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Blood on the Altar
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Act 1 – Searching for Answers
Type: Act
Encounter Set: Blood on the Altar
Clue Threshold:
Objective – When an investigator enters The Hidden Chamber, advance.
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.
With a hideous croak, the creature speaks with seven mouths. “Ss.. se... eth...?” Then it lurches forward as though to grab you, and several of its chains snap.
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.
With a hideous croak, the creature speaks with seven mouths. “Ss.. se... eth...?” Then it lurches forward as though to grab you, and several of its chains snap.
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.
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.
Quantity: 1
Number: 199
Illustrator: Jeff Lee Johnson







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Act 2 – The Chamber of the Beast
Type: Act
Encounter Set: Blood on the Altar
Clue Threshold:
Objective – If Silas Bishop is defeated: (->R1)
Objective – If there are no clues in the Hidden Chamber, advance.
Objective – If there are no clues in the Hidden Chamber, advance.
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 (Olaus Wormius Translation) is in play: (-> R2)
Otherwise: (->R3)
If The Necronomicon (Olaus Wormius Translation) is in play: (-> R2)
Otherwise: (->R3)
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…
Quantity: 1
Number: 200
Illustrator: Jeff Lee Johnson







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Agenda 1 – Strange Disapperances
Type: Agenda
Encounter Set: Blood on the Altar
Doom Threshold: 6
More whippoorwills gather about the village as the night progresses. The other townsfolk, notoriously superstitious, are frightened by the presence of the birds. Doors are shut and locked, and you find yourself alone in the streets of Dunwich.
If there are 3 or more potential sacrifices, choose one of them at random and place it underneath the agenda deck, without looking at it.
If there are 3 or more potential sacrifices, choose one of them at random and place it underneath the agenda deck, without looking at it.
Your welcome in Dunwich has been cold. A string of disappearances has left the already aloof townsfolk on edge. Most of them look at you with distrust, and few are willing to help in your investigation. Who knows what will happen if you don’t find the location of the missing townsfolk soon...
Quantity: 1
Number: 196
Illustrator: Rafał Hrynkiewicz







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Agenda 2 – The Old Ones Hunger
Type: Agenda
Encounter Set: Blood on the Altar
Doom Threshold: 6
More whippoorwills flock to Dunwich village as the night progresses. The other townsfolk, notoriously superstitious, are terrified by the birds’ presence. With the doors around you shut and locked, you find yourself alone in the streets of Dunwich.
If there are 2 or more potential sacrifices, choose one of them at random and place it underneath the agenda deck, without looking at it.
If there are 2 or more potential sacrifices, choose one of them at random and place it underneath the agenda deck, without looking at it.
As the sun sets, the frightened townsfolk retreat into their homes and lock their doors. It is clear to you that many of them know more than they are letting on. A sickening feeling turns over in your stomach as the village’s true nature becomes clear.
Quantity: 1
Number: 197
Illustrator: Rafał Hrynkiewicz







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Agenda 3 – Feed the Beast
Type: Agenda
Encounter Set: Blood on the Altar
Doom Threshold: 7
The whippoorwills that have been cawing through the night scatter in unison, as if they are somehow satisfied with the turn of events.
Each investigator must immediately resign.
Each investigator must immediately resign.
The rhythmic screeching of the whippoorwills fills the night. If the superstitions of Dunwich are correct, their song portends impending death... But for whom?
Quantity: 1
Number: 198
Illustrator: Rafał Hrynkiewicz







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Bishop’s Brook
Type: Location
Encounter Set: Blood on the Altar
Dunwich.
If there is an investigator at Bishop’s Brook, other investigators cannot enter Bishop’s Brook.
[Free] If there are no clues here: Draw the encounter card underneath Bishop’s Brook. (Group limit once per game).
[Free] If there are no clues here: Draw the encounter card underneath Bishop’s Brook. (Group limit once per game).
One dreads to trust the tenebrous tunnel of the bridge, yet there is no way to avoid it. –H. P. Lovecraft, “The Dunwich Horrorâ€
Quantity: 1
Number: 203
Illustrator: Alexander Tooth







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Bishop’s Brook
Type: Location
Encounter Set: Blood on the Altar
Dunwich.
Each enemy at Bishop’s Brook deals +1 horror while it is attacking.
[Free] If there are no clues here: Draw the encounter card underneath Bishop’s Brook. (Group limit once per game).
[Free] If there are no clues here: Draw the encounter card underneath Bishop’s Brook. (Group limit once per game).
One dreads to trust the tenebrous tunnel of the bridge, yet there is no way to avoid it. –H. P. Lovecraft, “The Dunwich Horrorâ€
Quantity: 1
Number: 202
Illustrator: Alexander Tooth







