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Arkham Horror: The Card Game – Blood on the Altar: Mythos Pack thumbnail

Arkham Horror: The Card Game – Blood on the Altar: Mythos Pack

Expansion for Arkham Horror: The Card GameExpansion for Arkham Horror: The Card Game – The Dunwich Legacy: ExpansionExpansion for Arkham Horror: The Card Game (Revised Core Set)

Arkham Horror: The Card Game – Blood on the Altar: Mythos Pack Rulebook

Table of Contents

Table of Contents

  • Setup
  • The Hidden Chamber
  • Standalone Mode
  • Suggested Location Placement
  • Do Not Read Until the End of the Scenario

Setup

  • Gather all cards from the following encounter sets: Blood on the Altar, Dunwich, Whippoorwills, Nightgaunts, and Ancient Evils. These sets are indicated by the following icons: (encounter-set icons for Blood on the Altar, Dunwich, Whippoorwills, Nightgaunts, and Ancient Evils, in that order).
  • Put Village Commons into play. Each investigator begins play in the Village Commons.
  • Remove one of the two copies of each other location from the game at random. Then, choose one of the six remaining locations at random, and remove it from the game as well. Put the remaining locations into play. (See Suggested Location Placement below for suggested placement.)
  • Check Campaign Log. Gather the cards for each character who "was kidnapped" according to your Campaign Log. Form a facedown pile of "potential sacrifices," consisting of each of those cards, along with the Zebulon Whateley card and the Earl Sawyer card.
  • Set the following cards aside, out of play: Silas Bishop, The Hidden Chamber, Key to the Chamber, and Powder of Ibn-Ghazi.
  • Check Campaign Log. If the investigators were delayed on their way to Dunwich: Add 1 doom to agenda 1a.
  • Shuffle the remainder of the encounter cards to build the encounter deck.
  • Check Campaign Log. If the O'Bannion gang has a bone to pick with the investigators: Seeking vengeance, the gang from the Clover Club has followed you to Dunwich. Gather all cards from the Naomi's Crew encounter set and shuffle them into the encounter deck. This set is indicated by the following icon: (Naomi's Crew encounter-set icon).
  • Take the previously set-aside The Hidden Chamber and Key to the Chamber cards, along with the top 3 cards of the encounter deck. Shuffle them and randomly deal 1 card facedown underneath each location in play except Village Commons.

The Hidden Chamber

This scenario includes a single-sided location (The Hidden Chamber) which has been dealt facedown underneath a random location. The Hidden Chamber only has a revealed side, and has a Revelation effect that puts it into play when drawn.

When put into play, a single-sided location is put into play with its revealed side faceup, because it has no unrevealed side. Otherwise, it functions as a normal location in every other way.

Standalone Mode

If you are playing in Standalone Mode and do not wish to refer to any other setup/resolutions, you may use the information below when setting up and playing this scenario:

  • Assemble the chaos bag using the following tokens: +1, 0, 0, –1, –1, –1, –2, –2, –3, –3, –4, Skull, Skull, Cultist, Tablet, Elder Thing, Autofail, Elder Sign.
  • When building the pile of "potential sacrifices," use all five of the following characters: Dr. Henry Armitage, Dr. Francis Morgan, Professor Warren Rice, Zebulon Whateley, and Earl Sawyer.
  • The investigators were not delayed on their way to Dunwich.
  • The O'Bannion gang does not have a bone to pick with the investigators.
  • Do not read Interlude II—The Survivors.
  • Try to save as many potential sacrifices as you can!

Note on the chaos bag: the last two token icons in the printed list are symbol-font glyphs with no text layer. They are identified here from the page image as the Autofail icon (a curled, tentacle-like mark) and the Elder Sign icon (the eye-in-star mark), which is the composition of the standard 18-token bag.

Suggested Location Placement

Note: One of the below locations will not be in play.

The suggested locations are: House in the Reeds, Schoolhouse, Congregational Church, Village Commons, Osborn's General Store, Burned Ruins, and Bishop's Brook. Each is a Dunwich location.

Do Not Read Until the End of the Scenario

If no resolution was reached (each investigator resigned or was defeated): The cries of the whippoorwills fade into the distance, and the town of Dunwich is filled with an eerie silence. All that can be heard is the dry whistle of the chill wind and the slow rustling of dead leaves. There is no sign of the missing townsfolk, nor will there be ever again.

  • In your Campaign Log, record that the ritual was completed.
  • If there were any potential sacrifices remaining at the end of the game, place them underneath the agenda deck.
  • In your Campaign Log, under "Sacrificed to Yog-Sothoth," record the names of each unique card that is underneath the agenda deck. Each of those cards are removed from all players' decks and can no longer be included in any players' decks for the remainder of the campaign.
  • If an investigator with The Necronomicon (Olaus Wormius Translation) in his or her deck was defeated, in your Campaign Log, record that the Necronomicon was stolen. The Necronomicon (Olaus Wormius Translation) must be removed from that investigator's deck.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display. Each investigator earns 2 bonus experience as he or she gains insight into the hidden world of the Mythos.
  • Proceed to Scenario V: Undimensioned and Unseen.

Resolution 1: As you land the finishing blow, the creature's body explodes into hundreds of squirming ropelike appendages, wriggling across the ground and climbing up the walls. You're so startled that you aren't fast enough to prevent them from escaping the room. Even so, whatever that creature was, you're glad it's now dead.

  • In your Campaign Log, record that the investigators put Silas Bishop out of his misery.
  • In your Campaign Log, under "Sacrificed to Yog-Sothoth," record the names of each unique card that is underneath the agenda deck. Each of those cards are removed from all players' decks and can no longer be included in any players' decks for the remainder of the campaign.
  • If an investigator with The Necronomicon (Olaus Wormius Translation) in his or her deck was defeated, in your Campaign Log, record that the Necronomicon was stolen. The Necronomicon (Olaus Wormius Translation) must be removed from that investigator's deck.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display. Each investigator earns 2 bonus experience as he or she gains insight into the hidden world of the Mythos.
  • Proceed to Interlude II: The Survivors.

Resolution 2: With the creature that once was Silas lashing out at you from its chains, you have little time to react. Knowing that the Necronomicon might have a spell or incantation that could subdue Silas, you fend off the abomination long enough to find a passage that can help. With no time to spare, you recite the Latin incantation, and find that the words come effortlessly to your tongue, as though recalled from an earlier memory. The creature's body begins to shrink and melt away as the incantation builds, its cries terrifying and haunting. In the end, all that is left is the disfigured corpse of a man—Silas Bishop. You find a silver pendant emblazoned with an odd constellation tucked into his shirt. You take it with you, hoping to find a use for it.

  • In your Campaign Log, record that the investigators restored Silas Bishop.
  • In your Campaign Log, under "Sacrificed to Yog-Sothoth," record the names of each unique card that is underneath the agenda deck. Each of those cards are removed from all players' decks and can no longer be included in any players' decks for the remainder of the campaign.