Card_Type|Edition|Name|Value|Region|Sub_Region|Icons|San_Cost|Dimension|Unique|Attributes|Text Adventure|Limited|Create Your Own Adventure|||||||||Create Your Own Adventure. Use only with the agreement of your opponent. Adventure|Dreamlands|Beyond Your Wildest Dreams|+5||Fantastic Dream||+2||||All your life you thought magic a child's myth, but now you know the magnificent truth! To begin you journey to a distant EXOTIC LOCATION - first TRAVEL BY LAND, and then TRAVEL BY AIR. Once there, with the proper STAR in the sky, you take out the ancient TOME and chant the SPELL found within. You perform the magical rites of initiation, and now may call youself a PRIEST of the eternal powers. Adventure|Limited|Black Festival|+5||Corrupt Adventure||+2||||In your quest for knowledge beyond human ken, you consort with a wide variety of creatures from outside the wholesome world (TWENTY POINTS WORTH OF MONSTERS in your Story Deck, of at least THREE DIFFERENT KINDS). Adventure|Dreamlands|Four-Armed is Forewarned|+5||Heroic Adventure||+2||||Ah, the lure of the mysterious underworld - what will you meet in the dark land of the realm of dream? it is wise to go prepared, and so you bring your favorite WEAPON and an EXPLORER. By NIGHT you travel deep to TWO different UNDERWORLD LOCATIONS. But how could youhave known of the terrible horror of the towering GUG?!? Your Weapon and Ally protect you; still you cannot erase that dark memory that etched a PHOBIA into your psyche. Adventure|Dreamlands|A Lender Be|+5||Fantastic Dream||+2||||You were so enamored of books that your goal was to be a librarian like your mentor TUKOR. He set you a task: You must discover 2 TOMES in different languages, and within them 2 SPELLS with different icons. You had to travel to 3 different GREAT LIBRARY OF THE DREAMLANDS cards, but in the end you succeeded. When you play this card you may move your spells among legal Tomes and Allies who can know a Spell. Adventure|Dreamlands|Come Sail Away|+6||Mythos Experience||+2||||Living in a quiet KINGSPORT LOCATION, you thought your life would never change. But one day the old SEAMAN invited you to TRAVEL BY SEA to lands he said you had never even imagined. Saying good-bye to your old friend BASIL ELTON, you set sail across the starlit seas. Afterwhat seemed like months of drifting with the winds, yousaw a LIGHTHOUSE in the distance, and finally made PORT at a DREAMLANDS LOCATION. Adventure|New Aeon|Different Worlds|+6||Heroic Adventure||+2||||In college you discovered dark secrets about the world. You must tell the rest of humanity! Refurbishing a RUINS, you found your own publishing company (CHAOSIUM), along with TWO ALLIES who are either AUTHORS, INVENTORS, or ARTISTS. Working on your LAPTOP COMPUTER, you must publish at least one TOME per month, now on sale both on the INTERNET and at a BUSINESS LOCATION. Adventure|Dreamlands|The Even Stranger Case of Charles Fort|+6||Mythos Experience||+2||||When you began investigating strange phenomena for that fine GENTLEMAN, you didn't quite know what you were getting in to. the RAIN OF FISH and SWARM OF INSECTS scared you a bit, but you didn't develop a PHOBIA until the STRANGE HUMANOID ENCOUNTER. You've decided to try and get away from it all in the COUNTRY. If that doesn't work, you'll head out to a PORT or STATION and leave town. The truth is out there... Adventure|New Aeon|Promises, Promises|+6||Corrupt Adventure||+2||||Calling yourself a Reverend, you use your power of MENTAL SUGGESTION over your gullible flock. They actually believe that the secret of eternal happiness can be found on a planet circling SIRIUS! You hold rituals at the rented CARLYLE HOUSE MUSEUM, keep the isolated in the COUNTRY LOCATION, empty their BANK VAULT, and take everything they own (TWO ARTIFACTS