage an
exhausted enemy, an aloof enemy, or an enemy engaged with another investigator), an
investigator places the chosen enemy in his or her threat area. The investigator and the enemy
are now engaged.
An investigator may perform the engage action to engage an enemy that is engaged with
a different investigator at the same location. The enemy simultaneously disengages from
the previous investigator and engages the investigator performing the action
An investigator cannot use the engage action to engage an enemy he or she is already
engaged with.
Enters Play
The phrase “enters play” refers to any time a card makes a transition from an out-of-play area
into a play area (see “In Play and Out of Play”).
If an ability (either on the card itself or from another card) causes a card to enter play in
a state different from that specified by the rules, there is no transition to that state. It
merely enters play in that state.
To evade an enemy engaged with an investigator, that investigator makes an agility test against the
enemy’s evade value (see “Skill Tests”).
If the test is successful, the investigator successfully evades the enemy (see below). (This occurs
during step 7 of the skill test, per “ST.7 Apply skill test results”.)
If the test fails, the investigator does not evade the enemy, and it remains engaged with him or
her.
If an ability “automatically” evades 1 or more enemies, no skill test is made for the
evasion attempt.
Any time an enemy is evaded (whether by an evade action, or by card ability), the enemy
is exhausted (if it was ready) and the engagement is broken. Move the enemy from the
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investigator’s threat area to the investigator’s location to mark that it is no longer engaged
with that investigator.
Unlike the fight and engage action, an investigator can only perform an evade action
against an enemy engaged with him or her.
Event Cards
Event cards represent tactical actions, maneuvers, spells, tricks, and other instantaneous effects at
a player’s disposal.
If an event card does not have the fast keyword, it may only be played from a player’s
hand by performing a “Play” action during his or her turn. You must follow all play
permissions/restrictions that card has.
A fast event card may be played from a player’s hand any time its play instructions
specify (see “Fast”).
Any time a player plays an event card, its costs are paid, its effects are resolved (or
canceled), and the card is placed in its owner’s discard pile after those effects resolve (or
are canceled).
If the effects of an event card are canceled, the card is still considered to have been
played, and its costs remain paid. Only the effects have been canceled.
Playing an event card from hand (or not playing it) is always optional for a player, unless
the event uses the word “must” in its play instructions.
An event card cannot be played unless the resolution of its effect has the potential to
change the game state.
Exceptional
Exceptional is a deckbuilding keyword ability.
A card with the exceptional keyword costs twice its printed experience cost to purchase.
A player’s investigator deck cannot include more than 1 copy (by title) of any given
exceptional card.
Exhaust, Exhausted
Occasionally, a card ability or game step will cause a card to exhaust to indicate it has been used
to perform a function. When a card exhausts, it is rotated 90 degrees. A card in this state is said
to be exhausted.
An exhausted card cannot exhaust again until it is ready (typically by a game step or card
ability).
Experience
See “Campaign Play”.
Fast
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Fast is a keyword ability. A fast card does not cost an action to be played and is not played using
the “Play” action.
A fast event card may be played from a player’s hand any time its play instructions
specify. If the instructions specify when/after a timing point, the card may be played as if
the described timing point were a triggering condition for playing the card. If the
instructions specify a duration or period of time, the card may be played during any
player window within that period. If the instructions specify both a when/after timing
point and a duration or period of time, the card may be played in reference to any
instance of the specified triggering condition within that time period.
A fast asset may be played by an investigator during any player window on his or her
turn.
Because fast cards do not cost actions to play, they do not provoke attacks of
opportunity (see “Attack of Opportunity”).
Fight Action
“Fight” is an action an investigator may take during his or her turn in the investigation phase.
To fight an enemy at his or her location, an investigator resolves an attack against that enemy by
making a combat test against the enemy’s fight value (see “Skill Tests”).
If the test is successful, the attack succeeds and damage is dealt to the attacked enemy. The
default damage dealt by an attack is 1. Some weapons, spells, or other special attacks may modify
this damage. (This occurs during step 7 of the skill test, per “ST.7 Apply skill test results”)
If the test fails, no damage is dealt to the attacked enemy. However, if an investigator fails this test
against an enemy that is engaged with another single investigator, the damage of the attack is dealt
to the investigator engaged with that enemy.
An investigator may fight any enemy at his or her location, including: an enemy he or
she is engaged with, an unengaged enemy at the same location, or an enemy engaged
with another investigator who is at the same location.
Flavor Text
Flavor text is additional text that provides thematic context to a card and/or its abilities. Flavor
text does not interact with the game in any manner.
Forced Abilities
See “Ability”.
Gains
The word “gains” is used in multiple contexts.
If a player gains one or more resources, the player takes the specified number of
resources from the token pool and adds them to his or her resource pool.
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If a card gains a characteristic (such as an icon, a trait, a keyword, or ability text), the
card functions as if it possesses the gained characteristic.
Game
A ‘game’ consists of a single scenario, not an entire campaign. In a campaign, the beginning of a
new scenario marks the start of a new game.
Hand Size
See “IV. Upkeep phase”.
Heal
“Heal” is an instruction to remove the indicated amount of damage or the indicated amount of
horror from a card.
If a card is healed for more damage or horror than it currently has on it, remove as
much of the indicated amount as possible.
Any time a card takes damage, place a number of damage tokens equal to the amount of
damage just taken on the card (see “Dealing Damage/Horror”).
If an investigator has damage on him or her equal to or greater than his or her health,
that investigator is defeated. When an investigator is defeated, he or she is eliminated
from the scenario (see “Elimination”).
In campaign play, an investigator that is defeated by taking damage equal to his or her
health suffers 1 physical trauma. Taking physical trauma may cause an investigator to be
killed (see “Campaign Play” for more information).
