Akt. Stage 3

Mity
Clues: 3.
The unearthly stones on the ground are inscribed with some sort of seal. Approaching them causes a voice to enter your mind, speaking in an alien tongue.

: Discard the top 3 cards of the encounter deck. Choose a location discarded by this effect and resolve its 'revelation' ability.

Objective - Only investigators at The Edge of the Universe may spend the requisite number of clues, as a group, to advance.

Ethan Patrick Harris
Zagubieni w czasie i przestrzeni #318. Zagubieni w czasie i przestrzeni #8.

Mending the Tear - Back

Akt
You are utterly exhausted, with no idea as to what can be done to close the rift. It is too distant to touch, and nothing you do has any effect. There is nothing here to guide you apart from the unearthly words that are seeping into your mind. Just then, you hear a familiar voice within the echoing chorus, and feel yourself compelled to repeat it. "Claude ostium…" You whisper at first, the words on the tip of your tongue. You close your eyes to concentrate, and the echo grows louder. When it ends and you open your eyes, you face nothing but an inky abyss, and the tear has vanished.

Remove the Edge of the Universe from the game.

Put the set-aside Tear Through Time location into play.

Close the Rift
Close the Rift

Akt. Stage 4

Mity
Clues: –
With no clear way out of this dimension, you seek another path.

: Discard the top 3 cards of the encounter deck. Choose a location discarded by this effect and resolve its 'revelation' ability.

Objective - If each undefeated investigator has resigned, advance.

Ethan Patrick Harris
Zagubieni w czasie i przestrzeni #319. Zagubieni w czasie i przestrzeni #9.

Reality Beckons - Back

Akt
You discover a path that looks somewhat familiar and follow it. Even though your task is complete, you now understand that in closing the tear, you may never make it home. The fear of being lost here forever spurs you onward, through an archway leading into an overgrown corridor. A damp wooden door leads you out into a pocket of thin rain and dark sky. Cement turns to gravel, then marble, then steel, then grass. You cross impossibly long meadows and make your way through dense woods before fatigue finally sets in. Drained of all energy, you cannot go on any further. Your body gives out.

(→R1)

Finding a New Way
Finding a New Way

Akt. Stage 3

Mity
Clues: –
"Free drinks for whoever gets me the hell out of here!" A man exclaims from the bar.

While Peter Clover is not controlled by a player, he gains ": Parley. Test (3) to convince Peter to follow you. If you succeed, place 1 clue from the token bank on him. If there are 1 clues on Peter Clover, take control of him."

Objective - If each undefeated investigator has resigned, advance.

Chris Peuler
Dziedzictwo Dunwich #69. Kasyno zawsze wygrywa #8.

Escaping the Club - Back

Akt
You make your way toward the rain-slicked streets of Arkham.

— If an investigator resigned with Peter Clover under his or her control, (→R3)

— Otherwise, (→R1)

Fold
Fold

Akt. Stage 2

Mity
Clues: –
You’ve managed to make it to the engine cab, but now you have to get the engine started again so you can outrun the pulling force of the gate!

Objective - If there are no clues in the Engine Car, immediately advance.

Essex County Express #166. Essex County Express #8.

Forward Motion - Back

Akt
The engine roars to life and kicks into motion. You shovel coal into the engine's firebox and are relieved to see that the train is moving forward along the tracks once again.

(→R1)

Get the Engine Running!
Get the Engine Running!

Akt. Stage 2

Mity
Clues: –
You continue to follow the wisp of light, though the treacherous landscape makes it a difficult quarry to chase.

: Discard the top 3 cards of the encounter deck. Choose a location discarded by this effect and resolve its 'revelation' ability.

Objective - If an investigator enters The Edge of the Universe, advance.

Ethan Patrick Harris
Zagubieni w czasie i przestrzeni #317. Zagubieni w czasie i przestrzeni #7.

The World's Edge - Back

Akt
You reach an impossibly dense pitch-black void, and realize that this place is where all of reality - all that is and all that ever will be - ends. In its center, you see a minuscule rift, suspended just out of reach. When you peer through the tear, you are surprised to see the peak of Sentinel Hill. Somehow, you've reached the other side of the rift. Now you must find a way to close it for good.
Into the Beyond
Into the Beyond

Akt. Stage 1

Mity
Clues: 2.
O tak późnej porze drzwi muzeum są już niestety zamknięte. Przez okna dostrzegacie strażnika robiącego obchód. Gdybyście ściągnęli jego uwagę, może udałoby się go przekonać, żeby wpuścił was do środka.
Dimitri Bielak
Muzeum Miskatonic #122. Muzeum Miskatonic #5.