or TOMES). Now they will follow you anywhere, even unto death (EVENT that affects opponent's ally) Adventure|Dreamlands|Armed and Clueless|+7||Fantastic Dream||+3||||You first came across it in the old RUINS. What is this ENCHANTED WEAPON, and how does it work? You knew the ancient DREAMER could figure it out, but how to find him? You traveled to a LOCATION in the EAST, and then a LOCATION in the WEST, and finally found him in an EXOTIC LOCATION. Adventure|Dreamlands|The Hero's Journey|+7||Heroic Adventure||+2||||After THE GATHERING, your heroic journey can begin. You travel extensively, using TWO TRAVEL EVENTS, to track the evil that lies across the land. You even descend to the UNDERWORLD (any Location in the Underworld region). From this realm of death you return reborn, emerging at any non-Underworld LOCATION. Finally, finding the evil that plagues the land (any GREAT OLD ONE or OUTER GOD), you dispatch it! A new DAY dawns... When this card is played, Bury all Great Old Ones and Outer Gods currently in play. Then gain the Sanity bonus for playing this card. Adventure|New Aeon|With Neighbors Like These...|+7||Mythos Experience||+2||||You saw trouble coming when those folk moved into the HOUSE next door, from some odd COUNTRY LOCATION. The TELEVISION constantly blares, the eldest kid sawed through your fence with a CHAINSAW, and the young one built a homemade FRAGMENTATION GRENADE. The parents are nothing but T.V. ZOMBIES. You asked for a POLICE INVESTIGATION but when the husband found out he got his gun and began GOING POSTAL. Now, you learn that a GOVERNMENT agency is investigating you! Adventure|Dreamlands|A Midsummer Night's Dream|+8||Mythos Experience||+2||||When THE CHILDREN HAVE SWEET DREAMS, you are finally able to rest. Falling asleep, you leave your Waking World HOUSE behind and find yourself wandering through the GATE OF DEEPER SLUMBER and into the CAVERN OF FLAME. Then, the NIGHTMARE strikes! You wake to find yourself at a Waking World SITE! How did you get here? And what's that you're holding? If you are in the Waking World when this card is played, you may also play one Dreamlands Artifact or Tome. Adventure|Dreamlands|Moon Quest|+8||Corrupt Adventure||+4||||One NIGHT, as the Moon's silvery light slides across your sleeping face, you are met by the KING OF ILEK-VAD, who asks you to accompany him on his journey to capture an exotic creature on the Moon. To get there, you must meet with a disreputable MERCHANT in an unsavory LOCATION (any Location that costs Sanity). He takes the two of you in the hold of his noisome BLACK GALLEY to the FAR SIDE OF THE MOON, where you encounter a MOON-BEAST and return with it to his kingdom. Adventure|New Aeon|Yuggoth Attacks!|+9||Quest||+4||||Like a SWARM OF INSECTS your hunting party of at least TWO different MI-GO landed near the naked ape settlement (TOWN or VILLAGE). The apes and their FAITHFUL HOUNDS put up a SIRIUS fight at the CHURCH, but were no match for your blazing rayguns (ENCHANTED WEAPON). The ape you captured, whose mind is now trapped in your MI-GO BRAINCASE, faces his worst NIGHTMARE and will fetch a high price back on YUGGOTH. Adventure|Dreamlands|Days of Wine and Roses|+10||Fantastic Dream||+3||||The roses were blooming by the HOUSE LOCATION in Kingsport when you first noticed the SUN SPOTS. As if in a dream you traveled to the HARBOR OF CELEPHAIS where you played the LUTE OF OONAI and drank the WINE OF PNOTH. But alas, with EVENING comes sorrow, and youlost your beloved STEADFAST ALLY to the AWFUL DOOM OF CERRIT. Adventure|Dreamlands|Carter's Quest|+12||Heroic Adventure||+4||||Using CARTER'S CLOCK, you met up with fellow explorer RANDOLPH CARTER at a SITE during a FANTASTIC DREAM. He told you about THE SNAKE-DEN, nearthe LAIR of a MONSTER. To