Scenariusz

Mity

Perform the setup as indicated in The Forgotten Age Campaign Guide, with the following exceptions:

- When gathering encounter sets, also gather the new encounter sets for Return to The Untamed Wilds shown here.

(Continued on reverse side.)

Powrót Zapomnianej ery #16. Powrót Dzikich ostępów #1.

Return to The Untamed Wilds - Back

Scenariusz

- When building the exploration deck, include only 1 of the 2 locations with each of the following connection symbols, chosen at random: Purple Moon, Blue Triangle, Red Square, Orange Heart. Remove the other 4 Jungle locations from the game wihtout looking at them. Do not include any of the other encounter cards listed in the original setup instructions. (There should be a total of 5 cards.)


For the duration of this scenario, the following additional rules apply:

"The 'check your supplies' ability on the Expedition Camp can be used from any location.

Forced - After a successful exploration ends: Shuffle the top card of the encounter deck into the exploration deck."

Attach this card to the scenario reference card as a reminder.

Return to The Untamed Wilds
Return to The Untamed Wilds

Scenariusz

Mity

Perform the setup as indicated in The Forgotten Age Campaign Guide, with the following exceptions:

- When gathering encounter sets, also gather the new encounter sets for Return to The Doom of Eztli shown here.

- Gather the 3 Pit Viper cards from the Serpents encounter set and set them aside, out of play.

- Before setup, remove the original Burial Pit, Underground Ruins, and Secret Passage locations from the game.

(Continued on reverse side.)

Powrót Zapomnianej ery #17. Powrót Zguby Eztli #1.

Return to The Doom of Eztli - Back

Scenariusz

- Before setup, replace the original Entryway, Ancient Hall, Grand Chamber, and Chamber of Time locations with the new versions from this encounter set.

- Before setup, replace the original Harbinger of Valusia enemy with the new Harbinger of Valusia (The Sleeper Returns)

- When building the exploration deck, use only Sealed Passage, Mosaic Chamber, Tomb of the Ancients, Throne Room, Snake Pit, Ancient Hall, and Grand Chamber. Do not include any of the other encounter cards listed in the original setup instructions.


For the duration of this scenario, the following additional rule apply: "Forced - After a successful exploration ends: Shuffle the top card of the encounter deck into the exploration deck."

Attach this card to the scenario reference card as a reminder.

Return to The Doom of Eztli
Return to The Doom of Eztli

Harbinger of Valusia
The Sleeper Returns

Wróg

Humanoid. Monster. Serpent. Elite.

Mity
Fight: 2. Health: 10. Evade: 4.
Damage: 2. Horror: 2.

Alert. Hunter. Retaliate.

While this enemy has 5 or more damage on it, it gets +2 fight and -2 evade.

Forced - After a successful attack or evasion attempt against this enemy ends: Place 1 resource on it. Then, if there are 2 resources on it, it vanishes with a sinister hiss. (Set it aside, out of play. It keeps all damage tokens.)

Vengeance 5.
Matthew Cowdery
Powrót Zapomnianej ery #18. Powrót Zguby Eztli #2.
Harbinger of Valusia

Entryway - Back

Lokalizacja
The sun sets over the temple ruins, bathing the stone in warm light. The sounds of the rainforest are distant by the time you cross underneath the painted entryway. Inside, the halls are plunged into darkness.

Entryway
Rearranged by Time

Lokalizacja

Ancient. Ruins.

Mity
Shroud: 2. Clues: 1.

: Resign. You've escaped... for now.

: Check your supplies. If you have torches: Look at the top 2 cards of the exploration deck. Discard 1 treachery or enemy looked at by this effect. Shuffle the exploration deck. This ability can be used at any location.

Nele Diel
Powrót Zapomnianej ery #19. Powrót Zguby Eztli #3.
Entryway
Entryway

Lokalizacja

Ancient. Ruins.

Mity
Shroud: 9. Clues: 0

Check your supplies. If you have the Key of Eztli: Search the exploration deck and all set-aside cards for Chamber of Time and put it into play. If it is act 1a, skip directly to act 2a. For the remainder of this act, Sealed Passage is connected to Chamber of Time and vice versa. (Group limit once per game.)

