The Cataclysm from Below[]
Shudde M'ell slumbers deep beneath the lost African city of G'harne. The ripples of his tumultuous dreams bring ruin to the world above.
Gameplay[]
- When Doom advances to a space containing an Eldritch token, draw and resolve a Disaster. Then discard that Eldritch token.
- : Each Investigator loses a total of 2 Health and/or Sanity.
- When 3 Mysteries have been solved, investigators win the game.
- When Shudde M'ell awakens, flip this sheet and resolve the "Shudde M'ell Awakens!" effect on the back.
Setup[]
Set aside all Shudde M'ell Special Encounters. Place 1 Eldritch token on spaces 2, 5, 8, and 11 on the Doom track.
Rome is devastated!
Cultists[]
Cultist | |
Toughness: 1 | |
— | — |
-1 | 1 |
: Roll 1 die. On a 1 or 2, advance Doom by 1. |
Mythos Deck[]
Stage I: | 0 | 2 | 2 |
Stage II: | 4 | 2 | 0 |
Stage III: | 2 | 4 | 0 |
Mysteries[]
Mystery | Type | Set | |
---|---|---|---|
Bringer of Ruin | Research Encounter | ||
Disaster Relief Effort | Miscellaneous | ||
Exploring G'harne | Special Encounter | ||
Renewing the Seal | Eldritch Tokens | ||
The Burrowers Beneath | Epic Monster | ||
The Worldrender | Epic Monster |
Research Encounters[]
City Encounters:
ID # | Set | Encounter |
---|---|---|
1 | No one else seems to notice the shaman that stands in the street before you, adorned with gold and bone, hand outstretched in silence. You may gain a Dark Pact Condition to gain this Clue and 1 additional Clue. If you do not gain the Condition, a Cultist Monster ambushes you! | |
2 | You partake in a proposed experiment that infuses the bearer with a serum extracted from the corpse of a cthonian (). If you pass, you survive the process; gain this Clue and 1 Talent Condition. If you fail, the serum wreaks havoc on your body; lose 1 Health and gain 1 Injury Condition. | |
3 | A man covered in piercings and tattoos attacks you while you quietly eat a warm meal in a local diner. A Cultist Monster ambushes you! If you pass the ÷ test, he drops his weapon and flees into the night; gain this Clue and 1 random Weapon Asset from the deck. | |
4 | You witness hooded men meeting in an alley. Gain this Clue. You keep your distance, but follow them back to their hideout (-1). If you pass, you continue to eavesdrop undetected; gain 1 additional Clue. If you fail, they catch on, and collapse their own hideout with you inside; lose 3 Health. | |
5 | You evaluate how best to free someone trapped in a collapsed building by a sudden earthquake (). If you pass, you carefully remove debris until the person is freed; gain this Clue and 1 random Ally Asset from the deck. If you fail, the debris collapses further, injuring you both; lose 2 Health. | |
6 | A high strung police officer demands that you hand over your weapons (-1). If you pass, he calms down and you learn that recent cult activity has the police on edge, gain this Clue. If you fail, nothing you say will dissuade him from confiscating your things; discard 1 Weapon possession. | |
7 | A recent tremor has unearthed a maze of pitch-black tunnels beneath the city (). If you pass, you feel your way through the tunnels and find a shrine to the serpent god Apophis; gain this Clue and 1 additional Clue. If you fail, you cause a cave-in; lose 2 Health and gain 1 Injury Condition. | |
8 | A girl has been trapped by a fallen beam, but you do not know if you have the power to save her (). If you pass, adrenaline courses through you and you lift the beam; gain this Clue and improve . If you fail, you hurt yourself in your attempt to free her; lose 2 Health and gain 1 Injury Condition. | |
9 | Tremors threaten to shake the building apart, and you summon all of your might to keep the door frame from collapsing (). If you pass, all of the building's occupants escape into the street; gain this Clue and retreat Doom by 1. If you fail, the building collapses into a heap; lose 3 Health. | |
10 | Wood and stone sail through the air as a giant worm bursts up from beneath the street. An Ancient Cthonian Epic Monster ambushes you! If you pass the test, you retain enough of your mental faculties through the chaos to notice that the beast has no eyes; gain this Clue and 1 additional Clue. | |