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Blood on the Altar
Type: Scenario
Encounter Set: Blood on the Altar
[Skull]: –1 for each location in play with no encounter card underneath it (max –4).
[Cultist]: –2. If you fail, add 1 clue from the token pool to your location.
[Tablet]: –2. If you are in the Hidden Chamber, reveal another token.
[Elder Thing]: –3. If you fail, place 1 doom on the current agenda.
[Cultist]: –2. If you fail, add 1 clue from the token pool to your location.
[Tablet]: –2. If you are in the Hidden Chamber, reveal another token.
[Elder Thing]: –3. If you fail, place 1 doom on the current agenda.
[Skull]: –1 for each location in play with no encounter card underneath it.
[Cultist]: –4. If you fail, add 1 clue from the token pool to your location.
[Tablet]: –3. Reveal another token.
[Elder Thing]: –3. Place 1 doom on the current agenda.
[Cultist]: –4. If you fail, add 1 clue from the token pool to your location.
[Tablet]: –3. Reveal another token.
[Elder Thing]: –3. Place 1 doom on the current agenda.
Quantity: 1
Number: 195
Illustrator: N/A






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Blood Pact
Type: Asset
Class: Mystic
Cost: –
Level: 3
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Spell. Pact.
Permanent.
[Free] Add 1 doom to Blood Pact: You get +3 [Willpower] for this skill test. (Limit once per test.)
[Free] Add 1 doom to Blood Pact: You get +3 [Combat] for this skill test. (Limit once per test.)
[Free] Add 1 doom to Blood Pact: You get +3 [Willpower] for this skill test. (Limit once per test.)
[Free] Add 1 doom to Blood Pact: You get +3 [Combat] for this skill test. (Limit once per test.)
Quantity: 2
Number: 191
Illustrator: Shane Watson







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Burned Ruins
Type: Location
Encounter Set: Blood on the Altar
Dunwich.
Each enemy in the Burned Ruins gets +1 evade.
[Free] If there are no clues here: Draw the encounter card underneath Burned Ruins. (Group limit once per game).
[Free] If there are no clues here: Draw the encounter card underneath Burned Ruins. (Group limit once per game).
It is not reassuring to see, on a closer glance, that most of the houses are deserted and falling to ruin... –H. P. Lovecraft, “The Dunwich Horrorâ€
Quantity: 1
Number: 204
Illustrator: Mariusz Gandzel







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Burned Ruins
Type: Location
Encounter Set: Blood on the Altar
Dunwich.
[Reaction] After you fail a skill test while investigating the Burned Ruins: Flip 1 clue token on the Burned Ruins to its doom side.
[Free] If there are no clues here: Draw the encounter card underneath Burned Ruins. (Group limit once per game).
[Free] If there are no clues here: Draw the encounter card underneath Burned Ruins. (Group limit once per game).
It is not reassuring to see, on a closer glance, that most of the houses are deserted and falling to ruin... –H. P. Lovecraft, “The Dunwich Horrorâ€
Quantity: 1
Number: 205
Illustrator: Mariusz Gandzel







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Congregational Church
Type: Location
Encounter Set: Blood on the Altar
Dunwich.
[Action] Choose and discard a card from your hand: Gain 2 resources.
[Free] If there are no clues here: Draw the encounter card underneath Congregational Church. (Group limit once per game).
[Free] If there are no clues here: Draw the encounter card underneath Congregational Church. (Group limit once per game).
“I my self did not more than a Fortnight ago catch a very plain Discourse of evill Powers in the Hill behind my House; wherein there were a Rattling and Rolling, Groaning, Screeching, and Hissing, such as no Things of this Earth cou’d raise up…â€
–H.P. Lovecraft, “The Dunwich Horrorâ€
Quantity: 1
Number: 209
Illustrator: Mark Molnar