Dostaliśmy się - Back

Akt

Jeśli badacze wydali wskazówki, aby spowodować postęp talii:

Szukacie okna najbliżej strażnika i pukacie na tyle głośno, żeby was usłyszał. Wzdryga się przestraszony nagłym hałasem, po czym otwiera okno. "Czego chcecie?" — pyta lękliwie. Wyjaśniacie mu sytuację i tłumaczycie, że grozi mu śmiertelne niebezpieczeństwo. Zaniepokojony rusza w stronę wejścia i drżącymi dłońmi otwiera wam drzwi do muzeum. "Dzisiaj nie powinno mnie tu nawet być..."
Należy wybrać badacza, który przejmie kontrolę nad odłożonym na bok atutem Adam Lynch. Odkryj Pomieszczenia muzeum. Spowoduj postęp do Aktu 2a - "Noc w Muzeum".


Jeśli badaczom skutecznie udało się wykonać zdolność Pomieszczeń muzeum, aby spowodować postęp talii:

Z impetem wyważacie drzwi, robiąc przy tym sporo hałasu. Strażnik zauważa wasze wtargnięcie i z krzykiem przerażenia ucieka w głąb muzeum.
Drzwi prowadzące do Pomieszczeń muzeum są zepsute. Odkryj Pomieszczenia muzeum. Spowoduj postęp do Aktu 2a - "Kradzież z włamaniem".

Jak dostać się do środka?
Jak dostać się do środka?

Akt. Stage 2

Mity
Clues: –
Necronomicon jest przechowywany gdzieś zastrzeżonej części muzeum.

Cel - Jeśli dowolny badacz wejdzie do Sali wystawowej (Zastrzeżona część muzeum), talia aktów postępuje.

Dimitri Bielak
Muzeum Miskatonic #124. Muzeum Miskatonic #7.

Los strażnika - Back

Akt
W zastrzeżonej części muzeum natrafiacie na kustosza. Mężczyzna wygląda na absolutnie przerażonego. W rękach zaciska ozdobny posążek, trzymając go niczym pałkę, a jego ubranie upstrzone jest czerwonymi plamami. Strażnik, którego widzieliście wcześniej, leży na podłodze w kałuży własnej krwi. Jego wnętrzności są rozwleczone i wyglądają jak jakaś groteskowa ekspozycja. Widok sprawia, że kotłuje się wam w żołądkach i z trudem powstrzymujecie się, żeby nie zwymiotować. Kustosz odzywa się cicho drżącym głosem. "Próbowałem powstrzymać to coś, ale..." Cokolwiek zamordowało strażnika, musi być gdzieś w pobliżu...

Należy wybrać badacza, który przejmie kontrolę nad odłożonym na bok atutem Haroldem Walstedem.

Przeszukaj talię spotkań, stos odrzuconych kart spotkań, pustkę oraz wszystkie obszary gry w poszukiwaniu Straszliwego Łowcy i umieść go przygotowanego w Sali wystawowej (Zastrzeżona część muzeum).

Talia postępuje do Aktu 3a.

Kradzież z Włamaniem
Kradzież z Włamaniem

Akt. Stage 2

Mity
Clues: –
Necronomicon jest przechowywany gdzieś w zastrzeżonej części muzeum. Adam jest półprzytomny z przerażenia i podskakuje ze strachu na każde skrzypnięcie starego budynku. "Pracuję tu dopiero od zeszłego tygodnia." — wyjaśnia. „Jakie właściwie niebezpieczeństwo nam grozi?" Nie macie serca, żeby powiedzieć mu całą prawdę, na pewno by tego nie zniósł.

Cel - Jeśli badacz wejdzie do Sali wystawowej (Zastrzeżona część muzeum), talia aktów postępuje.

Dimitri Bielak
Muzeum Miskatonic #123. Muzeum Miskatonic #6.