If an enemy has damage on it equal to or greater than its health, that enemy is defeated
and placed in the encounter discard pile.
If an asset with a health value has damage on it equal to or greater than its health, it is
defeated and placed on its owner’s discard pile.
An asset card without a health value is not considered to have a health of 0, cannot gain
health, and cannot have damage assigned to it.
A card’s “remaining health” is its base health minus the amount of damage on it, plus or
minus any active health modifiers.
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Hunter
Hunter is a keyword ability.
During the enemy phase (in framework step 3.2), each ready, unengaged enemy with the hunter
keyword moves to a connecting location, along the shortest path towards the nearest investigator.
Enemies at a location with one or more investigators do not move.
If there are multiple equidistant investigators who qualify as “the nearest investigator,”
the enemy moves towards the one of those who best meets its prey instructions. If none
do, or if the enemy has no prey instructions, the lead investigator may choose an
investigator for the enemy to move towards.
Immune
If a card is immune to a specified set of effects (for example, “immune to treachery card effects,”
or “immune to player card effects”), it cannot be affected by or chosen to be affected by effects
belonging to that set. Only the card itself is protected, and peripheral entities associated with an
immune card (such as attached assets, tokens placed on, or abilities originating from an immune
card) are not themselves immune.
If a card gains immunity to an effect, pre-existing lasting effects that have been applied to
the card are not removed. If a card loses immunity to an effect, pre-existing lasting
effects of that nature are not applied to the card.
Immunity only protects a card from effects. It does not protect a card from costs.
The current act, the current agenda, each location in the play area, and each encounter card in a
investigator’s threat area or at a location, are all considered in play.
Out of play refers to the cards in a player’s hand, in any deck, in any discard pile, in the victory
display, and those that have been set aside and/or removed from the game.
A card enters play when it transitions from an out-of-play origin to an in play area.
A card leaves play when it transitions from a in play area to an out-of-play destination.
In Player Order
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If the players are instructed to perform a sequence “in player order,” the lead investigator
performs his or her part of the sequence first, followed by the other players in clockwise order.
The phrase “the next player” is used in this context to refer to the next player (clockwise) to act
in player order.
Instead
The word “instead” is indicative of a replacement effect. A replacement effect is an effect that
replaces the resolution of a triggering condition with an alternate means of resolution.
If multiple replacement effects are initiated against the same triggering condition and
create a conflict in how to resolve the triggering condition, the most recent replacement
effect is the one that is used for the resolution of the triggering condition.
The word “would” is used to define the triggering condition of some abilities, and
establishes a higher priority for those abilities than abilities referencing the same
triggering condition without the word “would.” (For instance, “When X would occur”
resolves before “When X occurs.”)
If a replacement effect that uses the word “would” changes the nature of a triggering
condition, the original triggering condition is replaced with the new triggering condition.
No further abilities referencing the original triggering condition may be used.
Investigate Action
“Investigate” is an action an investigator may take during his or her turn in the investigation
phase.
Each time an investigator takes this action, he or she makes an intellect test against the shroud
value of that location (see “Skill Tests”).
If the test is successful, the investigator has succeeded in investigating the location, he or she
discovers one clue at the location. (This occurs during step 7 of the skill test, per “ST.7 Apply
skill test results”.)
Any time an investigator discovers a clue from a location, that player takes the clue from the
location and places it on his or her investigator card, under his or her control.
If the test is failed, the investigator has failed in investigating the location. No clues are discovered
during step 7 of the skill test.
Investigation Phase
See “II. Investigation phase”.
Investigator Deck
A player’s “investigator deck” is the deck that contains that player’s asset, event, skill, and
weakness cards. A reference to “your deck” refers to the investigator deck under your control.
Keywords
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A keyword is a card ability which conveys specific rules to its card. Each keyword has its own
rules which can be found in the keyword’s own section of the glossary. The keywords in this
game are: aloof, fast, hunter, massive, peril, retaliate, surge, uses.
There are also two deckbuilding keywords: exceptional and permanent. Deckbuilding
keywords affect deck customization while building and/or leveling up a deck. They have
no effect during gameplay. There are no exceptional or permanent cards in the core
set—each of these keywords will be presented in future expansions.
A single card that has and/or is gaining the same keyword from multiple sources
functions as if it has one instance of that keyword.
The initiation of any keyword which uses the word “may” in its keyword description is
optional. The application of all other keywords is mandatory.
See “Ability” .
Killed/Insane Investigators
During campaign play, investigators who are killed or driven insane must be recorded in your
campaign log and cannot be used for the remainder of the campaign.
An investigator with physical trauma equal to or higher than his or her printed health is
killed.
An investigator with mental trauma equal to or higher than his or her printed sanity is
driven insane.
An investigator may also be killed or driven insane by card ability, or during a scenario’s
resolution.
Lasting Effects
Some card abilities create conditions that affect the game state for a specified duration (for
example, “until the end of the phase” or “ for this skill test”). Such effects are known as lasting
effects.
A lasting effect persists beyond the resolution of the ability that created it, for the
duration specified by the effect. The effect continues to affect the game state for the
specified duration regardless of whether the card that created the lasting effect is or
remains in play.
If a lasting effect affects in-play cards (or cards in a specified area), it is only applied to
cards that are in play (or the specified area) when the lasting effect is established. Cards
that enter play (or the specified area) after its establishment are not affected by the
lasting effect.
A lasting effect expires as soon as the timing point specified by its duration is reached.
This means that an “until the end of the phase” lasting effect expires before an “at the
end of the phase” ability or delayed effect may initiate.
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A lasting effect that expires at the end of a specific time period can only be initiated
during that time period.