Greg Bobrowski
Powrót Zapomnianej ery #20. Powrót Zguby Eztli #4.
Sealed Passage

Lokalizacja

Ancient. Ruins.

Mity
Shroud: 3. Clues: 1.

Check your supplies. If you have a canteen: The chamber accepts your gift of water. Remove 1 doom from any location in play. (Group limit once per game.)

Yoann Boissonnet
Powrót Zapomnianej ery #21. Powrót Zguby Eztli #5.
Mosaic Chamber

Lokalizacja

Ancient. Ruins.

Mity
Shroud: 4. Clues: 1.

Check your supplies. If an investigator at Tomb of the Ancients has rope: Move to a revealed location up to 3 connections away. Until the end of the round, Tomb of the Ancients is considered to be connected to that location, and vice versa. (Group limit once per round.)

Nele Diel
Powrót Zapomnianej ery #22. Powrót Zguby Eztli #6.
Tomb of the Ancients

Lokalizacja

Ancient. Ruins.

Mity
Shroud: 5. Clues: 1.

While Throne Room has doom on it, it is considered to be in the victory display (for the purposes of counting vengeance).

If there are no clues or doom on Throne Room: Record "mysterious scepter" in your supplies. (Group limit once per game.)

Victory 1.
Vengeance 1.
Yoann Boissonnet
Powrót Zapomnianej ery #23. Powrót Zguby Eztli #7.
Throne Room

Lokalizacja

Ancient. Ruins.

Mity
Shroud: 1. Clues: 1.

Forced - After you put Snake Pit into play by exploring successfully, but before moving to it: Spawn 1 set-aside Pit Viper enemies in Snake Pit (to a maximum of 3). Check your supplies. If an investigator at your location has binoculars, you may choose not to move to Snake Pit. Otherwise, you must move to it.

Ethan Patrick Harris
Powrót Zapomnianej ery #24. Powrót Zguby Eztli #8.
Snake Pit

Ancient Hall
Rearranged by Time

Lokalizacja

Ancient. Ruins.

Mity
Shroud: 3. Clues: 1.

Ancient Hall enters play with 1 doom on it.

: Flip 1 doom on Ancient Hall to its clue side.

: Check your supplies. If you have a compass, flip 1 doom on Ancient Hall to its clue side. (Group limit once per round.)

Jose Vega
Powrót Zapomnianej ery #25. Powrót Zguby Eztli #9.
Ancient Hall

Grand Chamber
Rearranged by Time

Lokalizacja

Ancient. Ruins.

Mity
Shroud: 2. Clues: 1.

Check your supplies. If you have a map and there are no clues on Grand Chamber: For the remainder of the scenario (and its resolution), Grand Chamber loses Vengeance 1 and gains Victory 1. (Group limit once per game.)

Vengeance 1.
Chris Ostrowski
Powrót Zapomnianej ery #26. Powrót Zguby Eztli #10.
Grand Chamber

Chamber of Time
Rearranged by Time

Lokalizacja

Forgotten. Ruins.

Mity
Shroud: 4. Clues: 2.

Forced - After Chamber of Time enters play: Attach the set-aside Relic of Ages asset to the Chamber of Time. Place 1 doom on Chamber of Time.

Victory 2.
Vengeance 2.
The floor of this central chamber is intricately carved and glows strangely...
Andreas Zafiratos
Powrót Zapomnianej ery #27. Powrót Zguby Eztli #11.
Chamber of Time

Scenariusz

Mity

Perform the setup as indicated in The Forgotten Age Campaign Guide, with the following exceptions:

- When gathering encounter sets, also gather the new encounter sets for Return to Threads of Fate shown here.

- Set the Veda Whitsley story asset aside, out of play.

(Continued on reverse side.)

Powrót Zapomnianej ery #28. Powrót Nici losu #1.