Los kustosza - Back

Akt
Wchodzicie do zastrzeżonej części muzeum i znajdujecie kustosza leżącego w kałuży własnej krwi. Jego wnętrzności są rozwleczone i wyglądają jak jakaś groteskowa ekspozycja. Widok sprawia, że kotłuje się wam w żołądkach i z trudem powstrzymujecie się, żeby nie zwymiotować. Sprawca tej rzeźni musi być gdzieś w pobliżu...

Przeszukaj talię spotkań, stos odrzuconych kart spotkań, pustkę oraz wszystkie obszary gry w poszukiwaniu Straszliwego Łowcy i rozstaw go przygotowanego w Sali wstawowej (Zastrzeżona część muzeum).

Talia postępuje do Aktu 3a.

Noc w muzeum
Noc w muzeum

Akt. Stage 1

Mity
Clues: 2.
Somehow, you must find your way across this alien landscape in order to find the nexus that was described in Old Whateley’s tome.

: Discard the top 3 cards of the encounter deck. Choose a location discarded by this effect and resolve its 'revelation' ability.

Ethan Patrick Harris
Zagubieni w czasie i przestrzeni #316. Zagubieni w czasie i przestrzeni #6.

The Nexus of Dimensions - Back

Akt
A light shimmers in the distance, and you head toward it to investigate. The wispy light drifts away from you, floating through the realm's strange gateways, ascending looping staircases, and crossing through barriers you dared not cross earlier. With little chance of finding the nexus on your own, you follow the light, hoping it is guiding you in the right direction.

Put the set-aside The Edge of the Universe location into play.

Out of this World
Out of this World

Akt. Stage 3

Mity
Clues: –
Gdzieś tutaj muszą trzymać łacińskie tłumaczenie Necronomiconu w przekładzie Olausa Wormiusa. Musicie je znaleźć i znikać stąd, póki możecie!

Cel - Jeśli w Sali wystawowej (Zastrzeżona część muzeum) nie pozostały żadne żetony wskazówek, talia postępuje.

Dimitri Bielak
Muzeum Miskatonic #125. Muzeum Miskatonic #8.

Necronomicon - Back

Akt
W końcu znaleźliście gablotę z Necronomiconem.
Tomiszcze ma ponad osiemset stron wypełnionych przeróżnymi makabrycznymi ilustracjami, formułami, zaklęciami, przepowiedniami i opisami istot z otchłani wykraczającej poza naszą rzeczywistość.
Ta księga bez wątpienia jest niebezpieczna... Ale kryjące się w niej tajemnice mogą się bardzo przydać.

Badacze muszą wybrać jedną z opcji:

- Ta księga jest zbyt niebezpieczna, aby ją zatrzymać. Musimy ją zniszczyć (→Z1)

- Ta księga jest zbyt cenna, aby ją zniszczyć. Musimy ją zachować(→Z2)

Poszukiwanie księgi
Poszukiwanie księgi

Akt. Stage 2

Mity
Clues: –
Concerned for Professor Rice's safety, you seek out the head janitor, who can let you into the locked sections of the campus.

Spend 1 clue: Discard the top 5 cards of the encounter deck (top 10 instead if there is only 1 player in the game).

Forced - If you discard "Jazz" Mulligan for any reason, resolve his revelation effect.

Objective - When you take control of "Jazz" Mulligan, advance.

Tomasz Jedruszek
Dziedzictwo Dunwich #46. Zajęcia pozalekcyjne #6.

The Experiment Is Loose! - Back

Akt
You convince "Jazz" that something strange is going on, and that Professor Rice may be in danger. He doesn't trust you enough to hand you his keys, but agrees to come with you.
All of a sudden, you hear a crash coming from the Science building, and a student rushes toward you. "Help!" he cries. "There's some kind of animal loose in the chem labs! I only barely caught a glimpse of it, but..." He shudders. "I think it's heading to the dorms! You've got to do something!"

If the Alchemy Labs location is not in play, put it into play. If you are at Agenda 1 or 2, spawn The Experiment in the Alchemy Labs.

If you have completed The House Always Wins, put the set-aside Alchemical Concoction into play underneath the Alchemy Labs. If Extracurricular Activity is the first scenario of the campaign, remove the set-aside Alchemical Concoction from the game, instead.

Rice's Whereabouts
Rice's Whereabouts

Akt. Stage 1

Mity
Clues: –
The train has stopped on a bridge high above the Miskatonic River – you might be able to survive the fall, but you don’t like your chances. Your best bet is to make your way to the engine car as fast as you can and get the train running again.