Lead Investigator
The lead investigator is sometimes required to make important scenario decisions. At the
beginning of a scenario, the investigators choose a lead investigator. If they cannot agree on a
choice, a lead investigator is chosen at random.
If there are ever multiple valid options for a choice or decision that must be made (for example,
a hunter enemy that could move in two different directions), the lead investigator is the final
arbiter in choosing among those options.
If the lead investigator is eliminated, the remaining players (if any) choose a new lead
investigator.
Leaves Play
The phrase “leaves play” refers to any time a card makes a transition from an in-play state to an
out-of-play state (see “In Play and Out of Play”).
If a card leaves play, the following consequences occur simultaneously with the card leaving play:
All lasting effects and/or delayed effects affecting the card while it was in play expire for
that card.
“Limit X per [card/game element]” is a limit that appears on attachment cards, and restricts the
number of copies of that card (by title) that can be attached to each designated card or game
element.
A “group limit,” however, applies to the entire group of investigators. (For example, if an
investigator triggers an ability that is “group limit once per game,” no other investigator
may trigger that ability during that game.)
“Max X per [period]” imposes a maximum across all copies of a card (by title) for all players.
Generally, this phrase imposes a maximum number of times that copies of that card can be
played during the designated time period. If a maximum includes the word “committed” (For
example, “Max 1 committed per skill test”), it imposes a maximum number of copies of that
card that can be committed to skill tests during the designated period. If a maximum appears as
part of an ability, it imposes a maximum number of times that ability can be initiated from all
copies (by title) of cards bearing that ability (including itself), during the designated period.
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If the effects of a card or ability with a limit or maximum are canceled, it is still counted against
the limit/ maximum, because the ability has been initiated.
Location Cards
Location cards represent the places the investigators may explore during a scenario.
While an investigator is at a location, that investigator, each of his or her assets, and each
card in that investigator’s threat area is at the same location.
Locations enter play in an “unrevealed” state, so that the side with no shroud value
and/or clue value is faceup. Do not read the “revealed” side at this time.
The first time a location is entered by an investigator, that location is revealed by turning
it to its other side and placing a number of clues on it equal to its clue value (this may
occur during setup). Most clue values are conveyed as a “per investigator” (h) value.
A location with its shroud/clue value side faceup is in the “revealed” state.
Massive
Massive is a keyword ability. A ready enemy with the massive keyword is considered to be
engaged with each investigator at the same location as it.
An exhausted enemy with the massive keyword is not considered to be engaged with any
investigators.
An enemy with the massive keyword cannot be placed in an investigator’s threat area.
When an enemy with the massive keyword attacks during the enemy phase, resolve its
(full) attack against each investigator it is engaged with, one investigator at a time. The
lead investigator chooses the order in which these attacks resolve. The massive enemy
does not exhaust until its final attack of the phase resolves.
When an enemy with the massive keyword makes an attack of opportunity, that attack
only resolves against the investigator who provoked the attack.
A massive enemy does not move with an engaged investigator who moves away from the
massive enemy’s location.
If an investigator fails a combat test against a massive enemy, no damage is dealt to the
engaged investigators.
May
The word “may” indicates that a specified player has the option to do that which follows. If no
player is specified, the option is granted to the controller of the card with the ability in question.
Modifiers
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Some abilities cause values or quantities of characteristics to be modified. The game state
constantly checks and (if necessary) updates the count of any variable value or quantity that is
being modified.
Any time a new modifier is applied (or removed), the entire quantity is recalculated from the
start, considering the unmodified base value and all active modifiers.
When calculating a value, treat all modifiers as being applied simultaneously. However,
while performing the calculation, all additive and subtractive modifiers are calculated
before doubling and/or halving modifiers.
Fractional values are rounded up after all modifiers have been applied.
Move
Any time an entity (an investigator or enemy) moves, transfer that enemy card or investigator’s
mini card from its current location to a different location.
Unless otherwise specified by the move effect or ability, the moving entity must move to
a connecting location. Connecting locations are identified on the location card
representing the entity’s current location, as shown below.
Any time an entity moves, it is considered to leave the previous location, and to enter
the new location, simultaneously.
If an entity is “moved to…” a specific location, the entity is moved directly to that
location, and does not pass through other locations en route.
Game elements (tokens or cards) may also be moved by card abilities from one card to
another, or from one game area to another game area.
When an entity or game element moves, it cannot move to its same (current) placement.
If there is no valid destination for a move, the move cannot be attempted.
Move Action
“Move” is an action an investigator may take during his or her turn in the investigation phase.
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When an investigator takes this action, move that investigator (using his or her mini card) to any
other location that is marked as a connecting location on his or her current location (see
“Move”).
Mulligan
After a player draws a starting hand during setup, that player has a single opportunity to declare a
mulligan on any number of the drawn cards he or she does not wish to keep in his or her starting
hand. These cards are set aside, and an equivalent number of cards are drawn and added to the
player’s starting hand. The set-aside cards are then shuffled back into the player’s deck.
Must
If an investigator is instructed that he or she “must” choose among multiple options, the
investigator is compelled to choose an option that has the potential to change the game state.
In the absence of the word “must” while choosing among multiple options, any option
may be chosen upon the resolution of the effect—even an option that does not change
the game state.
Mythos Phase
See “I. Mythos phase”.
Nearest
Some card abilities reference the “nearest” entity. Nearest refers to the entity of the specified
kind at a location that can be reached in the fewest number of connections, even if one or more
of those connections are blocked by another card ability. The path to the nearest entity is the
“shortest” path to that entity.
A player controls the cards located in his or her out-of-play game areas (such as the hand, deck,
discard pile).
