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Where Doom Awaits
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2 Comments
A Chance Encounter
Type: Event
Class: Survivor
Cost: 1
Level: 0
Willpower: 1
Intellect: 1
Combat: 0
Agility: 0
Wild: 0
Fortune.
Choose an Ally asset in any player’s discard pile. Put that asset into play under your control. At the end of the round, if that asset is still in play, discard it.
Quantity: 2
Number: 270
Illustrator: David Auden Nash






0 Comments
Ace in the Hole
Type: Event
Class: Rogue
Cost: 0
Level: 3
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Trick.
Exceptional. Fast. Play only during your turn.
You may take an additional 3 actions this turn.
You may take an additional 3 actions this turn.
Quantity: 2
Number: 266
Illustrator: John Pacer







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Act 1 – The Path to the Hill
Type: Act
Encounter Set: Where Doom Awaits
Clue Threshold: 2󲆃
Objective – When the investigators have collected the requisite number of clues, they must immediately spend them and advance.
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 on 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.
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.
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.
Quantity: 1
Number: 277
Illustrator: Lino Drieghe







0 Comments
Act 2 – Ascending the Hill (v. I)
Type: Act
Encounter Set: Where Doom Awaits
Clue Threshold: –
Clues cannot be placed on non-Altered locations.
Objective – When an investigator enters Sentinel Peak, advance.
Objective – When an investigator enters Sentinel Peak, advance.
Approaching the peak of Sentinel Hill, you are confronted by several citizens of Dunwich. The man in the center of their circle chants in Latin while the others bow their heads in reverence. “Seth Bishop?” you ask presumptively. The man in the center raises his gaze in response, confirming your suspicions. You plead with the man to stop this madness, but he doesn’t respond. You draw forth the silver constellation pendant you’d found on Silas’s body and present it to Seth. “This is all we found of your brother,” you shout over the howling wind. “Is this the fate you want for yourself? For all of us?” You throw the pendant onto the ground. Staggered by the sight of it, he stumbles backwards and trips over his incantation, eyes widened. As he falls, the altar behind him splits open, and a torrent of energy pours from the stone, swirling into an open gate that swallows the man whole. You barely manage to dig your heels in and grab hold of a nearby rock in time to resist the pull of the gate.
Remove the set-aside Seth Bishop enemy from the game.
Remove the set-aside Seth Bishop enemy from the game.
As you ascend the hill, the environment around you grows increasingly strange and otherworldly. The arcane energy feels even stronger here, crackling in the air and crawling on your skin.
Quantity: 1
Number: 278
Illustrator: Lino Drieghe







0 Comments
Act 2 – Ascending the Hill (v. II)
Type: Act
Encounter Set: Where Doom Awaits
Clue Threshold: –
Clues cannot be placed on non-Altered locations.
Objective – When an investigator enters Sentinel Peak, advance.
Objective – When an investigator enters Sentinel Peak, advance.
Approaching the peak of Sentinel Hill, you are confronted by several citizens of Dunwich. The man in the center of their circle lets out a crazed laugh. You recognize the man—Seth Bishop—from the description given to you by the townsfolk earlier. Behind him, several other men and women bow their heads in reverence, chanting in Latin. “We’ve done it!” he cackles. “We’ve accomplished what Old Whateley and ‘is git couldn’t!” You watch in revulsion as his eyes glaze over and twitch, as though he were reading something invisible. “I can see now... I can finally see!” He raises his hands to the sky and the headstone of the altar behind him splits open. A torrent of energy pours out of the stone, coalescing into the form of an open gate. Seth holds onto the stone in front of him to prevent himself from being sucked into the gate, but several of the others are startled and pulled through it. You barely manage to dig your heels in and grab hold of a nearby rock in time to resist the pull of the gate. Seth rises to his feet, wearing an expression of pride.
Put the set-aside Seth Bishop enemy into play at Sentinel Peak.
Put the set-aside Seth Bishop enemy into play at Sentinel Peak.
As you ascend the hill, the environment around you grows increasingly strange and otherworldly. The arcane energy feels even stronger here, crackling in the air and crawling on your skin.
Quantity: 1
Number: 279
Illustrator: Lino Drieghe