reach it you travelled on a ZEBRA or YAK (choose one) and met a CORRUPT CULTIST who knew the way to the ISLAND LOCATION. You and your FRIEND went on to the CASTLE OF THE GREAT ONES ON KADATH, and then returned to tell your story to the KING. Adventure|Dreamlands|If I Ran the Zoog|+13||Heroic Adventure||+3||||I'd galumpf on the back of my big hairy YAK, / To TRAVEL so far by the light of a STAR / To the dark OPAL THRONE wherethe KING sits alone / Corralling, at noonith, a burrowing VOONITH, / And in the VALE OF PNOTH snag a big BUOPOTH. / I would capture a GUGin the TEMPLE OF BOKRUG, / and then to the glen where they're dancing to fuges those whirlingly, twirlingly, ANGRY ZOOGS. Adventure|Limited|The Haunted House|+3||Mythos Experience||||Unique||Your mother always warned you about that old abandoned HOUSE or SITE (one of these) down by the creek. But here you are, sneaking in anyway. On a rickety shelf you discover a TOME so old it nearly crumbled to your touch. You become entranced by the secrets you read, barely escaping the attack of the MONSTERthat lurks within this place. You flee to a different INSIDE LOCATION, and the safety of a STEADFAST ALLY. Adventure|New Aeon|Today's Tabloid Headlines|+6||Mythos Experience||+2||||Mysterious CROP CIRCLES Reveal Cancer Cure! Alien UFO Secretly Held at AREA 51! POLICE DETECTIVE Escapes Gruesome ALIEN ABDUCTION! Experimental ANTI-GRAVITY HARNESS Fails Secret Government Test. Alien Spacecraft Destroyed In Midair - TWO BUSINESSES Burned By Fallen Wreckage! Adventure|New Aeon|Make Them Pay!|+7||Corrupt Adventure||+2||||Life stinks! Up before DAYBREAK, but your car had a flat and youhad to HITCH A RIDE. Your deliveries to the THREE different CITIES were late because of traffic. On your last delivery, a BLACKOUT hit and you got lost looking for the BUSINESS. Now they've fired you! They better watch out! You're one of the SERVANTS OF THE SILVER TWILIGHT, and you'll get even! (an EVENT costing Sanity) Adventure|Dreamlands|The Meow Ceremony|+7||Heroic Adventure||+2||||Catastrophe! Who's been killing the CATS OF ULTHAR? Who left that corpse at THE MARKET-PLACE, or the other at THE WHITE WHALE INN? Is it the hated CAT FROM SATURN? The CAT CHIEFTAIN calls a meeting of all cats, and they converge upon the HOVEL OFTHE CAT HATERS, putting an end to this horror with the PETITION OF MENES. Adventure|Dreamlands|The Gathering|+7||Heroic Adventure||+2||||Before any great quest, there must first come a gathering of forces. To unite your companions, the CHIEF, the PRIEST, the MERCHANT, and the DREAMER, you must journey to THREE LOCATIONS in different cities, towns, or villages. To equip yourself, you must find your destined WEAPON and the ACCOUTERMENTS OF HEROES. Finally, to purify yourself, you must visit a holy place (a CHURCH or a TEMPLE). You are ready... When this card is played, you may take any one Chief, Priest, Merchant, or Dreamer from your Story Deck and return it to play. Adventure|Dreamlands|Perchance...|+5||Fantastic Dream||+1||||It was a quiet DAY as you sat dreamily enjoying the WINE OF PNOTH that your friend had brought back from her trip to the old country. Then, in what seemed an instant, the sky turned black; a TWISTER ripped your HOUSE into the sky and dropped you down outside a glittering PALACE. Luckily your house crushed a MONSTER. What an EVENT! Was it all a dream? Adventure|Dreamlands|The Great Menagerie|+6||Corrupt Adventure||+2||||It is your goal to gather together a fantastic menagerie of the most splendid creatures in the world. With the help of your friend (any ADVENTURER or EXPLORER), journey to THREE different OUTSIDE LOCATIONS, and discover FOUR MONSTERS of different subtypes. Once your creatures have been gathered, you will need to find a nice CITY LOCATION