The scenario controls the cards in its out-of-play game areas (such as the encounter, act, and
agenda decks, and the encounter discard pile).
Cards by default enter play under their owner’s control. Some abilities may cause cards
to change control during a game.
If a card would enter an out-of-play area that does not belong to the card’s owner, the
card is physically placed in its owner’s equivalent out-of-play area instead. The card is
considered to have entered its controller’s out-of-play area, and only the physical
placement of the card is adjusted.
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Parley
Some abilities are identified with a Parley action designator. Such abilities are initiated using the
“Activate” action (see “Activate Action”).
The “per investigator” multiplication is done before all other modifiers, and the product
of this multiplication is treated as the printed value of the card.
Text that uses the phrase “per investigator” also counts the number of investigators who
started the scenario, and is applied before all other modifiers.
If investigators have been eliminated from the scenario, they still count toward “per
investigator” values.
Peril
Peril is a keyword ability
While resolving the drawing of an encounter card with the peril keyword, an investigator cannot
confer with the other players. Those players cannot play cards, trigger abilities, or commit cards
to that investigator’s skill test(s) while the peril encounter is resolving.
Permanent
Permanent is a deckbuilding keyword ability.
A card with the permanent keyword does not count towards your deck size.
A card with the permanent keyword still counts as being part of your deck and must
therefore adhere to all other deckbuilding restrictions.
A card with the permanent keyword starts each game in play and is not shuffled into
your investigator deck during setup.
Play
To play a card, an investigator must pay the card’s resource cost and meet any applicable play
restrictions and conditions. Most cards can only be played by taking a play action (see “Play
Action”).
A card with the fast keyword is not played during a play action. Such a card may be played any
time its specified triggering condition is met or, if it has no triggering condition, during an
appropriate player window (see “Fast”).
Any time an event card is played, its effects are resolved and it is then placed in its owner’s
discard pile.
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Any time an asset is played, it is placed in the investigator’s play area and remains in play until an
ability or game effect causes it to leave play. Most assets take up one or more slots while in play
(see “Slots”).
Skill cards are not be “played.” These cards are committed to a skill test from a player’s hand in
order to use their abilities.
See also: “Appendix I: Initiation Sequence”, “Play Restrictions, Permissions, and Instructions”.
Play Action
“Play” is an action an investigator may take during his or her turn in the investigation phase.
When an investigator takes this action, that investigator selects an asset or event card in his or her
hand, pays its resource cost, and plays it (see “Play”).
Cards with the “fast” keyword are not played by using this action (see “Fast”).
Skill cards are not “played.” These cards are committed to a skill test from a player’s
hand in order to use their abilities.
A permission allows a player to play a card or use an ability outside the timing specifications
provided by the game rules.
A play instruction describes the timing point at which, and/ or time period during which, an
event card may be played.
Prey
Given the opportunity, some enemies will pursue a defined investigator. These enemies are
identified with the bold word “prey” in their text box, followed by instructions on whom they
should engage.
If an enemy that is moving towards the nearest investigator has a choice between
multiple equidistant investigators, that enemy must select among those investigators the
one who best meets its “prey” instructions. (If multiple equidistant investigators meet the
prey criteria, the lead investigator decides among those investigators. See “Hunter”.)
If an enemy’s prey instructions contain the word “only,” that enemy only moves towards
and engages that investigator (as if it were the only investigator in play), and ignores all
other investigators while moving and engaging. Other investigators may use the engage
action or card abilities to engage the enemy.
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Prey has no immediate effect on where an enemy will spawn (see “Spawn”).
Printed
The word “printed” refers to the text, characteristic, icon, or value that is physically printed on
the card.
If two or more forced abilities (including delayed effects) would resolve at the same
time, the lead investigator determines the order in which the abilities resolve.
If two or more constant abilities and/or lasting effects cannot be applied simultaneously,
the lead investigator determines the order in which they are applied.
The resource cost of a card being put into play is not paid.
Unless otherwise stated by the put into play ability, cards that enter play in this manner
must do so in a play area that satisfies the standard game rules associated with playing or
drawing (for encounter cards) that card.
A card that has been put into play is not considered to have been played or drawn.
Qualifiers
If card text includes a qualifier followed by multiple terms, the qualifier applies to each term in
the list. (For example, in the phrase “each unique ally and item,” the word “unique” is a qualifier
that applies both to “ally” and to “item.”)
Ready
A card that is in an upright state so that its controller can read its text from left to right is
considered ready.
When an exhausted card readies, it is returned to the upright state. It is then said to be
in a ready state.
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A ready card cannot ready again (it must first be exhausted, typically by a game step or
card ability).
If there is no specified duration, a card that has been removed from the game is considered
removed until the end of the game.
Resign
Some abilities are identified with a Resign action designator. Such abilities are initiated using the
“Activate” action (see “Activate Action”).
Resource Action
“Resource” is an action an investigator may take during his or her turn in the investigation phase.
When an investigator takes this action, that investigator gains one resource by taking it from the
token pool and adding it to his or her resource pool.
Resources
Resources represent the various means of acquiring new cards at an investigator’s disposal –
supplies, money, tools, knowledge, spell components, etc.
In order to play a card or use an ability that costs resources, an investigator must pay that
card or ability’s resource cost by taking the specified number of resources from his or
her resource pool and returning them to the token pool (see “Costs”).
Resources can be gained by performing the “Resource” action (see “Resource Action”).
Investigators acquire one resource during each Upkeep phase (see “4.4 Each
investigator draws 1 card and gains 1 resource”).
Retaliate
Retaliate is a keyword ability.