11 | You ask a librarian for Sir Amery Wendy-Smith's book On Ancient Civilizations (). If you pass, she finds it for you and it reveals much; gain this Clue and improve . If you fail, she brings you his terrifying account of G'harne instead; lose 1 Sanity and gain 1 Madness Condition. | |
12 | You read a portion of Wendy-Smith's translation of the G'harne Manuscript. Gain this Clue. Desperate for more, you bid on a translation of the remaining fragments (). If you pass, you acquire the texts; improve . If you fail, your mental state degrades; lose 1 Sanity and gain 1 Madness Condition. | |
13 | You speak with the increasingly erratic archaeologist Amery Wendy-Smith to learn what he knows about G'harne (-1). If you pass, he offers to join you; gain the Amery Wendy-Smith Unique Asset. If you fail, he begins to laugh manically while rocking back and forth in place; lose 1 Sanity. | |
14 | A furious-looking man names you a traitor to mankind and challenges you to a duel (-1). If you pass, once you have subdued him, he explains that he mistook you for a follower of Apophis; gain this Clue. If you fail, you are wounded during the fight; gain 1 Injury Condition. | |
15 | You are attacked in an alleyway by a would-be assassin, and try to overpower him (). If you pass, you learn that he was hired by a man with many tribal piercings; gain this Clue and 1 random Weapon Asset from the deck. If you fail, you are gravely injured during the struggle; lose 3 Health. | |
16 | You hear whispers calling you down aisle after aisle of forgotten books. You try to glean meaning from the strange language (-1). If you pass, the whispers lead you to a book in a glass case; gain 1 Tome Artifact. If you fail, you wander the aisles for days; gain 1 Madness Condition. | |
17 | An alchemist claims to have reproduced the effects of holy water using his own original concoction. He suggests it might afford you protection against the worm-like cthonians and begs you to be his first test subject. You may spend 3 Health to gain this Clue and 1 Talent Condition. | |
18 | You pore over a stack of dusty papers in search of the location of the lost city of G'harne (-1). If you pass, you piece together excerpts from several texts to find what you seek; gain this Clue. If you fail, you come to believe the city is both everywhere and nowhere; gain 1 Madness Condition. | |
19 | You hear a weak cry for help as you pass a collapsed building, and try to find the victim (-1). If you pass, you find someone trapped beneath a fallen pillar; gain 1 random Ally Asset from the deck. If you fail, the cries for help eventually stop; gain 1 Madness Condition. | |
20 | You walk through a district of the city that has been remarkably unaffected by the quakes (-1). If you pass, everywhere you go you see a peculiar sign etched into the buildings; gain this Clue. If you fail, a strange buzzing noise tugs at the fringes of your awareness; lose 1 Sanity. | |
21 | With a thundering crash, a massive worm comes barreling through a building, splinters flying inches from your head. Your instinct urges you to flee, but opportunities to study these creatures are scarce. An Ancient Cthonian Epic Monster ambushes you! You may gain 1 Injury Condition to gain this Clue. | |
22 | You sift through the debris of destroyed buildings to find anything useful that is yet unbroken (-1). If you pass, you find something; gain 1 random Weapon Asset from the deck. If you fail, you find a revolver that ends up blowing up in your hands the first time you fire it; lose 1 Health. | |
23 | You break into the police station to read a classified report about a recent series of ritualistic killings in areas affected by the recent earthquakes. Gain this Clue. You try to escape without being seen (-1). If you fail, you are caught in the act and your things are confiscated; discard 1 Weapon possession. | |
24 | The buildings around you rattle and shake. You attune your mind with the source of the tremors (). If you pass, you glimpse the mind of a cthonian; gain this Clue and 1 Ritual Spell. If you fail, you have made yourself an easy target, an Ancient Cthonian Epic Monster ambushes you! |
Wilderness Encounters:
ID # | Set | Encounter |
---|---|---|
