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Guardians of the Abyss
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Schemes in the Dark Beyond
Type: Agenda
Encounter Set: The Night’s Usurper
Doom Threshold: 12
Investigators cannot Parley with Brotherhood enemies.
Each Brotherhood enemy cannot be flipped over.
Forced – After the 4th or 8th doom is placed on this agenda: Add 1 strength to the abyss.
Each Brotherhood enemy cannot be flipped over.
Forced – After the 4th or 8th doom is placed on this agenda: Add 1 strength to the abyss.
“It is done.” Xzharah plunges his blade into the last of the dreamers. Its starry surface, soaked in hot crimson blood, devours the victim’s life force. “With this soul, I am complete.”
The abyss is plunged into a dreadful silence. None can question the authority and power of the realm’s new lord. Uncouth creatures of darkness crawl forth from their pits to pay tribute to their master. As Xzharah surveys his domain, the mist coils about his feet with each step he takes. Countless winged creatures bow in servitude as he passes.
This world is his. Ours is next.
Each investigator is defeated.
Each defeated investigator is “taken by the abyss.”
(->R1)
The abyss is plunged into a dreadful silence. None can question the authority and power of the realm’s new lord. Uncouth creatures of darkness crawl forth from their pits to pay tribute to their master. As Xzharah surveys his domain, the mist coils about his feet with each step he takes. Countless winged creatures bow in servitude as he passes.
This world is his. Ours is next.
Each investigator is defeated.
Each defeated investigator is “taken by the abyss.”
(->R1)
This sinister plot threatens not only our world, but another. You have only one chance to stop them from achieving their goal. Now is the time for action.
Quantity: 1
Number: 18
Illustrator: Antonio MaÃnez







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Search for the Gate
Type: Act
Encounter Set: The Night’s Usurper
Clue Threshold: 2
[Action]: Explore. Draw the top card of the exploration deck. If it is a connecting location, put it into play and move to it.
It has been several weeks since you set forth from Cairo, but to your dismay, you have found no sign of the otherworldly gate to which the Brotherhood supposedly retreated. Just as you are considering returning to Cairo to conduct more research, you are summoned into Winlock’s tent, where the weary expedition leader is examining a map of Egypt with calloused hands. “Oh good, you’re here,” he says, fumbling through his pack for an old, half-burned tome, which he places on the table in front of you. “Thought you might want to see what we found in that crypt to the south.” You turn over the book, sifting through its charred pages, until you come to a map of the desert marked by Egyptian hieroglyphs. It is the same region depicted on the map in front of Winlock. “See that, right there?” He points to one of the hieroglyphs on the western side of the map. “It means ‘door’.” With a hint of a smirk, he then points to the same spot on his larger map, marking your destination.
“That what you’re looking for?”
Shuffle the set-aside Eldritch Gate into the exploration deck.
“That what you’re looking for?”
Shuffle the set-aside Eldritch Gate into the exploration deck.
With Winlock’s support, the expedition is underway. But unlike the other archaeologists and researchers, you’re not searching for ancient crypts or artifacts. You are after something older and far more dangerous: a place the others would not believe existed even if you told them.
Quantity: 1
Number: 19
Illustrator: Aurore Folny







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Secrets in the Sand
Type: Act
Encounter Set: The Eternal Slumber
Clue Threshold: 3
Clues cannot be placed on Cairo locations.
[Action] If you are at an Expedition location: Explore. Draw the top card of the exploration deck. If it is a connecting location, put it into play and move to it.
[Action] If you are at an Expedition location: Explore. Draw the top card of the exploration deck. If it is a connecting location, put it into play and move to it.
You are unable to find the Brotherhood’s hideout, but you are able to find the agent you interrogated in Cairo…Or at least, what remains of him. Inside the halls of an ancient temple, dedicated to a long-forgotten pharaoh, the man’s corpse has been placed upon a stone altar. His body is riddled with fresh stab wounds. You can’t help but wonder if this was—in a way—your doing.
Investigating the body and the remainder of the half-buried temple yields a troubling discovery. As you suspected, the Brotherhood of the Beast is behind the curse afflicting Cairo. You find several passages describing the spell in greater detail—though these descriptions do not match what you have seen with your own eyes. The Brotherhood’s tomes describe how to transport their victims to another realm, a place called the Abyss. A nightmarescape from which the dreamers cannot awaken. With each dreamer, their “Chosen” grows in strength…
Place 1[per investigator] damage tokens on each Cairo location. Until the end of the scenario, damage tokens on locations represent “dreamers”—victims who have been cursed with eternal slumber.
Put the set-aside Neith enemy into play in the Streets of Cairo.
Investigating the body and the remainder of the half-buried temple yields a troubling discovery. As you suspected, the Brotherhood of the Beast is behind the curse afflicting Cairo. You find several passages describing the spell in greater detail—though these descriptions do not match what you have seen with your own eyes. The Brotherhood’s tomes describe how to transport their victims to another realm, a place called the Abyss. A nightmarescape from which the dreamers cannot awaken. With each dreamer, their “Chosen” grows in strength…
Place 1[per investigator] damage tokens on each Cairo location. Until the end of the scenario, damage tokens on locations represent “dreamers”—victims who have been cursed with eternal slumber.
Put the set-aside Neith enemy into play in the Streets of Cairo.
You pursue the Brotherhood’s agent west as he flees the city. Following his trail into the desert will be easier if you join the archaeological expedition currently underway.
Quantity: 1
Number: 6
Illustrator: Lino Drieghe