to house your menagerie in. Adventure|Dreamlands|The Sorcerer's Apprentice|+9||Fantastic Dream||+2||||You should never have messed with the Master's TOME! how could you know that the SPELL would sweep you away to THE ENCHANTED WOOD? You may never have escaped those dancing mushrooms if the pink ELEPHANT CARAVAN hadn't shown up. Justwhen you thought you were safe tittering NIGHTGAUNTS carried you off to the PEAKS OF THOK. There a giant demon reveled amongst theflames threatening a nearby TOWN. If it were not for the monks of the TEMPLE OF LOVELINESS you would never again have seen the light of DAY. Adventure|New Aeon|Outbreak|+8||Heroic Adventure||+2||||The carrier contracted the disease in Kingsport (KINGSPORT LOCATION) - he lived just a block from the DAWN BIOZYME RESEARCH LAB. He spread it to others aboard the plane (TRAVEL BY AIR) and the DOCTOR was quickly overwhelmed despite his EMERGENCY MEDICAL EQUIPMENT. Authorities allowed an emergency landing at the COUNTRY LOCATION, after first establishing a GOVERNMENT QUARANTINE about the airport. Evidence collected by the HAZ_MAT TEAM confirmed everyone's worst fear: the dread EBOLA VIRUS was spreading! Adventure|New Aeon|Out Of My Mind|+8||Quest||+2||||Arriving in a simple brown wrapper, the antique book read PNAKOTIC MANUSCRIPTS across the plain cover. Four hours I read, about strange creatures called YITHIANs who possessed singular mental powers (YITHIAN MENTAL CONTACT and YITHIAN PSYCHIC POSSESSION). Apparently, they can travel through time at will, stepping from here (WAKING WORLD LOCATION) into the future (NEW AEON LOCATION) as easily as we step from room to room. They could be with us now! Adventure|Dreamlands|Doomed If You Do|+8||Corrupt Adventure||+3||||The power must be yours! You listened to the whispers of your LIVING DEAD ALLY and became obsessed with learning the secrets of the Gods. Searching all over MNAR (3 different Locations) you finally discovered an elusive BEING OF IB who would teach you the rites to propitiate the Great Old One BOKRUG. In the favor of the god, youwere taught the SPELL that can only be found in the TOME with a Dream Icon. Adventure|New Aeon|Day the Sun Stood Still|+7||Corrupt Adventure||+3||||The world can change in the BLINK OF AN EYE, especially with help from someone like you. A premonition alerted you to an UNEXPECTED ECLIPSE, visible only from THREE different COUNTRY LOCATIONS. You have long awaited this moment! Searching through the ZANTHU TABLETS you learn how to CALL THE UNNAMED ONE to loose Ye Liveliest Awfullness (a MONSTER) upon the rest of the world. Adventure|Limited|Your First Big Story!|+6||Mythos Experience||+2||||The local newspaper wants your story! To get this story published, youmust include the following elements that show a disturbing trend: search for evidence in THREE GATE LOCATIONS located in three different cities or towns; have known an ALLY that costs you Sanity; discover a TOME or ARTIFACT as evidence, and get back to a PRESS LOCATION while it is DAY. Adventure|New Aeon|Night at the Opera|+6||Mythos Experience||+1||||While on vacation at the GIULIO CESARE HOTEL, a friend (ALLY that knows Italian) invited you to the opera that NIGHT. A STORM broke at dusk, just when you were to meet at the ROME LOCATION near the MUSEUM. Fortunately, youlove walking in the rain (HYDROPHILIA), though a MONSTER youimagined in the shadows gave you quite a start. Finally, you made it and had a delightful time enjoying the MASSA DI REQUIEM PER SHUGGAY. Adventure|New Aeon|Deliverance|+6||Mythos Experience||+2||||On vacation at long last, you head upriver through the rugged countryside of TWO CATSKILLS LOCATIONS with your friend, a DREAMER. Then, things go horribly wrong. Your craft capsizes and you are captured by a SERIAL