Return to Threads of Fate - Back

Scenariusz

- This encounter set contains a fourth "g/h" act deck. Adjust the contents of the "g/h" act deck as follows. The investigators must decide (choose one):

If you wish to find the source named in the Advertiser's story, remove the following act cards from the "g/h" deck: Search for the Meaning, both copies of The Overgrown Estate, and 1 of the 2 copies of Seeking Trouble, at random.

If you wish to find the root of the problem, remove the following act cards from the "g/h" deck: Search for the Source, both copies of Seeking Trouble, and 1 of the 2 copies of The Overgrown Estate, at random.

Return to Threads of Fate
Return to Threads of Fate

Akt. Stage 1

Mity
Clues: 1.
You decide to head to the estate of Marshall Hastings to learn more about the strange happenings mentioned in the Advertiser's article. Perhaps this new development can shed light on your other recent troubles.

Objective - Only investigators in Rivertown can spend the requisite number of clues, as a group, to advance.

Joshua Cairós
Powrót Zapomnianej ery #29. Powrót Nici losu #2.

Lokalizacja

Arkham.

Mity
Shroud: 3. Clues: 2.

Revelation - Put The Hastings Estate into play.

Cross medicine off from your supplies: Discover all of the clues on The Hastings Estate.

Victory 1.
Several caretakers and members of the expedition lie paralyzed and comatose nearby. What in the hell happened here?
Jokubas Uogintas
Powrót Zapomnianej ery #29. Powrót Nici losu #2.
Search for the Meaning
The Hastings Estates

Akt. Stage 1

Mity
Clues: 1.
In order to get to the bottom of this new development, you decide to search for the anonymous source of the Advertiser's article. Perhaps if you head to its offices in Northside, you can inquire further - although you may have to grease a few palms to get the information you need.

Objective - Only investigators in Northside can spend the requisite number of clues, as a group, to advance.

Joshua Cairós
Powrót Zapomnianej ery #30. Powrót Nici losu #3.

Merle Garvin
Unhelpful Guide

Atut

Bystander. Wayfarer.

Cost: –.

Neutralne

Revelation - Put Merle Garvin into play at Miskatonic University.

: Parley. Mr. Garvin tries to give you the slip. Test (2). If you succeed, place 1 clue on Merle Garvin (from the token pool) and move him 1 location away from you. If you fail, move him 2 locations away from you.

Aleksander Karcz
Powrót Zapomnianej ery #30. Powrót Nici losu #3.
Search for the Source
Merle Garvin

Akt. Stage 2

Mity
Clues: 2.
When you arrive at the Hastings estate, you find it in a much sorrier state than was originally described. The rainforest has come to Arkham, claiming the manor and the surrounding area almost entirely.

Objective - Only investigators at The Hastings Estate can spend the requisite number of clues, as a group, to advance.

Joshua Cairós
Powrót Zapomnianej ery #31. Powrót Nici losu #4.

Sent from Another Time - Back

Akt
You scour the estate for clues but find nothing that wasn't already described in the Advertiser's article. It's like your fears have come to life: the rainforest has indeed followed you all the way here to Arkham. After dreading this for so long, it's almost a relief to finally be able to confront it. Just then, a familiar rattling echoes through the halls of the manor. The dreadful sound makes your skin crawl. Surely, it couldn't be... could it?

Search the collection for the Harbinger of Valusia (The Sleeper Returns) and spawn it at The Hastings Estate. It enters play with damage on it equal to the amount of damage recorded in parentheses in your Campaign Log. If there are 5 or fewer tally marks under "Yig's Fury" in your Campaign Log, it enters play exhausted.

Advance to Act 3g - "Impossible Pursuit".

The Overgrown Estate
The Overgrown Estate

Akt. Stage 2

Mity
Clues: 2.
When you arrive at the Hastings estate, you find it in a much sorrier state than was originally described. The rainforest has come to Arkham, claiming the manor and the surrounding area almost entirely.

Objective - Only investigators at The Hastings Estate can spend the requisite number of clues, as a group, to advance.

Joshua Cairós
Powrót Zapomnianej ery #32. Powrót Nici losu #5.

Clinton Freeman
Should Have Stayed Home

Atut

Bystander. Wayfarer.

Cost: –.