1 | You search the debris left behind in the wake of some gargantuan creature (). If you pass, you spot something protruding from the rubble; gain this Clue and 1 random Weapon Asset from the deck. If you fail, you are nearly buried as some of the debris collapses upon you, lose 2 Health. | |
2 | You explore a tunnel left behind by some sort of giant worm. Gain this Clue. You hear a rumbling in the tunnels ahead of you and try to hide (-1). If you pass, you find a place to hide; gain 1 additional Clue. If you fail, you lead the creature toward civilization as you flee; advance Doom by 1. | |
3 | You discover a swath of scorched earth and try to determine the cause (). If you pass, you discover the fragment of a meteor that pulses when you touch it; gain this Clue and 1 Talent Condition. If you fail, something in the air warps your mind; lose 1 Sanity and gain 1 Madness Condition. | |
4 | Someone is darting to and fro between the trees. You attempt to follow him (). If you pass, you startle the man and he drops what he is carrying; gain this Clue and 1 random Item Asset from the deck. If you fail, you do not notice a gaping hole in the ground before you and fall in; lose 2 Health. | |
5 | The glyphs on an ancient warding-stone suggest you might use it to experience the memories of a shaman long dead. However, simply touching the stone makes you itch, a vile corruption festering beneath your skin. You may gain 1 Bane Condition to gain this Clue and 1 additional Clue. | |
6 | The ground begins to tremble and shake, and a piercing shriek echoes across the landscape. An Ancient Cthonian Epic Monster ambushes you! If you pass the test, you carefully observe the creature's movements even as you are fighting it; gain this Clue. | |
7 | You feel the ground begin to shake and try to hold absolutely still (). If you pass, you freeze in place as a colossal worm burrows up from the ground; gain this Clue. If you fail, your movement attracts a terrifying subterranean creature; an Ancient Cthonian Epic Monster ambushes you! | |
8 | You follow the trail of uprooted trees left behind by some great, burrowing creature (). If you pass, you come across the creature's nest, and observe its comings and goings; gain this Clue and 1 additional Clue. If you fail, you become hopelessly lost; lose 1 Sanity and gain 1 Madness Condition. | |
9 | You examine the pieces of a shattered warding-stone and attempt to piece them back together (). If you pass, the stone hums to life, gain this Clue and improve . If you fail, the stone explodes once more, sending rocks flying in every direction; lose 1 Health and gain 1 Injury Condition. | |
10 | You find a nest of eggs left behind by the giant worms. The shells are hard as iron, but you try to crush the eggs before the worms return (). If you pass, the earth shakes with each egg you crush; gain this Clue. If you fail, the worms return to chase you away, lose 1 Health and gain 1 Injury Condition. | |
11 | You peer down the slope of a deep crater and see something shining on a ledge below. You try to climb down to reach it (). If you pass, you find a destroyed warding-stone; gain this Clue and 1 additional Clue. If you fail, you tumble down the steep incline; gain 3 Injury Conditions. | |
12 | You watch in horror as a fellow traveler is swallowed up by the earth. You dig frantically with your hands to save him (). If you pass, you uncover him, as well as a network of tunnels; gain this Clue. If you fail, your hands are bloody and raw from the digging; lose 2 Health and gain 1 Injury Condition. | |
13 | The land is blackened and dead where a fire recently passed. You survey the charred landscape (-1). If you pass, you deduce that the fire was caused by an unnaturally destructive thunderstorm; gain this Clue. If you fail, the bleak desolation unsettles your nerves; gain 1 Madness Condition. | |
14 | You find yourself suddenly paralyzed, unable to move. The cold wind of chaos breathes heavily on the back of your neck, and a barely audible whisper offers you the power to stem the flood of darkness. You may gain a Dark Pact Condition to gain the Vach-Viraj Chant Artifact. | |
15 | You come upon a giant egg just as it is hatching, and attempt to subdue the worm-like larvae as it emerges from the shell (-1). If you pass, you study it for a time before it gathers enough strength to escape; gain this Clue. If you fail, it nearly crushes you; gain 1 Injury Condition. | |