Each time an investigator fails a skill test while attacking a ready enemy with the retaliate
keyword, after applying all results for that skill test, that enemy performs an attack against the
attacking investigator. An enemy does not exhaust after performing a retaliate attack.
This attack occurs whether the enemy is engaged with the attacking investigator or not.
Revelation
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A revelation ability may appear on encounter cards or on weakness cards.
When an investigator draws an encounter card, that investigator must resolve all
“Revelation –” abilities on the card. This occurs before the card enters play, or in the
case of a treachery card, before it is placed in the discard pile.
When a weakness card enters an investigator’s hand, that investigator must immediately
resolve all revelation abilities on the card as if it were just drawn.
When a card takes horror, place a number of horror tokens equal to the amount of
horror just taken on the card (see “Dealing Damage/Horror”).
If an investigator has horror on him or her equal to or greater than his or her sanity, that
investigator is defeated. When an investigator is defeated, he or she is eliminated from
the scenario (see “Elimination”).
In campaign play, an investigator that is defeated by taking horror equal to his or her
sanity suffers 1 mental trauma. Taking mental trauma may cause an investigator to be
driven insane (see “Campaign Play” for more information).
If an asset with a sanity value has horror on it equal to or greater than its sanity, it is
defeated and placed on its owner’s discard pile.
A card’s “remaining sanity” is its base sanity minus the amount of horror on that card,
plus or minus any active sanity modifiers.
An asset card without a sanity value is not considered to have a sanity of 0, cannot gain
sanity, and cannot have horror assigned to it.
Set Aside
Some scenarios instruct the players to set aside specific cards. Set-aside cards have no interaction
with the game until they are referenced by instructions within the scenario or by a card ability
Search
When a player is instructed to search for a card, that player is permitted to look at all of the
cards in the searched area without revealing those cards to the other players.
If an effect searches an entire deck, the deck must be shuffled upon completion of the
search.
When resolving a search effect, a player is obligated to find the object of the search
should one or more eligible options be found within the searched area.
While cards are in the process of being searched, they are not considered to have left
their game area of origin.
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Self-Referential Text
When a card’s ability text refers to its own title, it is referring to itself only, and not to other
copies (by title) of the card.
Self-referential abilities using the word “this” (e.g. “this card”) refer only to the card on which the
ability is located, and not to copies of that card.
Skill Cards
Skill cards represent innate or learned attributes or character traits that improve an investigator’s
skill tests.
Skill cards are not played from a player’s hand. In order to resolve their abilities, skill cards must
be committed to a skill test.
If a skill card is committed to a skill test, its ability may be used during the resolution of that skill
test, as specified on the card.
Skill Tests
A number of situations in the game require an investigator to make a skill test, using one of his or
her four skills: willpower (a), intellect (f), combat (d), or agility (s). A skill test pits the
investigator’s value in a specified skill against a difficulty value that is determined by the ability or
game step that initiated the test. The investigator is attempting to match or exceed this difficulty
value in order to succeed at the test.
A skill test is often referred to as a test of the specified skill. (For example: “agility test,” “combat
test,” “willpower test,” or “intellect test.”)
Slots
Each investigator has a number of specific slots that can be filled at any given moment. Each
asset in an investigator’s play area or threat area with a slot symbol is held in a slot of that type.
Slots limit the number of asset cards the investigator is permitted to have in play simultaneously
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2 hand slots
2 arcane slots
If an asset has no slot symbols on it, it does not take up any of the above slots. There is no limit
to the number of slot-less assets an investigator can have in play. The following symbols (on an
asset) indicate which slot(s) that asset fills:
Spawn
Some enemies, when drawn from the encounter deck, spawn in a particular location, indicated
by a bold “spawn” instruction in the text box.
An enemy’s spawn instruction resolves as the enemy enters play, regardless of how it
entered play.
If an enemy has no spawn instruction, it spawns engaged with the investigator who drew
it.
If an enemy has no legal location to spawn at (for example, if its spawn instruction
directs it to a specific location that is not in play, or if no location in play satisfies its
“spawn” instruction), it does not spawn, and is discarded instead.
If an enemy’s spawn instruction has multiple valid locations, the investigator spawning
that enemy decides among those locations.
If a card ability instructs the players to spawn an enemy in a particular location (for
example: “Search the encounter deck for an Acolyte and spawn it in Southside”), treat
the ability causing the card to enter play as the enemy’s spawn instruction, overriding any
other spawn instruction.
Standalone Mode
When playing a standalone game (i.e., playing a single scenario as a one-off adventure, removed
from its campaign), the following rules apply:
When building a deck for a standalone game, an investigator may use higher level cards
in his or her deck (so long as they observe the deckbuilding restrictions of the
investigator) by counting the total experience of all the higher level cards used in the
deck, and taking additional random basic weaknesses based on the following table:
After choosing a scenario to play, refer to the Campaign Guide for the campaign that
scenario is a part of, starting at the setup for that campaign, and continuing on to the first
scenario for that campaign. Read through that scenario’s introduction, then skip directly
to that scenario’s resolution and choose a resolution that is amenable to you. You may
choose any resolution you wish. (For an added challenge, choose resolutions that put
the investigators in an unfavorable state). If the players are unsure which resolution to
choose, or are indifferent, choose Resolution 1. Record the results of the chosen
resolution in a Campaign Log as if you were playing through in campaign mode, except
do not count experience points.
Repeat this process for each scenario up to the scenario you wish to play. Then, setup
and play that scenario as normal.
If a story decision would occur during gameplay, choose the outcome and record it in
your campaign log.
Do not apply trauma for having been defeated during gameplay, but if trauma is inflicted
during a scenario resolution, apply it.
If a scenario weakness or asset is earned that is in an expansion you do not own, simply
continue without that card.