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Slumber
Type: Treachery
Encounter Set: Sands of Egypt
Curse. Abyss.
Revelation – Put Slumber into play in your threat area if there is no copy of it in your threat area (if there is, discard Slumber and it gains surge instead).
Forced – When your turn begins: Test [Willpower] (2). If you fail, lose 1 action.
[Reaction] After strength is removed from the abyss: Discard Slumber.
Forced – When your turn begins: Test [Willpower] (2). If you fail, lose 1 action.
[Reaction] After strength is removed from the abyss: Discard Slumber.
Quantity: 2
Number: 51
Illustrator: Andreas Zafiratos






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Speaker for the Dark Pharaoh
Type: Enemy
Encounter Set: The Night’s Usurper
Fight: 2
Health: 2
Evade: 3
Damage:
Horror: 1
Humanoid. Cultist.
While the strength of the abyss is 2 or lower, Speaker for the Dark Pharaoh gains hunter.
Forced – After Speaker for the Dark Pharaoh is defeated, if the strength of the abyss is 3 or higher: Each investigator at its location takes 1 damage.
Forced – After Speaker for the Dark Pharaoh is defeated, if the strength of the abyss is 3 or higher: Each investigator at its location takes 1 damage.
Quantity: 2
Number: 30
Illustrator: Matt Dixon







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Stairway to Sarkomand
Type: Location
Encounter Set: The Night’s Usurper
Otherworld. Dreamlands.
[Action]: Test [Willpower] (3) to navigate the bewildering and gravity-defying staircase. If you succeed, flip this location over and resolve the text on its other side.
After what feels like an eternity, you finally reach the top of the subterranean stairs, where a trapdoor leads you to the surface. You find yourself in the large central plaza of a ruined city on the shoreline of a beautiful sky-blue ocean. A pair of colossal winged lion statues guards the entrance to the stairway.
You must decide (choose one):
–Test [Intellect] (3) to speak to the almost-humanoid creatures that dwell in these ruins. If you succeed, you warn them of the battle below and they flee; remember that you “warned the denizens of Sarkomand.”
–Test [Combat] (3) to block the trapdoor. If you succeed, you topple the lion statues and use them to block the entrance to the stairway as you descend back into the depths; remember that you “cut off all escape.”
Regardless of your choice and whether you succeed or fail the indicated skill test, flip this card back over.
You must decide (choose one):
–Test [Intellect] (3) to speak to the almost-humanoid creatures that dwell in these ruins. If you succeed, you warn them of the battle below and they flee; remember that you “warned the denizens of Sarkomand.”
–Test [Combat] (3) to block the trapdoor. If you succeed, you topple the lion statues and use them to block the entrance to the stairway as you descend back into the depths; remember that you “cut off all escape.”
Regardless of your choice and whether you succeed or fail the indicated skill test, flip this card back over.
Terrible is the memory of that dark descent, in which hours wore themselves away whilst Carter wound sightlessly round and round down a fathomless spiral of steep and slippery stairs. —H. P. Lovecraft, “The Dream-Quest of Unknown Kadathâ€
Quantity: 1
Number: 25
Illustrator: Ethan Patrick Harris







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Streets of Cairo
Type: Location
Encounter Set: The Eternal Slumber
Cairo.
Forced – After you discover 2 or more clues at Streets of Cairo during a single turn: Take 1 horror.
[Action] If there are no clues on Streets of Cairo: Test [Agility] (4). If you succeed, remember that you have “found a door marked with blood.”
[Action] If there are no clues on Streets of Cairo: Test [Agility] (4). If you succeed, remember that you have “found a door marked with blood.”
It is an unusually dry month in Cairo. The narrow, winding streets of the city are baked by the hot, unrelenting sun. Pedestrians travel from shadow to shadow to keep out of the sunlight…Or are they avoiding you?
Quantity: 1
Number: 8
Illustrator: Thomas Denmark