Objective - If an investigator enters the Engine Car, immediately advance.

Borja Pindado
Essex County Express #165. Essex County Express #7.

Wings of Steam - Back

Akt

The investigator entering the Engine Car reads the following (out loud):

You must decide (choose one):

- Test (3) to attempt to dodge the creature. If you fail, you leap too far and barely grip the side of the train, hanging on for dear life. Although you manage to pull yourself up, the experience is terrifying. You suffer 1 mental trauma.

- Test (3) to attempt to endure the creature's extreme heat. If you fail, the creature flies through you and the heat burns you. You suffer 1 physical trauma.

Run!
Run!

Akt. Stage 1

Mity
Clues: 2.
The monsters tearing through Dunwich county are immune to traditional weapons. Only by reciting a particular incantation can the creatures be defeated. First you must search the ruins of Wilbur Whateley’s home in order to find the final sections of the otherworldly script.

Objective - Only investigators at Whateley Ruins may spend the requisite number of clues, as a group, to advance.

Adam Lane
Bezwymiarowe i niewidzialne #240. Bezwymiarowe i niewidzialne #5.

Obtaining the Formula - Back

Akt

Check Campaign Log. If Dr. Armitage survived The Dunwich Legacy:

"There!" Armitage sighs a breath of relief, jotting down the last phrases of the formula. "I have translated the last of it." He shudders as he hands you the script, the words conjuring forth memories of his battle with the creature. "I hope this is the last time I'll have to read it," he admits. "But if we do nothing, the end result will be much, much worse."

Each investigator puts into play 1 set-aside Esoteric Formula.

If Dr. Armitage is listed under "Sacrificed to Yog-Sothoth":

Using the information contained within the ruins of the Whateley homestead, you are able to transcribe the remainder of the formula previously used by Dr. Armitage to destroy the beast that plagued Dunwich. However, the endeavor sets you back several hours.

Each investigator puts into play 1 set-aside Esoteric Formula. Place 1 doom on the current agenda.

Saracenic Script
Saracenic Script

Akt. Stage 1

Mity
Clues: –
The disappearances in town may be related to the events in Arkham. You suspect that something awful is afoot. You must find where the missing townsfolk are being held in order to unveil this conspiracy.

Objective - When an investigator enters The Hidden Chamber, advance.

Jeff Lee Johnson
Krew na ołtarzu #199. Krew na ołtarzu #5.

What Was Hidden - Back

Akt
You find your way into the hidden chamber where you believe the missing folk are being held, but the horrors that confront you there fray the edges of your sanity. Bound by chains in a secluded corner of the room is an unspeakable creature with the face of a man. It wheezes and wrestles to free itself as it notices your entrance. The many mouths covering the creature’s body are covered in blood and gristles of meat, as though it were feeding recently.

Reveal each unrevealed location.

Move all clues in play (including those on each investigator) to The Hidden Chamber.

Spawn the set-aside Silas Bishop enemy in The Hidden Chamber.

Searching for Answers
Searching for Answers

Akt. Stage 2

Mity
Clues: 2.
Dr. Morgan is somewhere in the private section of the club, where only VIPs and the club's managers are allowed. If you are to find him, you're going to have to sneak or even fight your way in.

Objective - Only investigators in the VIP Area may spend the requisite number of clues, as a group, to advance.

Chris Peuler
Dziedzictwo Dunwich #67. Kasyno zawsze wygrywa #6.

Dr. Morgan's Fate - Back

Akt

If the players have not yet completed Extracurricular Activity:

You find Dr. Morgan gambling in one of the VIP rooms... but he appears to be playing cards with two unconscious bodies, his pupils dilated as though in a trance. He can't seem to stop laughing, smiling, and chatting with the other "players."
Put the set-aside Dr. Morgan into play in the VIP Area. Advance to Act 3a - "All In."


If the players have completed Extracurricular Activity:
The VIP rooms are filled with the mangled and bloody bodies of unfortunate patrons. There doesn't appear to be any trace of Dr. Morgan. You hear screaming and gunfire from the main area of the club.
Put the set-aside Peter Clover into play in the Clover Club Bar. Search the encounter deck (or out of play) for an Abomination enemy, and spawn it in the Clover Club Bar. Advance to Act 3a - "Fold."

