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Where Doom Awaits


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Joey “The Rat” Vigil
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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.” –Jason Marker, The Worlds of Arkham
Quantity: 2
Number: 265
Illustrator: Tiziano Baracchi
Moonlight Ritual
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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
A Chance Encounter
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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
Strange Solution
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8 Comments

Strange Solution

Type: Asset
Class: Seeker
Cost: 1
Level: 4
Willpower: 2
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Item. Science.
You can only include this asset in your deck by upgrading it from Strange Solution (Unidentified), and only if you have “identified the solution” in your Campaign Log.
Uses (4 supplies).
[Action] Spend 1 supply: Heal 2 damage from an investigator at your location.
Quantity: 2
Number: 262
Illustrator: Tiziano Baracchi
Leadership
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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
Crazed Shoggoth
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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.
Quantity: 1
Number: 295
Illustrator: Jeff Himmelman
Jewel of Aureolus
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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
Ace in the Hole
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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.
Quantity: 2
Number: 266
Illustrator: John Pacer
Devotee of the Key
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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.
Quantity: 2
Number: 294
Illustrator: Preston Stone
Fine Clothes
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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
Strange Solution
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1 Comments

Strange Solution

Type: Asset
Class: Seeker
Cost: 1
Level: 4
Willpower: 0
Intellect: 0
Combat: 2
Agility: 0
Wild: 0
Item. Science.
You can only include this asset in your deck by upgrading it from Strange Solution, and only if you have “identified the solution” in your Campaign Log.
Uses (3 supplies).
[Action] Spend 1 supply: Fight. Attack with a base [Combat] skill of 6. This attack deals +2 damage.
Quantity: 2
Number: 263
Illustrator: Tiziano Baracchi
Moment of Respite
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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.
Quantity: 2
Number: 273
Illustrator: Colin Boyer
“I’ve had worse…”
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0 Comments

“I’ve had worse…”

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.
Quantity: 2
Number: 261
Illustrator: Tiziano Baracchi
Ascending Path
Ascending Path
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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.)
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
Strange Solution
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0 Comments

Strange Solution

Type: Asset
Class: Seeker
Cost: 1
Level: 4
Willpower: 0
Intellect: 0
Combat: 0
Agility: 2
Wild: 0
Item. Science.
You can only include this asset in your deck by upgrading it from Strange Solution, and only if you have “identified the solution” in your Campaign Log.
Uses (4 supplies).
[Action] Spend 1 supply: Evade. Evade with a base [Agility] skill of 6.
Quantity: 2
Number: 264
Illustrator: Tiziano Baracchi
Fearless
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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
Stroke of Luck
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0 Comments

Stroke of Luck

Type: Skill
Class: Survivor
Level: 2
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 1
Innate. Fortune.
Commit only to a skill test you are performing.
After revealing chaos tokens for this test, you may choose to exile Stroke of Luck. If you do, this test is automatically successful (unless a [Auto-fail] token was revealed).
Quantity: 2
Number: 271
Illustrator: Tiziano Baracchi
Agenda 1 – Calling Forth the Old Ones
Agenda 1 – Calling Forth the Old Ones
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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.
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
Base of the Hill
Base of the Hill
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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!”
The long slope of Sentinel Hill rises before you, cresting in the jagged edges of Sentinel Peak.
Quantity: 1
Number: 282
Illustrator: Patrick McEvoy
Agenda 2 – Beckoning for Power
Agenda 2 – Beckoning for Power
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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)
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
Diverging Path
Diverging Path
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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.
Quantity: 1
Number: 287
Illustrator: Yoann Boissonnet
Diverging Path
Diverging Path
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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
Rites Howled
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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
Diverging Path
Diverging Path
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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
Diverging Path
Diverging Path
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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
Altered Path
Altered Path
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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
Altered Path
Altered Path
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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
Act 2 – Ascending the Hill (v. III)
Act 2 – Ascending the Hill (v. III)
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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.
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.
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
Act 1 – The Path to the Hill
Act 1 – The Path to the Hill
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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.
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
Altered Path
Altered Path
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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