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Summoned Nightgaunt
Type: Asset
Class: Neutral
Cost: 4
Level: 0
Willpower: 0
Intellect: 1
Combat: 0
Agility: 1
Wild: 1
Monster. Nightgaunt. Power.
Uses (3 whistles). If Summoned Nightgaunt has no whistles, or if it leaves play, remove it from the game.
[Action] Spend 1 whistle and take 1 horror: Evade. Automatically evade all non-Nightgaunt enemies engaged with you and move to any revealed location.
[Action] Spend 1 whistle and take 1 horror: Evade. Automatically evade all non-Nightgaunt enemies engaged with you and move to any revealed location.
Quantity: 1
Number: 58
Illustrator: Reiko Murakami






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Swarm of Locusts
Type: Treachery
Encounter Set: Sands of Egypt
Power.
Revelation – Test [Agility] (3). For each point you fail by, lose 1 resource. For each resource you cannot lose, take 1 damage.
Quantity: 3
Number: 50
Illustrator: Emilio Rodriguez







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Temple Courtyard
Type: Location
Encounter Set: The Eternal Slumber
Cairo.
While there are no clues remaining on Temple Courtyard, each copy of Humble Supplicant loses aloof.
[Action]: Test [Combat] (5). If you succeed, remember that you have “broken into an abandoned temple.”
[Action]: Test [Combat] (5). If you succeed, remember that you have “broken into an abandoned temple.”
Silvery rays of light gently bathe the courtyard in a soft glow. Despite the urgency of your task, you feel at peace here. You vow to return if you’re still awake when this is all over.
Quantity: 1
Number: 12
Illustrator: Jose Vega






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Terror Under the Pyramids
Type: Treachery
Encounter Set: Sands of Egypt
Scheme.
Revelation – Test [Willpower] (3). For each point you fail by, choose and discard 1 card from your hand. For each card you cannot discard, take 1 horror.
Quantity: 3
Number: 49
Illustrator: Jake Murray







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The Assassin’s Evidence
Type: Story
Encounter Set: Brotherhood of the Beast
Victory: 1
Evidence.
Despite his mortal wounds, the assassin grins wickedly. “The Day is coming,” he says between a fit of coughs. “You think killing me will stop it? Fools! The Beast will devour you all!” He cackles with his final breath, then falls silent.
You are quick to search his belongings before any bystanders spot the body. Among the many strange curios on his person, you find a small leather-bound journal with a cryptic inscription:
Our tribute soaks the abyssal blade
A thousand souls never to wake
With this our Chosen shall arise
And the Day is ever nigh!
Remove 1 strength from the abyss. (Group limit once per game.)
Victory 1.
You are quick to search his belongings before any bystanders spot the body. Among the many strange curios on his person, you find a small leather-bound journal with a cryptic inscription:
Our tribute soaks the abyssal blade
A thousand souls never to wake
With this our Chosen shall arise
And the Day is ever nigh!
Remove 1 strength from the abyss. (Group limit once per game.)
Victory 1.
Spawn – Streets of Cairo.
Retaliate.
Forced – When Nassor attacks: Either add 1 strength to the abyss, or Nassor deals +1 damage and +1 horror for this attack (+2 damage and +2 horror instead if it is the enemy phase).
Victory 1.
Retaliate.
Forced – When Nassor attacks: Either add 1 strength to the abyss, or Nassor deals +1 damage and +1 horror for this attack (+2 damage and +2 horror instead if it is the enemy phase).
Victory 1.
Quantity: 1
Number: 35
Illustrator: —————






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The Black Wind
Type: Treachery
Encounter Set: Sands of Egypt
Power.
Peril.
Revelation – You must either (choose one):
—Add 1 strength to the abyss and add The Black Wind to the victory display.
—Discard The Black Wind and draw the top card of the encounter deck to replace it You get –1 to all skills for the remainder of this round.
Victory 1.
Revelation – You must either (choose one):
—Add 1 strength to the abyss and add The Black Wind to the victory display.
—Discard The Black Wind and draw the top card of the encounter deck to replace it You get –1 to all skills for the remainder of this round.
Victory 1.
Quantity: 2
Number: 53
Illustrator: Ignacio Bazán Lazcano







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The Brotherhood Bides Their Time
Type: Agenda
Encounter Set: The Night’s Usurper
Doom Threshold: 6
Having found the perfect moment to strike, the remaining members of the Brotherhood ambush you in the night. “For Nephren-Ka! For Xzharah!” they cry out in exultation as they surround your camp. Their eyes are burning red with unnatural power, their muscles bulging and their veins pulsing with bizarre fluid. Nothing you say deters their attack, and you wonder if there is any humanity left in their minds at all.
In player order, each investigator takes a random Brotherhood enemy from under the scenario reference card and spawns it engaged with him or her, until either each of the enemies under the scenario reference card have been spawned, or each investigator has spawned an enemy in this way. Spawn each enemy still remaining under the scenario reference card, one at a time, at empty locations farthest from the Expedition Camp. (Ignore all “Spawn” instructions on those enemies.)
Shuffle the encounter discard pile into the encounter deck.
Add 1 strength to the abyss.
In player order, each investigator takes a random Brotherhood enemy from under the scenario reference card and spawns it engaged with him or her, until either each of the enemies under the scenario reference card have been spawned, or each investigator has spawned an enemy in this way. Spawn each enemy still remaining under the scenario reference card, one at a time, at empty locations farthest from the Expedition Camp. (Ignore all “Spawn” instructions on those enemies.)
Shuffle the encounter discard pile into the encounter deck.
Add 1 strength to the abyss.
With members of the Brotherhood still at large, your research had to be done in secret, away from prying eyes. Now that you are exposed, you know that anyone could be a spy for the secret cabal—even members of Winlock’s expedition. It is a risk you must take in order to stop their plot. Regardless, knowing they could strike at any moment sets your nerves on edge. Sooner or later, they will show their hand, and you will have to be ready for them.
Quantity: 1
Number: 17
Illustrator: Antonio MaÃnez