Surge
Surge is a keyword ability.
After drawing and resolving an encounter with the surge keyword, an investigator must draw
another card from the encounter deck.
If a card with the surge keyword is drawn during setup, the surge keyword does resolve.
Taking Damage/Horror
“Take X damage” is shorthand for “deal X damage to your investigator.” “Take X horror” is
shorthand for “deal X horror to your investigator.”
Target
The term “choose” indicates that one or more targets must be chosen in order for an ability to
resolve. The player resolving the ability must choose a game element (usually a card) that meets
the targeting requirements of the ability.
If an ability requires the choosing of a target, and there is no valid target (or not enough
valid targets), the ability cannot be initiated.
If multiple targets are required to be chosen by the same player, they are chosen
simultaneously.
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An effect that can choose “any number” of targets does not successfully resolve (and
cannot change the game state) if zero of those targets are chosen.
A card is not an eligible target for an ability if the resolution of that ability’s effect could
not change the target’s state. (For example, an exhausted enemy could not be chosen as
the target of an effect that reads, “choose and exhaust an enemy.”)
Then
If the effect of an ability includes the word “then,” the text preceding the word “then” must be
successfully resolved in full before the remainder of the effect described after the word “then”
can be resolved.
If the pre-then aspect of an effect does successfully resolve in full, the post-then aspect of
the effect must also resolve.
The post-then aspect of an effect has timing priority over all other indirect consequences
of the resolution of the pre-then aspect. (For example, if an effect reads: “Draw an
encounter card. Then, take 1 horror,” and a player controls an ability that reads “After
you draw an encounter card,” the post-then “take 1 horror” aspect occurs before the
“After you draw an encounter card” ability may initiate.)
If the pre-then aspect of an effect does not successfully resolve in full, the post-then
aspect does not resolve.
Threat Area
An investigator’s threat area is a play area in which encounter cards currently engaged with
and/or affecting an investigator are placed.
The cards in an investigator’s threat area are at the same location as the investigator.
Traits
Most cards have one or more traits listed at the top of the text box and printed in bold italics.
Traits have no inherent effect on the game. Instead, some card abilities reference cards
that possess specific traits.
Trauma
See “Campaign Play”.
Treachery Cards
Treachery cards represent curses, afflictions, madnesses, obstacles, disasters, or other
unexpected occurrences an investigator may encounter throughout the course of a scenario.
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When a treachery card is drawn by an investigator, that investigator must resolve its effects.
Then, place the card in its discard pile unless otherwise instructed by the ability.
Triggered Abilities
A triggered ability is an ability that is optionally triggered by a player. A triggered ability can be
identified by one of the following icons.
The u icon indicates a free triggered ability that does not cost an action and may be
used during any player window.
The y indicates a reaction triggered ability that does not cost an action and may be
used any time its triggering condition is met.
Triggering Condition
A triggering condition indicates the timing point at which an ability may be triggered. Most
triggering conditions use the word “when” or “after” to establish their relation to the specified
timing point.
Each eligible ability that triggers in reference to a specified timing point may be used
once each time that timing point occurs.
If multiple instances of the same ability are eligible to initiate, each instance may be used
once.
Unique (*)
A card with the * symbol before its card title is a unique card. There can be no more than one
instance of each unique card, by title, in play at any given time.
A player cannot bring into play a unique card if a copy of that card (by title) is already in
play.
If a unique encounter card that shares a title with a unique player card would enter play,
discard the player card simultaneously as the encounter card enters play.
Upkeep Phase
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See “IV. Upkeep phase”.
Uses (X “type”)
Uses is a keyword ability.
When a card bearing this keyword enters play, place a number of resource tokens equal to the
value (X), from the token pool, on the card. The word following the value establishes and
identifies the type of uses this card bears. The resource tokens placed on the card are considered
uses of the established type, and are not considered resource tokens.
Each card bearing this keyword also has an ability which references the type of use
established by the keyword as a part of its cost. When such an ability spends a use, a
token of that type must be removed from the card bearing the ability.
Other cards may reference and interact with uses of a specified type, usually by adding
uses of that type to a card, or using uses of that type for other purposes.
A card cannot bear uses of a type other than that established by its own “Uses (X type)”
keyword. (For example, a card with “Uses (4 ammo)” cannot gain charges.)
Some cards with this keyword bear text that causes the card to be discarded if it has no
uses remaining. If the card contains no such text, it remains in play even if out of uses.
An encounter card worth victory points that is overcome by the investigators is stored in the
victory display until the end of the scenario. The victory display is an out-of-play game area
shared by all players. Upon completion of the scenario, the cards in the victory display provide
experience, which can be used to upgrade an investigator’s deck (see “Campaign Play”).
As a victory point enemy is defeated, place the card in the victory display instead of in
the discard pile.
At the end of a scenario, place each victory point location that is in play, revealed, and
with no clues on it in the victory display.
As a victory point treachery card completes its resolution, place it in the victory display
instead of in the discard pile.
Weakness
Weakness is a card sub-type. These cards represent character flaws, curses, madnesses, injuries,
tasks, enemies, or story elements that are part of an investigator’s backstory, or that are acquired
over the course of a campaign. Weakness cards are resolved differently depending upon their
cardtype.
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When an investigator draws a weakness with an encounter cardtype (for example, an
enemy or a treachery weakness), resolve that card as if it were just drawn from the
encounter deck.
When an investigator draws a weakness with a player cardtype (for example, an asset, an
event, or a skill weakness), resolve any Revelation effects on the card, and add it to that
investigator’s hand. The card may then be used as any other player card of its type.
If a weakness enters an investigator’s hand in a manner that did not involve drawing the
card, that investigator must resolve the card (including any Revelation abilities) as if he
or she had just drawn it.