0 Comments
Act 2 – Ascending the Hill (v. III)
Type: Act
Encounter Set: Where Doom Awaits
Clue Threshold: –
Clues cannot be placed on non-Altered locations.
Objective – When an investigator enters Sentinel Peak, advance.
Objective – When an investigator enters Sentinel Peak, advance.
Approaching the peak of Sentinel Hill, you are confronted by several citizens of Dunwich. The man in the center of their circle is desperately trying to complete a Latin incantation. “It’s not working, Seth!” one of the other men cries out. “What’re we gonna do?” The man in the center stops his chant and pulls out a cobbler’s knife. “The father demands a blood sacrifice,” he declares, and his face twists into a crazed expression. Before you can react, he slits his left wrist with the knife, dropping to his knees in agony. The headstone of the altar behind him splits open. A torrent of energy pours out of the stone, coalescing into the form of an open gate. Seth holds onto the stone in front of him to prevent himself from being sucked into the gate, but several of the others are startled and pulled through it. You barely manage to dig your heels in and grab hold of a nearby rock in time to resist the pull of the gate. Seth rises, wounded but alive. An expression of pride spreads across his pained face.
Put the set-aside Seth Bishop enemy into play at Sentinel Peak, with 1[per investigator] damage on him.
Put the set-aside Seth Bishop enemy into play at Sentinel Peak, with 1[per investigator] damage on him.
As you ascend the hill, the environment around you grows increasingly strange and otherworldly. The arcane energy feels even stronger here, crackling in the air and crawling on your skin.
Quantity: 1
Number: 280
Illustrator: Lino Drieghe







0 Comments
Act 3 – The Gate Opens
Type: Act
Encounter Set: Where Doom Awaits
Clue Threshold: 2󲆃
Objective – Only investigators at Sentinel Peak may spend the requisite number of clues, as a group, to advance.
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)
(->R1)
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.
Quantity: 1
Number: 281
Illustrator: Lino Drieghe







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Agenda 1 – Calling Forth the Old Ones
Type: Agenda
Encounter Set: Where Doom Awaits
Doom Threshold: 12
As you explore the paths surrounding Sentinel Hill, the chanting at the hilltop rises to a crescendo and takes an otherworldly quality, reverberating through the trees as if carried by unseen currents.
The world begins to change. The grass and trees dissolve like sugar in a cup of tea. A vast endless sky slices through the reality you see before you, and you feel drawn to it, terrified and awestruck. The arcane power becomes distorted and seeps around you, creating strange alterations in the land.
Shuffle the encounter discard pile into the encounter deck.
The world begins to change. The grass and trees dissolve like sugar in a cup of tea. A vast endless sky slices through the reality you see before you, and you feel drawn to it, terrified and awestruck. The arcane power becomes distorted and seeps around you, creating strange alterations in the land.
Shuffle the encounter discard pile into the encounter deck.
As you approach Sentinel Hill, you hear ancient Latin rites bellowed across the night. The time for action has come. If you cannot stop the sorcerers in Dunwich, who knows what terrors they might unleash upon the world?
Quantity: 1
Number: 275
Illustrator: Matt Dixon







0 Comments
Agenda 2 – Beckoning for Power
Type: Agenda
Encounter Set: Where Doom Awaits
Doom Threshold: 10
The chanting reaches its climax, and at the summit of Sentinel Hill, a tear opens across the fabric of the sky, parting the clouds and slicing through the very air itself.
You watch as an indescribable entity—spheres, eyes, mouths, ooze—pours out of the rift. The sorcerers call its name as its form seeps into the sky, spreading forth above the earth. “Iä! Iä! Yog‑Sothoth! Iä! Iä! Yog-Sothoth!”
Before their jubilant chant can continue, they are smothered by the growing mass, and are heard no more.
To your horror, the expansion of the mass does not cease.
(->R2)
You watch as an indescribable entity—spheres, eyes, mouths, ooze—pours out of the rift. The sorcerers call its name as its form seeps into the sky, spreading forth above the earth. “Iä! Iä! Yog‑Sothoth! Iä! Iä! Yog-Sothoth!”
Before their jubilant chant can continue, they are smothered by the growing mass, and are heard no more.
To your horror, the expansion of the mass does not cease.
(->R2)
The Old Ones were, the Old Ones are, and the Old Ones shall be. Not in the spaces we know, but between them, They walk serene and primal, undimensioned and to us unseen. Yog-Sothoth knows the gate. Yog-Sothoth is the gate. Yog-Sothoth is the key and guardian of the gate. Past, present, future, all are one in Yog-Sothoth. He knows where the Old Ones broke through of old, and where They shall break through again. He knows where They have trod earth’s fields, and where They still tread them, and why no one can behold Them
Quantity: 1
Number: 276
Illustrator: Matt Dixon