16 | The ground shakes and trees begin to splinter in the distance, and you see a wall of water rushing toward you. You scramble to scale a rocky cliff face (-1). If you pass, you make it to safety and watch the tsunami pass; gain this Clue. If you fail, the water slams you into a rock face; gain 1 Injury Condition. | |
17 | You see a series of markings etched onto trees and stones and into the earth. You attempt to make sense of them (-1). If you pass, they lead you to a cave that contains a powerful relic; gain 1 Weapon Artifact. If you fail, you believe the signs foretell the end-times; gain 1 Madness Condition. | |
18 | You come across a nest of giant eggs. Gain this Clue. As you near the eggs, you feel yourself lose control of your body (). If you pass, you break free of the control; gain 1 Talent Condition. If you fail, you wake up days later with no memory of anything that occurred; gain 1 Bane Condition. | |
19 | You sift through the rubble of an utterly destroyed shack far from civilization (-1). If you pass, you find the remains of a ritual circle; gain this Clue and 1 random Item Asset from the deck. If you fail, you trip over a loose floorboard and fall into a puddle of pungent ooze; lose 1 Sanity. | |
20 | You spend time in the wild in order to become closer to nature, but the nights spent alone are terrifying (-1). If you pass, your time in the wild has made you stronger; improve 1 skill of your choice. If you fail, you are badly hurt one night while fleeing from a bear; gain 1 Injury Condition. | |
21 | You follow a series of glowing stones that lead you to a tiny camp where some shady-looking men are talking. Gain this Clue. You attempt to raid their camp (). If you pass, you get away unseen; gain 1 random Weapon Asset from the deck. If you fail, they leave with their weapons; advance Doom by 1. | |
22 | You attempt to piece together the broken shards of a warding-stone, such that the symbols inscribed upon them form a cohesive sequence (-1). If you pass, the symbols form an arcane chant; gain this Clue and 1 Incantation Spell. If you fail, the symbols are burned into your mind; lose 1 Sanity. | |
23 | The earth falls away beneath your feet, and you find yourself falling toward the gaping maw of a horrifying worm creature. An Ancient Cthonian Epic Monster ambushes you! If you pass the test, the severely wounded creature returns to its subterranean lair; retreat Doom by 1. | |
24 | You see a young man gripping the ledge of a freshly dug pit and try to throw him a rope (-1). If you pass, he offers payment for saving him; gain this Clue and improve . If you fail, you drop the rope, and one of your friends falls into the pit while trying to recover it; discard 1 Ally Asset. |
Sea Encounters:
ID # | Set | Encounter |
---|---|---|
1 | You spot shifting earth on a distant shoreline, as if something is burrowing beneath the ground. Gain this Clue. Enraptured by the spectacle, you are barely aware of your surroundings (-1). If you fail, you stumble into the railing and some of your things fall overboard; discard 1 Item possession. | |
2 | Hail the size of your fist begins to strike the deck of your ship, and you look for a place to hide (). If you pass, you hide below deck and lift some of the cargo during the chaos; gain this Clue and 1 random Weapon Asset from the deck. If you fail, you are severely pummeled; lose 2 Health. | |
3 | A hooded man tells you of a great worm worshiped in times long past. Gain this Clue. You notice his skin is covered in markings (-1). If you pass, you realize that he is a disciple of Shudde M'ell; gain 1 additional Clue. If you fail, simply looking upon the marks corrupts you; gain 1 Bane Condition. | |
4 | A shaman living on an uncharted archipelago is the source of a recent slew of earthquakes. A Cultist Monster ambushes you! If you pass the test, you subdue the shaman; gain this Clue. If you fail the test, the shaman opens up the earth, swallowing one of your companions; discard 1 Ally Asset. | |
5 | Your ship navigates through a sea of flotsam from what appears to have been a great flood (-1). If you pass, you spot something useful in the debris; gain this Clue and 1 random Item Asset from the deck. If you fail, you find only the bodies of those washed out to sea; lose 1 Sanity. | |