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The Eternal Slumber
Type: Scenario
Encounter Set: The Eternal Slumber
[Skull]: –X. X is the strength of the abyss.
[Cultist]: Reveal another token. If you fail and the strength of the abyss is 3 or lower, add 1 strength to the abyss.
[Tablet]: 0. For this skill test, ignore any effect that would increase your skill value.
[Elder Thing]: –5. You may add 1 strength to the abyss to automatically succeed, instead.
Strength of the Abyss:
[Cultist]: Reveal another token. If you fail and the strength of the abyss is 3 or lower, add 1 strength to the abyss.
[Tablet]: 0. For this skill test, ignore any effect that would increase your skill value.
[Elder Thing]: –5. You may add 1 strength to the abyss to automatically succeed, instead.
Strength of the Abyss:
[Skull]: –X. X is 1 more than the strength of the abyss.
[Cultist]: Reveal another token. If you fail and the strength of the abyss is 5 or lower, add 1 strength to the abyss.
[Tablet]: –2. For this skill test, ignore any effect that would increase your skill value.
[Elder Thing]: –6. You may add 1 strength to the abyss to automatically succeed, instead.
Strength of the Abyss:
[Cultist]: Reveal another token. If you fail and the strength of the abyss is 5 or lower, add 1 strength to the abyss.
[Tablet]: –2. For this skill test, ignore any effect that would increase your skill value.
[Elder Thing]: –6. You may add 1 strength to the abyss to automatically succeed, instead.
Strength of the Abyss:
Quantity: 1
Number: 1a
Illustrator: ————







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The Great Abyss
Type: Location
Encounter Set: The Night’s Usurper
Otherworld. Dreamlands.
[Reaction] After you discover the last remaining clue from The Great Abyss: Flip it over and resolve the text on its other side.
Victory 1.
Victory 1.
As you traverse the vast abyss, you are surprised to find others wandering through the cavernous mist, mesmerized and confused. You don’t recognize them as patients from the incident in Cairo. The Brotherhood must have sent these victims here recently. With the knowledge you have now, you could try to awaken them—or guide them to Xzharah as sacrifices.
You must decide (choose one):
–Remove 2 strength from the abyss.
–Add 2 strength to the abyss.
Regardless of your choice, flip this card back over. For the remainder of the game, it cannot be flipped over again.
You must decide (choose one):
–Remove 2 strength from the abyss.
–Add 2 strength to the abyss.
Regardless of your choice, flip this card back over. For the remainder of the game, it cannot be flipped over again.
…he had indeed reached the yawning gulf whose crusted and mouldy stone steps lead down to the crypts of nightmare.
—H. P. Lovecraft, “The Dream-Quest of Unknown Kadathâ€
Quantity: 1
Number: 23
Illustrator: Michał Miłkowski







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The Hour of Judgment
Type: Act
Encounter Set: The Eternal Slumber
Clue Threshold: –
[Action] If there is a dreamer at your location: Test [Willpower] or [Intellect] (X) to attempt to awaken a dreamer. X is the strength of the abyss. If you succeed, move a dreamer from your location to Neith, as damage.
Objective – If Neith has no remaining health, advance.
Objective – If Neith has no remaining health, advance.
With each of the dreamers you set free, the arcane power wielded by Neith fades. Before long, she has collapsed to her knees, the power completely drained from her body. However, even with the spells and records you found in the Brotherhood’s temple, you’re unable to awaken all of the victims; only those most recently put under the spell’s sway. As for the remainder of the victims—including John Burke—their fate is inextricably tied to Neith. “If you believe that this is the end, you deserve the fate Xzharah has in store for you,” she warns you. “Slay me and you will be next in line to die.” You waver. But if she is allowed to live, those she has ensnared in sleep will never awaken. What is one life, compared to the lives of so many innocents?
The investigators must decide (choose wisely):
—Destroy Neith once and for all. By choosing this option, you believe those still under the curse of eternal slumber will be freed. (->R1)
—Spare Neith and listen to what she has to say. By choosing this option, you believe you can learn more about the one Neith refers to as Xzharah. (->R2)
The investigators must decide (choose wisely):
—Destroy Neith once and for all. By choosing this option, you believe those still under the curse of eternal slumber will be freed. (->R1)
—Spare Neith and listen to what she has to say. By choosing this option, you believe you can learn more about the one Neith refers to as Xzharah. (->R2)
The final record you find describes a time of reaping, wherein a thousand dreamers will be sacrificed. Armed with the Brotherhood’s knowledge, you believe you can reverse their curse before they claim the waking lives of every last man, woman, and child in Cairo.
Quantity: 1
Number: 7
Illustrator: Lino Drieghe