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Congregational Church
Type: Location
Encounter Set: Blood on the Altar
Dunwich.
Forced – After Congregational Church is revealed: Search the encounter deck for a Humanoid enemy and spawn it at the Village Commons. Shuffle the encounter deck.
[Free] If there are no clues here: Draw the encounter card underneath Congregational Church. (Group limit once per game).
[Free] If there are no clues here: Draw the encounter card underneath Congregational Church. (Group limit once per game).
“I my self did not more than a Fortnight ago catch a very plain Discourse of evill Powers in the Hill behind my House; wherein there were a Rattling and Rolling, Groaning, Screeching, and Hissing, such as no Things of this Earth cou’d raise up…â€
–H.P. Lovecraft, “The Dunwich Horrorâ€
Quantity: 1
Number: 208
Illustrator: Mark Molnar






2 Comments
Defiance
Type: Skill
Class: Mystic
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 1
Innate.
Before revealing chaos tokens for this test, choose one of the following symbols: ([Skull], [Cultist], [Tablet], or [Elder Thing]). Ignore the effects of the chosen symbol during this test (including its modifier).
“No.â€
Quantity: 2
Number: 190
Illustrator: Nicholas Gregory






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• Earl Sawyer
Type: Asset
Class:
Cost: 3
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 1
Wild: 1
Health: 3
Sanity: 2
Slot: Ally
Ally. Dunwich.
You get +1 [Agility].
[Reaction] After you evade an enemy, exhaust Earl Sawyer: Draw 1 card.
[Reaction] After you evade an enemy, exhaust Earl Sawyer: Draw 1 card.
Earl Sawyer, who tended the horse and cattle during Wilbur’s absence, had developed a woefully acute case of nerves. –H. P. Lovecraft, “The Dunwich Horrorâ€
Quantity: 1
Number: 218
Illustrator: Rafał Hrynkiewicz






2 Comments
Emergency Cache
Type: Event
Class: Neutral
Cost: 0
Level: 2
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Supply.
Gain 3 resources and draw 1 card.
You can never be too prepared.
Quantity: 2
Number: 194
Illustrator: Vincent Dutrait






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Higher Education
Type: Asset
Class: Seeker
Cost: –
Level: 3
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Talent.
Permanent.
While you have 5 or more cards in your hand, Higher Education gains:
“[Free] Spend 1 resource: You get +2 [Willpower] for this skill test.
[Free] Spend 1 resource: You get +2 [Intellect] for this skill test.”
While you have 5 or more cards in your hand, Higher Education gains:
“[Free] Spend 1 resource: You get +2 [Willpower] for this skill test.
[Free] Spend 1 resource: You get +2 [Intellect] for this skill test.”
Quantity: 2
Number: 187
Illustrator: Borja Pindado







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House in the Reeds
Type: Location
Encounter Set: Blood on the Altar
Dunwich.
While you are in the House in the Reeds, you cannot play events.
[Free] If there are no clues here: Draw the encounter card underneath House in the Reeds. (Group limit once per game).
[Free] If there are no clues here: Draw the encounter card underneath House in the Reeds. (Group limit once per game).
Even the locals stay away from this half-sunken hovel.
Quantity: 1
Number: 210
Illustrator: Dimitri Bielak







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House in the Reeds
Type: Location
Encounter Set: Blood on the Altar
Dunwich.
Forced – After House in the Reeds is revealed: Search the encounter deck for a Nightgaunt enemy and spawn it in the Village Commons. Shuffle the encounter deck.
[Free] If there are no clues here: Draw the encounter card underneath House in the Reeds. (Group limit once per game).
[Free] If there are no clues here: Draw the encounter card underneath House in the Reeds. (Group limit once per game).
Even the locals stay away from this half-sunken hovel.
Quantity: 1
Number: 211
Illustrator: Dimitri Bielak






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Keen Eye
Type: Asset
Class: Guardian
Cost: –
Level: 3
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Talent.
Permanent.
[Free] Spend 2 resources: You get +1 [Intellect] until the end of the phase.
[Free] Spend 2 resources: You get +1 [Combat] until the end of the phase.
[Free] Spend 2 resources: You get +1 [Intellect] until the end of the phase.
[Free] Spend 2 resources: You get +1 [Combat] until the end of the phase.
Quantity: 2
Number: 185
Illustrator: Bryce Cook






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• Key to the Chamber
Type: Asset
Class:
Cost: 0
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Item. Key.
Revelation – Take control of Key to the Chamber.
[Free] If The Hidden Chamber is connected to your location: Attach Key to the Chamber to The Hidden Chamber.
[Free] If The Hidden Chamber is connected to your location: Attach Key to the Chamber to The Hidden Chamber.
This tarnished silver key was hidden and kept safe out of sight. It must lead somewhere important.
Quantity: 1
Number: 215
Illustrator: John Moriarty