6 | A tiny island in the ocean harbors a fully intact warding-stone. Breaking it apart may allow you to learn more about how the mysterious stones work, but whatever horror the ward is hiding will be freed upon the world. You may advance Doom by 1 to gain this Clue and 1 additional Clue. | |
7 | During your journey, you attempt a ritual that purports to grant prescience to the followers of Apophis (). If you pass, the ritual works; gain this Clue and improve . If you fail, you are deemed unworthy; lose 1 Health and gain 1 Injury Condition. | |
8 | You do not remember seeing the man in black when your ship left port, but his offer seems genuine. He offers you knowledge of how to use water against the cthonians for an undisclosed favor at a future date. You may gain a Dark Pact Condition to gain this Clue and retreat Doom by 1. | |
9 | You keep a lookout for anything in the water that might slow the ship (). If you pass, you divert the ship around the drowned corpse of a massive worm; gain this Clue and 1 additional Clue. If you fail, the dark waters call to you; lose 1 Sanity and gain 1 Madness Condition. | |
10 | The corpse of a giant worm has washed up on an island. You dig through its entrails in search of anything it might have swallowed (). If you pass, you find a piece of a warding-stone; gain this Clue and improve . If you fail, prolonged exposure to its alien physiology makes you ill; lose 3 Health. | |
11 | A high-pitched whining noise is getting louder and louder (-1). If you pass, you see something streaking through the air toward you and dive aside; gain this Clue. If you fail, something crashes into the deck and you are peppered with razor-sharp splinters of wood; gain 1 Injury Condition. | |
12 | The seas churn and islands tremble as a volley of meteorites falls all around. You watch where they land (-1). If you pass, you note where they fall; gain this Clue and 1 additional Clue. If you fail, you are too distracted to notice the crates of cargo sliding toward you; gain 1 Injury Condition. | |
13 | You spot a man floating in the water, and dive in to rescue him (). If you pass, you drag the man aboard the ship, and he tells you that his village was destroyed by a great worm; gain this Clue. If you fail, you nearly drown trying to reach him; lose 2 Health and gain 1 Injury Condition. | |
14 | You spend several hours observing an impressive meteor shower (-1). If you pass, you realize that the meteor fragments are not burning up as they enter the atmosphere; gain this Clue. If you fail, you become entranced by the fiery display; gain 1 Madness Condition. | |
15 | An elderly monk, sitting cross-legged on a rock in the middle of the ocean, riddles you to test your worth (-1). If you pass, the priest gifts you with a vial of consecrated seawater; gain the Tikkoun Elixir Artifact. If you fail, he cackles maniacally and disappears; gain 1 Madness Condition. | |
16 | You navigate using some old sea charts, improvising based on current conditions (). If you pass, you deftly navigate the reefs that have appeared in recent months; gain this Clue and 1 Talent Condition. If you fail, the ship runs aground, throwing you sharply into a wall; gain 3 Injury Conditions. | |
17 | As you lead a team to a volcano at the center of a small islet, a tremor knocks one of your companions off-balance (-1). If you pass, you steady your companion; gain this Clue and 1 random Ally Asset from the deck. If you fail, you watch as your companion falls into the caldera; lose 1 Sanity. | |
18 | Atop a hill on a deserted island, a strange object protrudes from the ground. You try to pull it out, storm clouds gathering as you struggle (). If you pass, it comes free with a mighty crash; gain the Lightning Gun Artifact. If you fail, you are struck by lightning and severely burned, lose 3 Health. | |
19 | You try to pry open a crate marked with the word "G'harne" (-1). If you pass, you find the box to be full of shattered fragments of stone; gain this Clue. If you fail, the crate slides around while you struggle to open it, crushing you against a wall; gain 1 Injury Condition. | |