The bearer of a weakness is the investigator who started the game with the weakness in
his or her deck or play area.
If a weakness is added to a player’s deck or hand during the play of a scenario, that
weakness remains a part of that investigator’s deck for the rest of the campaign. (Unless
it is removed from the campaign by a card ability or scenario resolution.)
A player may not optionally choose to discard a weakness card from hand, unless a card
explicitly specifies otherwise.
Weaknesses with an encounter cardtype are, like other encounter cards, not controlled
by any player. Weaknesses with a player cardtype are controlled by their bearer.
Some card and game text references a “basic weakness." A basic weakness can be
identified by the presence of the words “Basic Weakness” and the symbol indicated
below.
When
The word “when” refers to the moment immediately after the specified timing point or triggering
condition initiates, but before its impact upon the game state resolves. The resolution of a
“when” ability interrupts the resolution of its timing point or triggering condition. (For example,
an ability that reads “When you draw an enemy card” initiates immediately after you draw the
enemy card, but before resolving its revelation ability, spawning it, etc.)
The act deck represents the progress of the investigators through a scenario. Some instructions in
the act deck (as well as on other encounter cardtypes) contain resolution points, in the format of:
“(→R#).” The players’ primary objective is to advance through the act deck until a (hopefully
favorable) resolution point is reached. Should the act deck invoke a resolution, the players have
completed the scenario (they may even have “won!”). Instructions for resolving the designated
resolution are found in the “do not read until end of game” section of the campaign manual.
The agenda deck represents the objectives and progress of the malicious forces pitted against the
investigators in the scenario. Some instructions in the agenda deck (as well as on other encounter
cardtypes) also contain resolution points, in the format of: “(→R#).” Should the agenda deck
invoke a (usually darker) resolution, the players have lost the scenario. Instructions for resolving
the designated resolution are found in the “do not read until end of game” section of the
campaign guide.
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Should the scenario end with no resolution being reached (for example, if all investigators have
been eliminated or have resigned), instructions for resolving the scenario can be found in the “do
not read until end of game” section of the campaign guide.
If playing in a campaign, players will proceed to the next scenario in the campaign
regardless of the outcome of the scenario. Even if players “lose” a scenario, they still
continue their campaign (although with some negative consequences from their failure).
When playing a standalone scenario, players either win or lose the scenario. They win if
they complete a resolution on an act card. Any other resolution is considered a loss (see
“Standalone Mode”).
=For costs involving the letter X, the value of X is defined by card ability or player choice, after
which the amount paid may be modified by effects without altering the value of X.
You/Your
An ability on a card in play referencing “you” or “your” refers to the investigator who
controls, is engaged with, or is currently interacting with the card.
A Revelation ability that references “you” or “your” refers to the investigator who drew
the card and is resolving the ability.
While resolving an ability initiated by the activate action, “you” or “your” refers to the
investigator performing the action.
Check play restrictions: determine if the card can be played, or if the ability can be
initiated, at this time. (This includes verifying that the resolution of the effect has the
potential to change the game state.) If the play restrictions are not met, abort this
process.
Determine the cost (or costs, if multiple costs are required) to play the card or initiate
the ability. If it is established that the cost (taking modifiers into account) can be paid,
proceed with the remaining steps of this sequence.
Once each of the above confirmations has been made, follow these steps, in order:
2. Pay the cost(s). If this step is reached and the cost(s) cannot be paid, abort this process without
paying any costs.
3. The card commences being played, or the effects of the ability attempt to initiate.
4. The effects of the ability (if not canceled in step 3) complete their initiation, and resolve. The
card is regarded as played (and placed in play, or in its owner’s discard pile if it’s an event), and
the ability is considered resolved simultaneously with the completion of this step.
If the ability being initiated is on an in-play card, the sequence does not stop from
completing if that card leaves play during the sequence.
Numbered items presented in the grey boxes are known as framework events. Framework events
are mandatory occurrences dictated by the structure of the game.
The red boxes are player windows. Players may use u triggered abilities in these windows.
This section provides a detailed explanation of how to handle each framework event step
presented on the game’s flow chart, in the order that the framework events occur throughout the
round.
I. Mythos phase
During the first round of the game, skip the mythos phase.
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This step formalizes the beginning of the mythos phase. As this is the first framework event of
the round, it also formalizes the beginning of a new game round.
The beginning of a phase is an important game milestone that may be referenced in card text,
either as a point at which an ability may or must resolve, or as a point at which a delayed effect
resolves or a lasting effect expires.
Take 1 doom from the token pool, and place it on the current agenda card.
Compare the total number of doom in play (on the current agenda and on each other card in
play) with the doom threshold of the current agenda. If the value of doom in play equals or
exceeds the doom threshold of the current agenda, the agenda deck advances.
When the agenda deck advances, remove all doom from play, returning them to the token pool.
Turn the current agenda over, read the story text, and follow any advancement instructions.
Unless otherwise directed by the advancement instructions, the front side of the next sequential
agenda card becomes the new current agenda, and the advancing agenda is simultaneously
removed from the game.
Note: Unless a card otherwise specifies that it can advance the agenda, this is the only time at
which the agenda can advance.
In player order, each investigator draws the top card of the encounter deck, resolves any
revelation abilities on the card, and follows the instructions below based on the card’s type.
Each time an investigator draws an encounter card, perform the following steps, in order:
2. Check for the peril keyword on the drawn card. (If the card has the peril keyword, the
investigator who drew the card cannot confer with the other players. Those other players cannot
play cards, trigger abilities, or commit cards to that investigator’s skill test(s) while the peril
encounter is resolving.)