KILLER, who makes you do unspeakable things, giving you a PHOBIA. He takes you to his hideaway SITE where you are enthralled by the banjo plying of his younger cousin, a MUSICIAN. Finally you grab his WEAPON and make good your escape. Adventure|New Aeon|Camp Bright Star|+6||Mythos Experience||+2||||It was exciting to drive through the COUNTRY to Camp Bring Star near the lake (a different COUNTRY/WATER LOCATION). We swam most of the day. That NIGHT we clustered around the fire, listening to ole' Zeke paint a DISTURBING PORTRAIT of a crazed SCIENTIST suffering from a PHOBIA and a PHILIA, who killed a girl at a nearby SITE. After, we can sneak into the old CEMETERY and find her grave. Hey, maybe we'll even see a MONSTER! Adventure|Dreamlands|The Art of Magic|+5||Corrupt Adventure||+2||||Learning the Art of Magic is not simple. You must visit a LIBRARY, a SITE, and a COUNTRY GATE LOCATION to gain knowledge. Meet with TWO ALLIES that are either Spiritualists, Occultists, Priests or Dreamers. Only then will you be able to translate a TOME with the Dream Icon, and learn a SPELL. Adventure|New Aeon|Plan 9|+8||Mythos Experience||+3||||Here you are a world-famous actor, and all your agent can get you is a B-MOVIE SCRIPT. you've seen this plot before in a dime-store TOME: the SCIENTIST or PROFESSOR invents a goofy-looking TIME MACHINE, which spews forth a shaggy MONSTER. The monster runs rampant, using its hypnotic abilities to ENTHRALL VICTIMS across the world (THREE LOCATIONS in different subregions). Only Our Hero and his sidekick, TOODEE-6, can save humankind. Adventure|New Aeon|Look to the Future|+8||Mythos Experience||+2||||Deep within the SMUGGLER'S TUNNELS a madman (CORRUPT ALLY) shatters the bonds of Time with a new discovery -- a crude TIME MACHINE. A wondrous future awaits exploitation! After MUGGING a guard, he breaks into TWO GOVERNMENT ARTIFACT LOCATIONS where he discovers bizarre machines (TWO NEW AEON ARTIFACTS) and a NEW AEON ALLY who may well be his descendent. Adventure|New Aeon|Operation Nemesis|+7||Heroic Adventure||+2||||"good Morning, DETECTIVE. Here at FBI Headquarters (J. EDGAR HOOVER BUILDING) we are about to launch Operation NEMESIS. Your mission is to identify a suspected CULTIST, currently a member of a UNITED NATIONS delegation. We believe his ultimate destination to be out nation's Capitol (one WASHINGTON D.C. Location), but beware: he is known to summon a MONSTER to do his bidding. The accompanying TOME will provideyou with clues to his motives. Good Luck." Adventure|New Aeon|One Small Step|+10||Heroic Adventure||+4||||By the turn of the millennium our space agencies (KENNEDY SPACE CENTER or EUROPEAN SPACE AGENCY) began exploring the cosmos (SHUTTLE ICARUS and TWO different SPACE LOCATIONS). But even the PROPHECIES OF NOSTRADAMUS could not predict what we found. There are races of MONSTERS (two Greater and two Lesser) inhabiting those nether reaches, ruled by their monstrous dark lords (a GREAT OLD ONE or OUTER GOD). Is there, then, any future for humankind? Adventure|New Aeon|Ashes, Ashes, Azathoth|+7||Heroic Adventure||+3||||MONSTERS (two) have overrun the city. Through the sight of your WEAPON you see a BUSINESS and a MUSEUM lying in RUINS, and an Army TANK lies broken and useless. You're on your own. You grab the cold metal of your TACTICAL NUCLEAR BOMB, and take careful aim at the CORRUPT CULTIST summoning his evil lord (a GREAT OLD ONE or OUTER GOD). You know that you are too close to survive yourself, but only you can end this madness. Adventure|Standard|Two Cities And A Tale|+5||Mythos Experience||+1||||The journey begain in a KINGSPORT LOCATION. From there, the TRAIN allowed passage to a NEW YORK LOCATION where MRS. SONIA LOVECRAFT introduced you to the famous AUTHOR. The evening