0 Comments
Altered Path
Type: Location
Encounter Set: Where Doom Awaits
Dunwich. Woods. Altered.
Forced – After you reveal Lost Memories: Take 1 horror for each action you have remaining.
A shiver courses up your spine as you step forth onto the path, its route touched by a bizarre arcane power.
Quantity: 1
Number: 292
Illustrator: Yoann Boissonnet







0 Comments
Altered Path
Type: Location
Encounter Set: Where Doom Awaits
Dunwich. Woods. Altered.
Forced – After you reveal Uprooted Woods: Discard the top 5 cards of your deck if you have no actions remaining.
A shiver courses up your spine as you step forth onto the path, its route touched by a bizarre arcane power.
Quantity: 1
Number: 291
Illustrator: Yoann Boissonnet







0 Comments
Altered Path
Type: Location
Encounter Set: Where Doom Awaits
Dunwich. Woods. Altered.
Forced – After you reveal A Tear in the Path: Take 2 damage if you have no actions remaining.
A shiver courses up your spine as you step forth onto the path, its route touched by a bizarre arcane power.
Quantity: 1
Number: 290
Illustrator: Yoann Boissonnet







0 Comments
Altered Path
Type: Location
Encounter Set: Where Doom Awaits
Dunwich. Woods. Altered.
Forced – After you reveal Dimensional Gap: Discard cards from the top of the encounter deck until an enemy is discarded. Spawn that enemy here (instead of its normal spawn location).
A shiver courses up your spine as you step forth onto the path, its route touched by a bizarre arcane power.
Quantity: 1
Number: 289
Illustrator: Yoann Boissonnet







0 Comments
Ascending Path
Type: Location
Encounter Set: Where Doom Awaits
Dunwich. Sentinel Hill.
The path leading further up the hill is masked. You cannot move into Ascending Path.
Ascending Path is connected to each copy of Altered Path.
[Action]: Investigate. If you succeed, instead of discovering clues, put a random set-aside Altered Path into play. (Limit once per round.)
[Action]: Investigate. If you succeed, instead of discovering clues, put a random set-aside Altered Path into play. (Limit once per round.)
When you try to follow the path leading further up Sentinel Hill, you somehow end up walking in a perpetual loop. Each time you stop to find your bearings, you find yourself back at the base of the hill again.
Quantity: 1
Number: 283
Illustrator: Patrick McEvoy






0 Comments
“I’ve had worse…â€
Type: Event
Class: Guardian
Cost: 0
Level: 4
Willpower: 2
Intellect: 0
Combat: 0
Agility: 1
Wild: 0
Spirit.
Fast. Play when you are dealt damage and/or horror.
Cancel up to 5 damage and/or horror just dealt to you. Then, gain that many resources.
Cancel up to 5 damage and/or horror just dealt to you. Then, gain that many resources.
Quantity: 2
Number: 261
Illustrator: Tiziano Baracchi







0 Comments
Base of the Hill
Type: Location
Encounter Set: Where Doom Awaits
Dunwich. Sentinel Hill.
Base of the Hill is connected to each copy of Diverging Path.
[Action]: Investigate. If you succeed, instead of discovering clues, put a random set-aside Diverging Path into play. (Limit once per round.)
[Action]: Resign. “This is more than I signed up for!”
[Action]: Investigate. If you succeed, instead of discovering clues, put a random set-aside Diverging Path into play. (Limit once per round.)
[Action]: Resign. “This is more than I signed up for!”
The long slope of Sentinel Hill rises before you, cresting in the jagged edges of Sentinel Peak.
Quantity: 1
Number: 282
Illustrator: Patrick McEvoy






0 Comments
Crazed Shoggoth
Type: Enemy
Encounter Set: Where Doom Awaits
Fight: 3
Health: 6
Evade: 4
Damage: 2
Horror: 2
Victory: 1
Monster. Shoggoth.
Spawn – Nearest Altered location.
Forced – When Crazed Shoggoth attacks: If this attack would defeat an investigator, that investigator is instead killed.
Forced – When Crazed Shoggoth attacks: If this attack would defeat an investigator, that investigator is instead killed.
Quantity: 1
Number: 295
Illustrator: Jeff Himmelman






2 Comments
Devotee of the Key
Type: Enemy
Encounter Set: Where Doom Awaits
Fight: 3
Health: 3
Evade: 3
Damage: 1
Horror: 1
Humanoid. Sorcerer.
Spawn – Base of the Hill.
Forced – At the end of the enemy phase, Devotee of the Key moves once toward Sentinel Peak. If Devotee of the Key is already at Sentinel Peak, discard it and add 2 doom to the current agenda, instead.
Forced – At the end of the enemy phase, Devotee of the Key moves once toward Sentinel Peak. If Devotee of the Key is already at Sentinel Peak, discard it and add 2 doom to the current agenda, instead.
Quantity: 2
Number: 294
Illustrator: Preston Stone