Skin Game
Skin Game

Akt. Stage 2

Mity
Clues: –
The pitiful beast lunges to grab you with slimy arms, its many jaws snapping in hunger. Killing it would be merciful. But perhaps there is something else to discover about this creature…

Objective - If Silas Bishop is defeated: (→R1)

Objective - If there are no clues in the Hidden Chamber, advance.

Jeff Lee Johnson
Krew na ołtarzu #200. Krew na ołtarzu #6.

Banishing the Creature - Back

Akt
Despite the danger, you brave the beast's horrifying presence and investigate further before killing it. What you find confirms your worst suspicions. Several journal entries written by a "Seth Bishop" describe the process of feeding the creature in horrifying detail - tomatoes at first, then small game, then cattle, and then finally 'human sacrifices'. But the most disturbing part is that Seth calls the creature by name: 'Silas.'

If The Necronomicon is in play: (→R2)

Otherwise: (→R3)

The Chamber of the Beast
The Chamber of the Beast

Akt. Stage 3

Mity
Clues: 2.
From the ruins of the headstone on the altar at the hill’s peak, a gateway of churning vibrant energy has appeared. A force like a hurricane erupts from the gate, bending trees and pulling debris into it. The howling of the gale drowns out all other sound. Somehow, you must find a way to close the gate.

Objective - Only investigators at Sentinel Peak may spend the requisite number of clues, as a group, to advance.

Lino Drieghe
Gdzie czeka zagłada #281. Gdzie czeka zagłada #8.

Peer Into the Abyss - Back

Akt
You don't know how to close the swirling gate before you, and with each passing moment, the force from within it grows in strength. You fear that whatever entity the sorcerers have summoned from beyond approaches. With no time to spare, you turn to the open tome on the stone altar, desperate for answers.

(→R1)

The Gate Opens
The Gate Opens

Akt. Stage 1

Mity
Clues: 2.
A vibrant arcane energy fills the air with a bone-rattling chill. The energy swirls along the crushed trail before you, and seeps down several other paths before disappearing.

Objective - When the investigators have collected the requisite number of clues, they must immediately spend them and advance.

Lino Drieghe
Gdzie czeka zagłada #277. Gdzie czeka zagłada #4.

A Sacrifice Made - Back

Akt
During your search through the wooded paths around the base of Sentinel Hill, you come across a startling sight. A herd of sheep lays dead upon the ground in a secluded clearing, their bloodied carcasses placed in a strange but careful pattern. Holding your nose against the stench of death, you step over mangled sheep on your way to the center of the odd formation.
In the center of the sheep lies the corpse of a man. A clear jewel has been firmly pressed into his forehead, caving in the front of his skull. His eyes are wide, his face contorted in a vision of fear, as if beseeching you for mercy. Though you know better, you check for a pulse. As you touch the man's skin, the jewel in his forehead dissolves, and the woods around you seem to clear.

The arcane presence masking the path further up the hill has faded. Reveal Ascending Path.

Remove all clues from each location in play.

The Path to the Hill
The Path to the Hill

Akt. Stage 2

Mity
Clues: –
With the formula in hand, you finally have the means to destroy the creatures wreaking havoc in Dunwich... but only if you can survive long enough.

Objective - Defeat as many Brood of Yog-Sothoth enemies as you can. If there are no copies of Brood of Yog-Sothoth in play or set aside, advance.

Adam Lane
Bezwymiarowe i niewidzialne #241. Bezwymiarowe i niewidzialne #6.

The Brood is Ended - Back

Akt
As you complete the incantation, the foul creature cries out with a raucous, inhuman voice. It rumbles and cracks, the syllables of its croaking far from English. As its cry plays out, the creature shrinks upon itself, and then, with little warning, it is gone. All that remains is a foul stench and a repulsive mark that mars the vegetation where the beast once stood.

(→R2)

They Must Be Destroyed!
They Must Be Destroyed!

Altered Path - Back

Lokalizacja
A shiver courses up your spine as you step forth onto the path, its route touched by a bizarre arcane power.

Lokalizacja

Dunwich. Woods. Altered.

Mity
Shroud: 3. Clues: 1.

Forced - After you reveal A Tear in the Path: Take 2 damage if you have no actions remaining.

Rafał Hrynkiewicz
Gdzie czeka zagłada #290. Gdzie czeka zagłada #17.
A Tear in the Path
A Tear in the Path