was spent listening to his fascinating MONSTER stories. How could he make it all up? Adventure|Standard|The Mystery At Martin's Beach|+7||Mythos Experience||+2||||There is a big party for a STEADFAST ALLY at MARTIN'S BEACH, but is ends in horror when THE MARTIN'S BEACH MONSTER rises from the bowels ofthesea. All those present develop a terrible PHOBIA. They must now regularly take DR. HAMMOND'S NERVE & BRAIN TABLETS to stop their nightmares of CTHULHU RISING. Adventure|Standard|Arkham Horror|+8||Heroic Adventure||+3||||BUSINESS is terrible - the rain has turned into a DOWNPOUR. SAMUEL WINSOR and his FAITHFUL HOUNDS are forced to flee from TWO MONSTERS whcih erupt from the river near the MISKATONIC UNIVERSITY COMMONS. TWO STEADFAST ALLIES in a nearby HOUSE have a WEAPON and offer to help. The monsters destroy the ARKHAM GAZETTE building, but the group makes a stand at the STATION and defeats them. Adventure|Standard|Searching For Laban Shrewsbury|+8||Heroic Adventure||+3||||A LETTER FROM A FRIEND reveals that noted explorer LABAN SHREWSBURY is missing. The ARKHAM POLICE DEPARTMENT has been notified, but Detective LUTHER HARDEN has had no luck in his search. He thinks Dr. Shrewsbury may have been captured by a HUNTING HORROR. After Harden gets his WEAPON, the search lasts into the EVENING before Dr. Shrewsbury is found trapped in the OLD CONGREGATIONAL CHURCH. Adventure|Standard|The Price|+8||Corrupt Adventure||+3||||By summoning a SERVITOR MONSTER, a CORRUPT CULTIST capturesa STEADFAST ALLY from a KINGSPORT LOCATION. Taking him to dark N'KAI, the Cultist uses an ENCHANTED KNIFE for his unspeakable ceremony. From the smoke of burning incense, ancient TULZSCHA is brought forth. Adventure|Standard|Alone in the World|+7||Mythos Experience||+2||||Some people are paranoid to PHOBIA levels. They carry a WEAPON and are always afraid of AMBUSH. Skulking about in CEMETARY LOCATIONS (TWO DIFFERENT CARDS) they often become CORRUPT CULTISTS and summon blasphemous horrors, such as the SERVITOR OFTHE OUTER GODS, in THE FORGOTTEN CRYPT. Adventure|Standard|Whispers In Darkness|+8||Corrupt Adventure||+3||||The letter came from HENRY W. AKELY. His tales were corroborated by thestrange TOME and SPEECH MACHINE in his package. Travelling by CAR to the LONELY AKELY FARMHOUSE revealed strange buzzing sounds from the building. Inside, Henry was conversing with N'GAH-KTHUN, planning a GOVERNMENTAL COVER-UP. Adventure|Standard|Questionable Judgement|+5||Mythos Experience||+1||||It all began in a boring LIBRARY. All those books waiting to be sorted. There must be a better way ... but wait ... that musty TOME. Wow, is it old! It reveals TWO GATE LOCATIONS (in DIFFERENT CITIES) where one can summon a MONSTER. The tome also contains a blasphemous SPELL, completing the training of a new CORRUPT CULTIST. Adventure|Limited|A Day in the Life of a Miskatonic University Student|+8||Mythos Experience||+2||||Sometimes, University life can be exciting. Today is one of those days. This day take you to THREE different MISKATONIC UNIVERSITY Locations. In your Speculative Civilizations course, you practice casting one SPELL with either Barrier, Circle, Sign or Chant in the card title. During Biology you dissect a MONSTER. Finally, you go on a field trip to a COUNTRY SITE where you attract an ALLY of the opposite sex as your Investigator. Adventure|Limited|A Heroic Rescue|+7||Mythos Experience||+3||||A STEADFAST AUTHOR, friend and ally of yours, has been abducted by agents of the Mythos. Gathering your friends, you know you can rely on the REPORTER, the DOCTOR, the PRIVATE EYE, and the WIFE. The CORRUPT CULTIST has his lair in a CEMETERY, where you corner him with a WEAPON and capture his terrible TOME. Adventure|Limited|Assault on Y'ha Nthlei|+12||Heroic