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The Night’s Usurper
Type: Act
Encounter Set: The Night’s Usurper
Clue Threshold: –
Objective – “We have to find a way to stop him!” If Xzharah is exhausted, an investigator at his location may choose to advance. (Limit once per phase.)
Xzharah cannot be stopped by means you alone possess. Perhaps if you learn more about the realm beyond the gateway, you can find a way to end this vile ritual.
If at least three of the following requirements are met, you may proceed to (->R2). Otherwise, flip this act back to its “a” side.
—Xzharah must have no remaining health.
—Investigators must possess 3[per investigator] clues, as a group.
—The strength of the abyss must be 4 or lower.
—The investigators must have “freed the nightgaunts,” “warned the denizens of Sarkomand,” and “pled for help.”
If at least three of the following requirements are met, you may proceed to (->R2). Otherwise, flip this act back to its “a” side.
—Xzharah must have no remaining health.
—Investigators must possess 3[per investigator] clues, as a group.
—The strength of the abyss must be 4 or lower.
—The investigators must have “freed the nightgaunts,” “warned the denizens of Sarkomand,” and “pled for help.”
Xzharah is gathering his strength, slaying each and every dreamer who crosses between this realm and the Abyss beyond. When the last soul is his, who will be left to prevent his conquest?
Quantity: 1
Number: 21
Illustrator: Aurore Folny







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The Night’s Usurper
Type: Scenario
Encounter Set: The Night’s Usurper
[Skull]: –X. X is the strength of the abyss.
[Cultist]: Reveal another token. If you fail and the strength of the abyss is 3 or lower, add 1 strength to the abyss.
[Tablet]: –1. For this skill test, ignore any effect that would increase your skill value.
[Elder Thing]: –4. If you succeed and the strength of the abyss is 4 or more, remove 1 strength from the abyss.
Strength of the Abyss:
[Cultist]: Reveal another token. If you fail and the strength of the abyss is 3 or lower, add 1 strength to the abyss.
[Tablet]: –1. For this skill test, ignore any effect that would increase your skill value.
[Elder Thing]: –4. If you succeed and the strength of the abyss is 4 or more, remove 1 strength from the abyss.
Strength of the Abyss:
[Skull]: –X. X is 1 more than the strength of the abyss.
[Cultist]: Reveal another token. If you fail and the strength of the abyss is 5 or lower, add 1 strength to the abyss.
[Tablet]: –3. For this skill test, ignore any effect that would increase your skill value.
[Elder Thing]: –5. If you succeed and the strength of the abyss is 4 or more, remove 1 strength from the abyss.
Strength of the Abyss:
[Cultist]: Reveal another token. If you fail and the strength of the abyss is 5 or lower, add 1 strength to the abyss.
[Tablet]: –3. For this skill test, ignore any effect that would increase your skill value.
[Elder Thing]: –5. If you succeed and the strength of the abyss is 4 or more, remove 1 strength from the abyss.
Strength of the Abyss:
Quantity: 1
Number: 16a
Illustrator: ————







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The Priestess’s Evidence
Type: Story
Encounter Set: Brotherhood of the Beast
Victory: 1
Evidence.
Nadia’s faith is shaken. Scared and confused, she finally gives in. “There is only one residence in Cairo they told us to spare,” she explains. “None of us know why, or what their connection is to the Brotherhood. All we know is they were not to be disturbed.” She hesitantly gives you a small brass key. “...So maybe it’s time to disturb them. The building’s door is marked with lamb’s blood.”
————————————————————
After an investigator has “found a door marked with blood,” read the following (if an investigator has already completed this task, read the following immediately):
Using the key Nadia gave you, you enter the marked residence. To your surprise, there is nobody inside—only the faint stench of rot and aged leather. The basement of the residence is littered with old books, records kept by the Brotherhood and its many agents. They will take some time to peruse, but a lead is a lead.
Remove 1 strength from the abyss. (Group limit once per game.)
Victory 1.
————————————————————
After an investigator has “found a door marked with blood,” read the following (if an investigator has already completed this task, read the following immediately):
Using the key Nadia gave you, you enter the marked residence. To your surprise, there is nobody inside—only the faint stench of rot and aged leather. The basement of the residence is littered with old books, records kept by the Brotherhood and its many agents. They will take some time to peruse, but a lead is a lead.
Remove 1 strength from the abyss. (Group limit once per game.)
Victory 1.
Spawn – Temple Courtyard.
[Action]: Parley. Test [Willpower] (7). You may take up to 3 horror to reduce the difficulty of this test by 2 for each horror taken in this way. If you succeed, add Nadia Nimr to the victory display. If you fail, Nadia Nimr attacks you.
Victory 1.
[Action]: Parley. Test [Willpower] (7). You may take up to 3 horror to reduce the difficulty of this test by 2 for each horror taken in this way. If you succeed, add Nadia Nimr to the victory display. If you fail, Nadia Nimr attacks you.
Victory 1.
Quantity: 1
Number: 33
Illustrator: —————