20 | You compare two waterlogged maps that were found on islands long thought lost to rising sea levels (-1). If you pass, you find evidence connecting Stonehenge with G'harne; gain this Clue. If you fail, nothing seems to make sense anymore; gain 1 Madness Condition. | |
21 | Fear grips you as you feel an outside force assault your mind (-1). If you pass, you fight it off and peer inside its mind as you do; improve 1 skill of your choice. If you fail, you slide around, slamming into walls and railings as you fight to retain control; gain 1 Injury Condition. | |
22 | A lunatic hermit on a small islet in the middle of the ocean allegedly knows the true weakness of the cthonians, but he demands that you trade him something in return for the undoubtedly valuable information. You may discard 1 Item possession to gain this Clue. | |
23 | An old witch of the sea teaches you a trick to use against the cthonians (). If you pass, you easily master the complex rite; gain this Clue and 1 Glamour Spell. If you fail, the miscast magic rends the flesh from your bones; lose 2 Health. | |
24 | You train tirelessly during your lengthy voyage, knowing that the devastated cities of the world will offer you no succor (). If you pass, you unlock potential you never knew you possessed; gain 1 Talent Condition. If you fail, the strain on ill your body is too great; lose 2 Health. |
Special Encounters[]
ID # | Set | Initial Text | Pass Effect | Fail Effect |
---|---|---|---|---|
1 | You descend a rocky path into a massive rift that spans half the city. Crumbling stones litter the ravine below, remnants of buildings that were once level with the city above. You enter a large tunnel at the base of the ravine in search of whatever caused the city's destruction (-1). | You come across what appears to be a nest of gargantuan eggs. As you approach, you find yourself fighting for control of your body (-1). If you pass, you flee the cavern with your mind intact; place 1 Eldritch token on the active Mystery. If you fail, you awake hours later in the jungle with no memory; lose 1 Sanity. | Your search is cut short, as your reckless stumbling about has drawn unwanted attention to your presence.
An Ancient Cthonian Epic Monster ambushes you! | |
2 | Unfamiliar with the area and having only the vaguest of notes left by a previous expedition, you barter with the shaman of a tribe that lives on the outskirts of G'harne to lead you deeper into the lost city (-1). | At the city's center you search for any hint of what might have happened to the beings that once dwell there (-1). If you pass, you find a massive warding-stone sundered in two; place 1 Eldritch token on the active Mystery. If you fail, you stumble into a pit trap while examining some intricate murals; gain 1 Injury Condition. | The shaman readily agrees to be your guide. He leads you deep into the domain of the dark masters he serves.
An Ancient Cthonian Epic Monster ambushes you! | |
3 | You walk about the ruined city, noting the many instances of one oddly familiar symbol carved into stones and etched upon walls as you go. You take care not to disturb anything the symbol touches (-1) | You try to remember where you have seen the symbol before (-1). If you pass, you recognize it as the Elder Sign; place 1 Eldritch token on the active Mystery. If you fail, the strange symbol becomes etched into your memory and is all that you can think about; gain a Hallucinations Condition. | In your haste, you mistakenly step on a stone marked by the unusual symbol. With a crack and a flash, it shatters, and its latent arcane energy steeps into your bones.
Gain 1 Bane Condition. | |
4 | You find yourself surrounded by men and women in black and brown robes. Several of them begin moving toward you while the rest begin chanting in unison. You try to keep your attackers at bay (-1). | You realize that the cultist are summoning some creature and look for a way to stop the ritual (-1). If you pass, you notice one is dressed differently from the rest and tackle her, ending the chant and scattering the cult into the jungle; place 1 Eldritch token on the active Mystery. If you fail, resolve the fail effect. | Your assailants subdue you. Suddenly, the chanting ends, and the ground begins to tremble beneath your feet.