2 Comments
Kidnapped!
Type: Treachery
Encounter Set: Blood on the Altar
Revelation – Test [Willpower] (4) or [Agility] (4). If you fail, add an Ally asset you control to the pool of potential sacrifices. Then, attach Kidnapped! to the current agenda. If you have no Ally assets, take 2 damage and discard Kidnapped! instead.
Forced – When attached agenda advances: Choose a potential sacrifice at random and place it underneath the agenda deck.
Forced – When attached agenda advances: Choose a potential sacrifice at random and place it underneath the agenda deck.
Quantity: 3
Number: 220
Illustrator: Sam Lamont






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Lone Wolf
Type: Asset
Class: Rogue
Cost: 1
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 1
Wild: 0
Talent.
Limit 1 per investigator.
[Reaction] When your turn begins, if there are no other investigators at your location: Gain 1 resource.
[Reaction] When your turn begins, if there are no other investigators at your location: Gain 1 resource.
“I never mind being on my own. That’s when I do my best work.â€
Quantity: 2
Number: 188
Illustrator: Adam Lane







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Osborn’s General Store
Type: Location
Encounter Set: Blood on the Altar
Dunwich.
You cannot gain resources while you are in Osborn’s General Store.
[Free] If there are no clues here: Draw the encounter card underneath Osborn’s General Store. (Group limit once per game).
[Free] If there are no clues here: Draw the encounter card underneath Osborn’s General Store. (Group limit once per game).
From the air of hushed fright at Osborn’s store they knew something hideous had happened... –H. P. Lovecraft, “The Dunwich Horrorâ€
Quantity: 1
Number: 206
Illustrator: Mark Molnar







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Osborn’s General Store
Type: Location
Encounter Set: Blood on the Altar
Dunwich.
[Action] Spend 1 resource: Search the top 3 cards of your deck for an Item card and add it to your hand. Shuffle your deck.
[Free] If there are no clues here: Draw the encounter card underneath Osborn’s General Store. (Group limit once per game).
[Free] If there are no clues here: Draw the encounter card underneath Osborn’s General Store. (Group limit once per game).
From the air of hushed fright at Osborn’s store they knew something hideous had happened... –H. P. Lovecraft, “The Dunwich Horrorâ€
Quantity: 1
Number: 207
Illustrator: Mark Molnar






1 Comments
Powder of Ibn Ghazi
Type: Asset
Class:
Cost: 0
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Item.
Powder of Ibn Ghazi enters play with X clues on it, where X is the number of characters who “survived the Dunwich Legacy” in your Campaign Log.
[Free]: Move 1 clue from Powder of Ibn Ghazi to an exhausted Brood of Yog-Sothoth at your location.
[Free]: Move 1 clue from Powder of Ibn Ghazi to an exhausted Brood of Yog-Sothoth at your location.
Quantity: 1
Number: 219
Illustrator: Matt Dixon






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Prepared for the Worst
Type: Event
Class: Guardian
Cost: 1
Level: 0
Willpower: 0
Intellect: 1
Combat: 1
Agility: 0
Wild: 0
Tactic.
Search the top 9 cards of your deck for a Weapon asset and add it to your hand. Shuffle your deck.
Quantity: 2
Number: 184
Illustrator: Robert Laskey






0 Comments
Preposterous Sketches
Type: Event
Class: Seeker
Cost: 2
Level: 0
Willpower: 1
Intellect: 1
Combat: 0
Agility: 0
Wild: 0
Insight.
Play only if there is a clue on your location.
Draw 3 cards.
Draw 3 cards.
Quantity: 2
Number: 186
Illustrator: German Nobile






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Psychopomp’s Song
Type: Treachery
Encounter Set: Blood on the Altar
Omen.
Surge. Peril.
Revelation – Add Psychopomp’s Song to any investigator’s threat area.
Forced – When you would take 1 or more damage: Take 2 additional damage and discard Psychopomp’s Song.
Revelation – Add Psychopomp’s Song to any investigator’s threat area.
Forced – When you would take 1 or more damage: Take 2 additional damage and discard Psychopomp’s Song.
Quantity: 2
Number: 221
Illustrator: Stanislav Dikolenko






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Rise to the Occasion
Type: Skill
Class: Survivor
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 3
Innate.
Commit only to a skill test you are performing, and only if the difficulty of that test is at least 2 higher than your base skill value.
Quantity: 2
Number: 192
Illustrator: Clark Huggins