Neutralne

Revelation - Put Clinton Freeman into play at Velma's Diner. Advance to Act 3g - "Discover the Truth."

: Parley. Test or (3). If you succeed, place 1 clue on Clinton Freeman (from the token pool) and take 1 horror. If you fail, take 1 horror for each point you failed by.

Aleksander Karcz
Powrót Zapomnianej ery #32. Powrót Nici losu #5.
The Overgrown Estate
Clinton Freeman

Akt. Stage 2

Mity
Clues: –
You've learned the identity of the Advertiser's source: a man named Merle Garvin, who recently returned from an expedition funded by none other than Marshall Hastings. He was last seen anxiously rummaging through the library at the university, though nobody is quite sure why.

Objective - If there are 1 clues on Merle Garvin: You must remove them and immediately advance.

Joshua Cairós
Powrót Zapomnianej ery #33. Powrót Nici losu #6.

Sent from Another Time - Back

Akt
When you finally track Mr. Garvin down and corner him, he is absolutely terrified - not of you, but of something else entirely. "It's coming," he warns. "It won't ever stop until all of us are dead. Please, you have to help me! You have to hide me!" Before you can ask what it is that frightens him so, your unspoken question is answered by a familiar rattling. The dreadful sound makes your skin crawl. How could it be here in Arkham?

Search the collection for the Harbinger of Valusia (The Sleeper Returns) and spawn it at Merle Garvin's location. It enters play with damage on it equal to the amount of damage recorded in parentheses in your Campaign Log. If there are 5 or fewer tally marks under "Yig's Fury" in your Campaign Log, it enters play exhausted.

Advance to Act 3g - "Impossible Pursuit".

Seeking Trouble
Seeking Trouble

Akt. Stage 2

Mity
Clues: –
You've learned the identity of the Advertiser's source: a man named Merle Garvin, who recently returned from an expedition funded by none other than Marshall Hastings. He was last seen anxiously rummaging through the library at the university, though nobody is quite sure why.

Objective - If there are 1 clues on Merle Garvin: You must remove them and immediately advance.

Joshua Cairós
Powrót Zapomnianej ery #34. Powrót Nici losu #7.

Lokalizacja

Arkham.

Mity
Shroud: 4. Clues: 2.

Revelation - Put Loading Docks into play with 4 resources on it. Advance to Act 3g - "Discover the Truth."

While there are no resources on Loading Docks, clues on it cannot be discovered by any means.

Forced - At the end of the round: Remove 1 resource from Loading Docks.

Victory 1.
Lake Hurwitz
Powrót Zapomnianej ery #34. Powrót Nici losu #7.
Seeking Trouble
Loading Docks

Akt. Stage 3

Mity
Clues: –
You're close to learning the truth behind this other expedition. What were they after, and why? Does this have anything to do with Ichtaca and the Eztli?

Objective - If there are 1 clues on Clinton Freeman: You must remove them and immediately advance.

Objective - If Loading Docks is in play and there are no clues remaining on it: You must immediately advance.

Joshua Cairós
Powrót Zapomnianej ery #35. Powrót Nici losu #8.

Another Expedition - Back

Akt

If Clinton Freeman is in play:

Mr. Freeman finally reveals to you the truth: that his expedition was partially funded by a mysterious "philanthropist" in Mexico City, in return for several relics. Curious - and worried - he and his partners offer to help you get to the bottom of this.

The investigator nearest to Clinton Freeman takes control of the set-aside Veda Whitsley. Remove the remainder of the "g/h" act deck from the game. If another act card is in play, continue playing. Otherwise, proceed to (→R1).


If Loading Docks is in play:

Thanks to Mr. Garvin's information, you discover that many of the expedition's finds are heading to a surprising destination: an unspecified recipient in Mexico City. Grateful for your assistance, several members of the expedition offer you their help.

The investigator nearest to the Loading Docks takes control of the set-aside Veda Whitsley. Remove the remainder of the "g/h" act deck from the game. If another act card is in play, continue playing. Otherwise, proceed to (→R1).

Discover the Truth
Discover the Truth