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The Professor’s Evidence
Type: Story
Encounter Set: Brotherhood of the Beast
Victory: 1
Evidence.
“I’ll be dead soon anyway,” Professor Taylor admits with a deep sigh. “If it’s not you, or the Brotherhood, it’ll be the tumor in my lung.” He dumps the ashes in his pipe and sets it on his table before turning back towards you. “Fine. I’m certain it’ll be the death of both of us, but I’ll help you out. Don’t know what you expect from me, exactly. I suppose if you found one of the Brotherhood’s artifacts, I could study it for you.”
————————————————————
After an investigator has “bought an odd trinket,” read the following (if an investigator has already completed this task, read the following immediately):
You set the trinket down on Professor Taylor’s desk. The elderly man puts on his monocle and examines it carefully. “Intriguing,” he says with an expression of surprise. “This could only have come from a particular tomb in the royal crypts of Dashur. One most scholars don’t believe exists.” He rises to his feet and shakes your hand. “Give me some time to study this further. Perhaps if we both make it out of this alive, I can resubmit my thesis,” he says with a morbid chuckle.
Remove 1 strength from the abyss. (Group limit once per game.)
Victory 1.
————————————————————
After an investigator has “bought an odd trinket,” read the following (if an investigator has already completed this task, read the following immediately):
You set the trinket down on Professor Taylor’s desk. The elderly man puts on his monocle and examines it carefully. “Intriguing,” he says with an expression of surprise. “This could only have come from a particular tomb in the royal crypts of Dashur. One most scholars don’t believe exists.” He rises to his feet and shakes your hand. “Give me some time to study this further. Perhaps if we both make it out of this alive, I can resubmit my thesis,” he says with a morbid chuckle.
Remove 1 strength from the abyss. (Group limit once per game.)
Victory 1.
Spawn – Outskirts of Cairo.
[Action] As a group, investigators at Professor Nathaniel Taylor’s location discard cards from hand with a total of at least 4 [Intellect] icons among them: Parley. Add Professor Nathaniel Taylor to the victory display.
Victory 1.
[Action] As a group, investigators at Professor Nathaniel Taylor’s location discard cards from hand with a total of at least 4 [Intellect] icons among them: Parley. Add Professor Nathaniel Taylor to the victory display.
Victory 1.
Quantity: 1
Number: 36
Illustrator: —————







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The Salesman’s Evidence
Type: Story
Encounter Set: Brotherhood of the Beast
Victory: 1
Evidence.
“All right, all right,” Farid relents, “I’m a businessman, not a soldier. Strike a deal with me, and I’ll tell you what I know. Then I’ll skip out of town and be out of your hair.” You ask what he wants. “There’s a vault in the abandoned temple to the east. Word is, there are a lot of old, valuable artifacts in there. The kind that would fetch a high price on the black market.” He grins toothily.”Get me into that temple, and I’m all yours. Deal?”
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After an investigator has “broken into a deserted temple,” read the following (if an investigator has already completed this task, read the following immediately):
Farid grins wide as he scoops golden idols into his rucksack. You press him for information before he gets too excited. “Look, they promised me wealth beyond my wildest dreams. Even I have my price, you know?” He throws up his hands, resigned. “Let me show you my records. I’ve done a lot of ‘business’ in the last few months. That’ll point you in the right direction.”
Remove 1 strength from the abyss. (Group limit once per game.)
Victory 1.
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After an investigator has “broken into a deserted temple,” read the following (if an investigator has already completed this task, read the following immediately):
Farid grins wide as he scoops golden idols into his rucksack. You press him for information before he gets too excited. “Look, they promised me wealth beyond my wildest dreams. Even I have my price, you know?” He throws up his hands, resigned. “Let me show you my records. I’ve done a lot of ‘business’ in the last few months. That’ll point you in the right direction.”
Remove 1 strength from the abyss. (Group limit once per game.)
Victory 1.
Spawn – Cairo Bazaar.
[Action]: Parley. Test [Intellect] (7). You may spend up to 5 resources to reduce the difficulty of this test by 1 for each resource spent in this way. If you succeed, add Farid to the victory display. If you fail, Farid attacks you.
Victory 1.
[Action]: Parley. Test [Intellect] (7). You may spend up to 5 resources to reduce the difficulty of this test by 1 for each resource spent in this way. If you succeed, add Farid to the victory display. If you fail, Farid attacks you.
Victory 1.
Quantity: 1
Number: 34
Illustrator: —————