An Ancient Cthonian Epic Monster ambushes you! | |
5 | A vast subterranean chamber, deep within a heavily fortified area of the ruins, splits into two paths, both descending into darkness. Someone has written a riffle on the walls in blood. You think it is telling you which direction to go (-1). | You traverse what you believe to be the correct path. Suddenly, a bloodied man in tattered clothed leaps from the shadows (-1). If you pass, you subdue him and realize that he is a survivor of the previous expedition; place 1 Eldritch token on the active Mystery. If you fail, he bites you and flees; lose 2 Health. | You follow a path deeper into the earth for some time. By the time you realize your error, you are lost in the deep tunnels of G'harne.
Lose 3 Sanity and become Delayed. | |
6 | You find the entrance to a large underground cavern on the outskirts of the ruins, but it is covered by a rock twice your size. You throw your weight against the rock, hoping that it will budge enough to grant you entry (-1). | Inside, you come face-to-face with an elder thing! You frantically attempt to communicate with it (-1). If you pass, it shows you visions of G'harne in the distant past; place 1 Eldritch token on the active Mystery. If you fail, it sends you reeling violently through time and space back into the jungle; lose 1 Health. | You strain yourself for hours to make only the slightest progress. You attempt to squeeze through the narrow gap, but the boulder shifts, trapping you until someone hears your screams. | |
7 | As you explore the ruined city, you cannot shake the feeling that you are being watched. Whirling about, you find yourself staring into the shadowy face of a hooded figure, unable to distinguish any features, yet unable to look away (-1). | You feel a force acting on your mind. You lash out at the hooded figure (-1). If you pass, you throw yourself at the figure and fall to the ground but when you recover, the figure is gone; place 1 Eldritch token on the active Mystery. If you fail, you lose yourself to the alien force; resolve the fail effect. | You awake some time later, lying among the remains of shattered warding-stones. Your memory of the past hours floods back to you. You are responsible for this destruction.
Advance Doom by 1. | |
8 | You find a colossal warding-stone, larger than all of the others, pierced by a massive thorn at the heart of the city. You summon all your power and try to pull the thorn from the stone (-1). | As the thorn comes free, you catch a glimpse of a fiery alien hellscape through the hole in the stone. Flames lick at the aperture in anticipation. You attempt to seal the portal ( -1). If you pass, the passage is closed; place 1 Eldritch token on the active Mystery. If you fail, the earth begins to tremble; resolve the fail effect. | Unable to sustain the stress of your clumsy meddling, the ward explodes, throw in you backward and lacerating your body with razor sharp shrapnel.
Gain 3 Injury Conditions. |
Awakening[]
Shudde M'ell Awakens!
Draw and resolve a Disaster.
Final Mystery
When 3 Mysteries have been solved, Shudde M'ell breaches the surface to punish those who should harm his children; spawn the Shudde M'ell Epic Monster on The Heart of Africa.
When the Shudde M'ell Epic Monster is defeated, the Final Mystery is solved and investigators win the game.
The Cataclysm from Below
- When an investigator moves onto a space containing a Devastation token, he loses 1 Sanity.
- Each time Doom would advance, draw and resolve a Disaster instead.
- After resolving a Disaster, set that card aside. Then, if there are 6 or more Disasters set aside, investigators lose the game.
- : An Ancient Cthonian Epic Monster ambushes the Lead Investigator.
Cultist | |
Toughness: 2 | |
— | — |
-1 | 2 |
: Roll 1 die. On a 1 or 2, advance Doom by 1. |
Strategy[]
Please help improve this article or section by expanding it .
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Lore[]
Please help improve this article or section by expanding it .
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Source[]
The Burrower Beneath, Brian Lumley, 1974
References[]
Ancient Ones | ||
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