0 Comments
Diverging Path
Type: Location
Encounter Set: Where Doom Awaits
Dunwich. Woods.
Forced – After you reveal Frozen Spring: Lose the remainder of your actions and immediately end your turn.
Quantity: 1
Number: 288
Illustrator: Yoann Boissonnet







0 Comments
Diverging Path
Type: Location
Encounter Set: Where Doom Awaits
Dunwich. Woods.
Forced – After you reveal Slaughtered Woods: Take 2 horror if you have no actions remaining.
Quantity: 1
Number: 285
Illustrator: Yoann Boissonnet







0 Comments
Diverging Path
Type: Location
Encounter Set: Where Doom Awaits
Dunwich. Woods.
Forced – After you reveal Eerie Glade: Discard the top 2 cards of your deck for each action you have remaining.
Quantity: 1
Number: 286
Illustrator: Yoann Boissonnet







0 Comments
Diverging Path
Type: Location
Encounter Set: Where Doom Awaits
Dunwich. Woods.
Forced – After you reveal Destroyed Path: Place 1[per investigator] doom on it.
[Action]: Investigate. If you succeed, instead of discovering clues, remove 1 doom from Destroyed Path.
[Action]: Investigate. If you succeed, instead of discovering clues, remove 1 doom from Destroyed Path.
Quantity: 1
Number: 287
Illustrator: Yoann Boissonnet






0 Comments
Fearless
Type: Skill
Class: Mystic
Level: 2
Willpower: 2
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Innate. Developed.
If this skill test is successful, heal 1 horror (2 horror instead if it succeeds by 2 or more).
Quantity: 2
Number: 268
Illustrator: RJ Palmer






0 Comments
Fine Clothes
Type: Asset
Class: Neutral
Cost: 1
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 1
Wild: 0
Health: 1
Sanity: 1
Slot: Body
Item. Clothing.
Reduce the difficulty of skill tests you perform during ‘parley’ actions by 2.
There’s nothing quite like the feel of silk against your skin.
Quantity: 2
Number: 272
Illustrator: Jeff Lee Johnson






1 Comments
• Jewel of Aureolus
Type: Asset
Class: Mystic
Cost: 3
Level: 3
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 1
Slot: Accessory
Item. Relic.
[Reaction] After a [Skull], [Cultist], [Tablet], [Elder Thing], or [Auto-fail] symbol is revealed during a skill test at your location, exhaust Jewel of Aureolus: Draw 1 card or gain 2 resources.
Quantity: 2
Number: 269
Illustrator: Dani Hartel






5 Comments
• Joey “The Rat†Vigil
Type: Asset
Class: Rogue
Cost: 4
Level: 0
Willpower: 0
Intellect: 1
Combat: 0
Agility: 1
Wild: 0
Health: 3
Sanity: 2
Slot: Ally
Ally. Criminal.
[Free] Spend 1 resource: Choose an Item asset from your hand and play it (paying its cost).
“Murph, you know full well that The Rat would snitch on anyone, at any time, for anything, truth be damned if the price was right.â€
–Jason Marker, The Worlds of Arkham
Quantity: 2
Number: 265
Illustrator: Tiziano Baracchi






1 Comments
Leadership
Type: Skill
Class: Guardian
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 1
Practiced.
While Leadership is committed to a skill test being performed by another investigator, Leadership gains [Willpower] ? .
Quantity: 2
Number: 260
Illustrator: Jeff Lee Johnson






0 Comments
Moment of Respite
Type: Event
Class: Neutral
Cost: 3
Level: 3
Willpower: 2
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Spirit.
Play only if there are no enemies at your location.
Heal 3 horror and draw 1 card.
Heal 3 horror and draw 1 card.
Quantity: 2
Number: 273
Illustrator: Colin Boyer






3 Comments
Moonlight Ritual
Type: Event
Class: Mystic
Cost: 0
Level: 0
Willpower: 0
Intellect: 1
Combat: 0
Agility: 1
Wild: 0
Spell. Insight.
Remove all doom from 1 card you control.
Quantity: 2
Number: 267
Illustrator: Andreia Ugrai






0 Comments
Rites Howled
Type: Treachery
Encounter Set: Where Doom Awaits
Hex.
Revelation – Discard the top 3 cards of each investigator’s deck. Each investigator at an Altered location shuffles each weakness in his or her discard pile into his or her deck.
Quantity: 3
Number: 296
Illustrator: Hector Ortiz