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The Supplicant’s Evidence
Type: Story
Encounter Set: Brotherhood of the Beast
Victory: 1
Evidence.
Despite your best efforts, Dr. Moore slips away while you are occupied by his ‘bodyguard’. With the creature defeated, and you hot on his trail, you suspect he will try to escape the city while he has the chance.
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After an investigator has “sabotaged the train,” read the following (if an investigator has already completed this task, read the following immediately):
You manage to corner Dr. Moore as he tries to escape the city on foot. “Very clever,” he admits. “But you’re already out of time. Lock me up, it doesn’t matter. The dreamers will be sacrificed, and our Chosen will lead us to a new age.” But after several hours, he is begging to be let out of the city. “Please, the reaper is coming! Neith is coming for us all. We’ll all be sacrificed, don’t you understand? You and me both! All of us need to flee the city while we still can!”
Remove 1 strength from the abyss. (This effect can only be resolved once per game.)
Victory 1.
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After an investigator has “sabotaged the train,” read the following (if an investigator has already completed this task, read the following immediately):
You manage to corner Dr. Moore as he tries to escape the city on foot. “Very clever,” he admits. “But you’re already out of time. Lock me up, it doesn’t matter. The dreamers will be sacrificed, and our Chosen will lead us to a new age.” But after several hours, he is begging to be let out of the city. “Please, the reaper is coming! Neith is coming for us all. We’ll all be sacrificed, don’t you understand? You and me both! All of us need to flee the city while we still can!”
Remove 1 strength from the abyss. (This effect can only be resolved once per game.)
Victory 1.
Spawn – Museum of Egyptian Antiquities.
Dr. Wentworth Moore cannot be damaged while there is a ready Monster enemy at his location.
Forced – After Dr. Wentworth Moore enters play: Search the encounter deck and discard pile for a Monster enemy, and spawn it at his location. Shuffle the encounter deck.
Victory 1.
Dr. Wentworth Moore cannot be damaged while there is a ready Monster enemy at his location.
Forced – After Dr. Wentworth Moore enters play: Search the encounter deck and discard pile for a Monster enemy, and spawn it at his location. Shuffle the encounter deck.
Victory 1.
Quantity: 1
Number: 32
Illustrator: —————







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The Translator’s Evidence
Type: Story
Encounter Set: Brotherhood of the Beast
Victory: 1
Evidence.
“I didn’t have a choice!” Layla cries. “The things I’ve read... The records I’ve translated... They all point to one thing,” she claims. “Destruction. Ruin. We can’t stop it. All we can do is forge a place for our loved ones in the rubble.” You tell her that you will do everything in your power to stop this ‘destruction’, but she shakes her head, tears in her eyes. “It’s a fool’s errand. But...” Layla takes a deep breath as she considers her options. “Promise you’ll keep my daughter and my son safe, and I’ll help you in any way I can.”
After an investigator has “discovered an ancient tablet,” read the following (if an investigator has already completed this task, read the following immediately):
You bring the tablet to Dr. El Masri, and she translates it to the best of her ability. “When the Choice is made, He shall be empowered by a thousand sacrifices from the sacred land.” She blinks a few times, trying to process what it means. “How many coma patients are there right now?” she asks, wide-eyed.
Remove 1 strength from the abyss. (Group limit once per game.)
Victory 1.
After an investigator has “discovered an ancient tablet,” read the following (if an investigator has already completed this task, read the following immediately):
You bring the tablet to Dr. El Masri, and she translates it to the best of her ability. “When the Choice is made, He shall be empowered by a thousand sacrifices from the sacred land.” She blinks a few times, trying to process what it means. “How many coma patients are there right now?” she asks, wide-eyed.
Remove 1 strength from the abyss. (Group limit once per game.)
Victory 1.
Spawn – Expedition Camp.
[Action] As a group, investigators at Dr. Layla El Masri’s location discard cards from hand with a total of at least 4 [Willpower] icons among them: Parley. Add Dr. Layla El Masri to the victory display.
Victory 1.
[Action] As a group, investigators at Dr. Layla El Masri’s location discard cards from hand with a total of at least 4 [Willpower] icons among them: Parley. Add Dr. Layla El Masri to the victory display.
Victory 1.
Quantity: 1
Number: 31
Illustrator: —————