Adventure||+4||||After your STAND AGAINST THE ORDER, find amidst the rubble the PONAPE SCRIPTURE, R'LYEH TEXT, or CTHAAT AQUADINGEN (one of these, not in English), revealing a dire plot against humanity. Convince a STEADFAST SOLDIER of this threat, and he calls in the Navy. A U-BOAT (Travel Underwater) attacks the underwater city of Y'HA-NTHLEI. Two DEEP ONES and a SHOGGOTH counterattacks lead by FATHER DAGON or MOTHER HYDRA. Clad only in a DIVING SUIT, dash your SPHERE OF NATH to the ground, burying the inhuman edifice forever. Adventure|Limited|Brotherhood of the Black Pharaoh|+9||Corrupt Adventure||+3||||The Brotherhood is most exclusive. First, you must find a sponsor (an ALLY) who KNOWS ARABIC. You must aquire a personal collection of Mythos ARTIFACTS or TOMES that required at least 7 Sanity points to comprehend. You must have travelled to at least six Different LOCATIONS in the Middle East. You are now a member of a Secret Society Adventure|Limited|Knee-Deep in Doom|+5||Mythos Experience||+2||||Many of the Mythos tales feature a poor unfortunate fellow who, despite the best of intentions and regardless of merit, is wholly consumed by the horrors from beyond. Before your Sanity runs out, you must have discovered physical proof of the existence of the Mythos (20 POINTS-WORTH OF MONSTERS in your Story Deck). Adventure|Limited|Lost in the Catacombs|+6||Heroic Adventure||+2||||Catacombs and other burial mounds have fascinated humankind for aeons. Growing up near the old Roman cities of Europe, you frequently sneak into those forbidden passages. In the CATACOMBS OF ROME or the CATACOMBS BENEATH PARIS you discover that Death is not always final, as a SKELETON, ZOMBIE, and MUMMY claw their way after you. Even if you flee to a nearby CHURCH, you dicover that their master, a VAMPIRE awaits. Only if you live until the DAWN OF A NEW DAY do you survive. Adventure|Limited|Make Money Fast!|+10||Corrupt Adventure||+3||||The OBSESSIVE/COMPULSIVE types are always collecting something. Take, for example, those collectable Mythos cards such as great CTHULHU, evil HERBERT WEST, and the mysterious KITAB AL-AZIF. Keep them out of the harmful rays of DIRECT SUNLIGHT and avoid the UNEXPECTED CALAMITY, and you might find a sucker^H^H^H^H^H^Hbuyer through a SURPRISE MEETING. They might even bring you enough money to put yourself through a UNIVERSITY. Adventure|Limited|On the Edge|+6||Mythos Experience||+4||||Ah! The brink of Insanity can bring enlightment. Find a way to drive your own SANITY below SIX POINTS. Of course, thay then carry you off to the SANATARIUM. The DOCTOR there, a CORRUPT CULTIST in disguise, chooses your for his diabolical experiments. First he tries to induce TWO different PHOBIAS. Then, using the instructions in his CALL OF CTHULHU TOME, he "REROLLS" YOUR INVESTIGATOR. Adventure|Limited|One Dark and Stormy Night|+6||Mythos Experience||+2||||It just seems that things always go from bad to worse. During a POWERFUL STORM, travel to THREE different LOCATIONS along the MISKATONIC VALLEY, using at least ONE TRAVEL BY CAR and finding refuge in a nearby CHURCH. Adventure|Limited|One of the Circle|+7||Mythos Experience||+2||||The Cthulhu Mythos took form when various writers wrote to one another and built on each others' creations. You, too, can become one of this circle. Of course, take inspiration from EDGAR ALLEN POE and LORD DUSANY. Then, start writing to H.P. LOVECRAFT, ROBERT W. CHAMBERS, and ARTHUR MACHEN. Finally, write a TOME of your own. Adventure|Limited|Save The World!