4. If the card is an enemy, spawn it following any spawn instruction the card bears. (A spawn
instruction is any text bearing a “spawn” precursor.) If the encountered enemy has no spawn
instruction, the enemy spawns engaged with the investigator encountering the card and is placed
in that investigator’s threat area.
If the card is a treachery, place the card in the encounter discard pile unless otherwise instructed
by the ability.
5. If the drawn card has the surge keyword, the investigator must draw another card. Restart this
process at step 1.
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This step formalizes the end of the mythos phase.
The end of a phase is an important game milestone that may be referenced in card text, either as
a point at which an ability may or must resolve, or as a point at which a delayed effect resolves or
a lasting effect expires.
The investigators may take their turns in any order. The investigators choose among themselves
who (among the investigators) will take this turn, and making this choice begins that investigator’s
turn. The investigator taking his or her turn is known as the “active investigator.”
Once an investigator begins a turn, that investigator must complete the turn before another
investigator may take his or her turn. Each investigator takes one turn each round.
During his or her turn, an investigator is permitted to take three actions. An action can be used
to do one of the following:
Activate an i-costed ability on an in-play card you control, an in-play encounter card at
your location, a card in your threat area, the current act card, or the current agenda card.
The three actions an investigator performs during his or her turn may be any of the above, in any
order, and may even be the same action three times in a row.
Important: When an investigator is engaged with one or more enemies and takes an action other
than to fight, to evade, or to activate a parley or resign ability, each of those enemies makes an
attack of opportunity against the investigator, in the order of the investigator’s choosing.
After an investigator takes an action, return to the previous player window. An investigator may
end his or her turn early if there are no other actions he or she wishes to perform. If the
investigator does not or cannot take an action, proceed to 2.2.2.
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2.2.2 Investigator’s turn ends.
Flip the active investigator’s mini card to its colorless side to show that the investigator’s turn has
ended. If there is an investigator who has not yet taken a turn this round, return to 2.2. If each
investigator has taken a turn this round, proceed to 2.3.
Resolve the hunter keyword for each ready, unengaged enemy that has the hunter keyword (see
“Hunter”).
Resolve engaged enemy attacks in player order, with each player resolving all of his or her
engaged enemies before advancing to the next player.
Each ready, engaged enemy makes an attack against the investigator to which it is engaged. When
an enemy attacks, deal its attack (both its damage and its horror, simultaneously) to the engaged
investigator. Upon completion of dealing the attack (and all abilities triggered by the attack),
exhaust the enemy. If an investigator is engaged with multiple enemies, resolve their attacks in
the order of the attacked investigator’s choosing.
After an investigator has resolved the attacks of the enemies he or she is engaged with, return to
the previous player window. After the final investigator resolves enemy attacks, proceed to the
next player window
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Flip each investigator’s mini card back to its colored side. This indicates that the investigator’s
actions have been reset for his or her next turn.
In player order, each investigator draws 1 card. Once those cards have been drawn, each
investigator gains 1 resource.
In player order, each investigator with more than 8 cards in hand chooses and discards cards
from his or her hand until he or she has 8 cards remaining in hand.
As the upkeep phase is the final phase in the round, this step also formalizes the end of the
round. Any active “until the end of the round” lasting effects expire at this time.
After this step is complete, play proceeds to the beginning of the mythos phase of the next game
round.
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Skill Test Timing
ST.1 Determine skill type of test. Skill test of that type begins.
This step formalizes the beginning of a skill test. There are four types of skill
tests: willpower tests, intellect tests, combat tests, and agility tests. The card
ability or game rule determines which type of test is necessary, and thereby a
test of that type begins.
The investigator performing the skill test may commit any number of cards
with an appropriate skill icon from his or her hand to this test.
Each other investigator at the same location as the investigator performing the
skill test may commit one card with an appropriate skill icon to this test.
An appropriate skill icon is either one that matches the skill being tested, or a
wild icon. The investigator performing this test gets +1 to his or her skill value
during this test for each appropriate skill icon that is committed to this test.
Cards that lack an appropriate skill icon may not be committed to a skill test.
Do not pay a card’s resource cost when committing it.
The investigator performing the skill test reveals one chaos token at random
from the chaos bag.
Apply any effects initiated by the symbol on the revealed chaos token. Each
of the following symbols indicates that an ability on the scenario reference
card must initiate: n, b, v, or c
The x symbol indicates that the x ability on the investigator card belonging
to the player performing the test must initiate.
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Start with the base skill (of the skill that matches the type of test that is
resolving) of the investigator performing this test, and apply all active
modifiers, including the appropriate icons that have been committed to this
test, effects of the chaos token(s) revealed, and all active card abilities that are
modifying the investigator’s skill value.
Compare the investigator’s modified skill value to the difficulty of the skill
test.
If the investigator’s skill value equals or exceeds the difficulty for this test (as
indicated by the card or game mechanic invoking the test), the investigator
succeeds at the test.
If the investigator’s skill value is less than the difficulty for this test, the
investigator fails at the test.
The card ability or game rule that initiated a skill test usually indicates the
consequences of success and/or failure for that test. (Additionally, some other
card abilities may contribute additional consequences, or modify existing
consequences, at this time.) Resolve the appropriate consequences (based on
the success or failure established during step ST.6) at this time.
If there are multiple results to be applied during this step, the investigator
performing the test applies those results in the order of his or her choice.
This step formalizes the end of this skill test. Discard all cards that were
committed to this skill test, and return all revealed chaos tokens to the chaos
bag.
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Skill Test Timing
u PLAYER WINDOW
ST.2 Commit cards from hand to skill test.
u PLAYER WINDOW
ST.3 Reveal chaos token.
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