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Thing in the Sarcophagus
Type: Enemy
Encounter Set: Sands of Egypt
Fight: 3
Health: 5
Evade: 2
Damage: 1
Horror: 1
Monster.
Spawn – The location with the most clues.
While its location has no clues, Thing in the Sarcophagus gains hunter.
Forced – When you attack Thing in the Sarcophagus by any means except a Ranged, Firearm, or Spell card, if it is ready: It immediately attacks you.
While its location has no clues, Thing in the Sarcophagus gains hunter.
Forced – When you attack Thing in the Sarcophagus by any means except a Ranged, Firearm, or Spell card, if it is ready: It immediately attacks you.
Quantity: 2
Number: 46
Illustrator: Greg Bobrowski







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Tunnels under Ngranek
Type: Location
Encounter Set: The Night’s Usurper
Otherworld. Dreamlands.
[Action]: Test [Intellect] (2) to search for signs of life within these jagged tunnels. If you succeed, flip this location over and resolve the text on its other side.
As you explore the volcanic tunnels, you find the brutalized corpses of dozens of winged creatures: some black and faceless, with membranous wings and dark horns; others huge and scaly, with bat-like wings and heads like a horse's. Continuing deeper down the tunnels, you come across more of the faceless creatures restrained by thick iron chains. Prisoners of Xzharah, you imagine. They make no sound as you approach, their uncanny heads turning towards you.
You must decide (choose one):
–Test [Agility] (4) to free the creatures. If you succeed, one of them hands you 3 black whistles before they fly off toward their master; take control of the set-aside Summoned Nightgaunt asset and remember that you “freed the nightgaunts.”
–Test [Combat] (4) to slay the creatures. If you succeed, remember that you “executed the nightgaunts.”
Regardless of your choice and whether you succeed or fail the indicated skill test, flip this card back over.
You must decide (choose one):
–Test [Agility] (4) to free the creatures. If you succeed, one of them hands you 3 black whistles before they fly off toward their master; take control of the set-aside Summoned Nightgaunt asset and remember that you “freed the nightgaunts.”
–Test [Combat] (4) to slay the creatures. If you succeed, remember that you “executed the nightgaunts.”
Regardless of your choice and whether you succeed or fail the indicated skill test, flip this card back over.
…Ngranek is very difficult and barren and sinister, and there are rumours of caves near the peak wherein dwell the night-gaunts.
—H. P. Lovecraft, “The Dream-Quest of Unknown Kadathâ€
Quantity: 1
Number: 24
Illustrator: Frej Agelii






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Untouched Vault
Type: Location
Encounter Set: Sands of Egypt
Expedition. Ruins.
Each Monster enemy at Untouched Vault gets +2 fight and +1 damage value.
[Action] If a Monster enemy was defeated here this round: You stare into the creature’s dead eyes, and the abyss stares back at you. Remove 1 strength from the abyss. (Group limit once per game.)
[Action] If a Monster enemy was defeated here this round: You stare into the creature’s dead eyes, and the abyss stares back at you. Remove 1 strength from the abyss. (Group limit once per game.)
Quantity: 1
Number: 41
Illustrator: Dimitri Bielak







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Usurp the Night
Type: Story
Encounter Set: The Night’s Usurper
The Chosen One’s words are grim whispers that worm their way into your ears. “The Day of Nephren-Ka shall come, and the road shall be paved with blood,” he promises. “Prove your loyalty and you shall be rewarded. When the Day arrives, you alone shall be spared. Refuse, and be consumed. Then I alone shall rule this place.”
If each of the following requirements are met, you may proceed to (->R3).
—The strength of the abyss must be 5 or higher.
—The investigators must have “executed the nightgaunts,” “cut off all escape,” and “affronted the ruler of this realm.”
If the above requirements are not met, each investigator may choose whether or not to accept Xzharah’s mercy and immediately resign. If any investigators remain, flip this card back to its enemy side.
If each of the following requirements are met, you may proceed to (->R3).
—The strength of the abyss must be 5 or higher.
—The investigators must have “executed the nightgaunts,” “cut off all escape,” and “affronted the ruler of this realm.”
If the above requirements are not met, each investigator may choose whether or not to accept Xzharah’s mercy and immediately resign. If any investigators remain, flip this card back to its enemy side.
Hunter. Retaliate.
Xzharah gets +5[per investigator] health and cannot be defeated by damage.
[Action]: Parley. Test [Willpower] or [Intellect] (X), where X is the strength of the abyss. If you succeed, flip this enemy over and resolve the text on its other side. If you fail, Xzharah attacks you.
Xzharah gets +5[per investigator] health and cannot be defeated by damage.
[Action]: Parley. Test [Willpower] or [Intellect] (X), where X is the strength of the abyss. If you succeed, flip this enemy over and resolve the text on its other side. If you fail, Xzharah attacks you.
Quantity: 1
Number: 27
Illustrator: ————