|+18||Heroic Adventure||+3||||Following a MYTHOS EXPERIENCE, you spy an evil CORRUPT ALLY down by THE DOCKS loading an akward container onto a rusty TRAMP STEAMER. Stealing abord, you search his cabin, finding two odd TOMES and the ORNE FORMULA. Hide during the DAY. The ship finally anchors at an unknown ISLAND. At a clearing, you develop a PHOBIA from their weird chanting but, screaming, you end their unholy ritual with WEAPON blazing, slaying the foul CULTIST FROM THE PAST. Your quick ELDER SIGN seals the portal just as a GREAT OLD ONE or OUTER GOD begins to manifest. The world is saved... or is it? Adventure|Limited|The Secret of Power & Glory is Yours|+6||Mythos Experience||+2||||If one is diligent and discovers the proper sources of knowledge, one can leran to master the universe. But you can only achieve your goal if you study and travel the world. Visit 5 different GATE LOCATIONS. Find a TOME of forbidden knowledge featuring the EYE ICON. Find an ALLY that costs you Sanity. Adventure|Limited|Secrets of the Silver Twilight|+8||Corrupt Adventure||+2||||The Silver Twilight demands that you find and translate a TOME in a language that you do not already speak, and learn at least two SPELLS. Come with three ALLIES to our SILVER TWILIGHT LODGE and, before JOHN SCOTT or CARL STANFORD, summon any GREATER Monster. You are now a member of the Silver Twilight Secret Society. Adventure|Limited|Seeking Everlasting Life I|+5||Corrupt Adventure||+1||||The search for everlasting life has consumed the imaginations of dreamers for thousands of years. Ignoring the sage advice of two STEADFAST ALLIES, you shun their company and instead fall in with a CORRUPT ALLY offering the secret of Everlasting Life. He reveals the existence of this exclusive goal by showing you a TOME that bears the SKULL icon. Here you discover the RESURRECTION spell. Your dream is possible! Your goal is within reach! (to be continued...) Adventure|Limited|Seeking Everlasting Life II|+6||Corrupt Adventure||+3||||After completing the SEEKING EVERLASTING LIFE I Adventure, you must now find a greater teacher (and more dangerous knowledge). Knowing the RESURRECTION SPELL, now find a GRECIAN LEKYTHOS containing the "essential saltes" of an ancient magus, and successfully use the spell and artifact to RESSURECT A CULTIST FROM THE PAST during the NEW MOON. He reveals that you will find everlasting life only by devoting yourself utterly to a GREAT OLD ONE or OUTER GOD. Adventure|Limited|Stand Against the Order|+9||Heroic Adventure||+4||||You and two STEADFAST ALLIES are (at first) greatly impressed by the strange magnetic charisma of BARNABAS MARSH, JEREMIAH BREWSTER and ROBERT MARSH (two of these three), leaders of the Order. You soon notice evidence of the INNSMOUTH LOOK among their followers. Stealthy investigation of the MARSH MANSION and the MARSH REFINERY reveals convincing evidence of their terrible customs and foul plot for humankind. In a desperate attempt to rid the world of this menace, you DYNAMITE the ESOTERIC ORDER OF DAGON. Adventure|Limited|Summon Great Cthulhu|+13||Corrupt Adventure||+5||||In seeking ultimate power one sometimes finds ultimate power. As a member of a SECRET SOCIETY, you must gather the THREE PIECES OF THE R'LYEH DISK. Then, TRAVEL to the lost island of R'LYEH. By the light of the WAXING MOON invoke CTHULHU with your monstrous chant. You must play this Adventure card while CTHULHU is in play. From this moment on, discard or bury the CTHULHU card as a result of card play only. Adventure|Limited|The Auction|+9||Mythos Experience||+4||||Auctions are frequently good places to find extraordinary bargains for extraordinary items. Beginning in any CITY LOCATION located in Lovecraft Country, travel to THE AUCTION HOUSE in Vienna, Austria. Before the auction begins, find THIEVES IN THE ATTIC, and have a POLICE INVESTIGATION. Then, bid for an ARTIFACT or TOME that costs you TWO SANITY POINTS. Bring the item back to a second, different, CITY LOCATION in Lovecraft Country. Adventure|Limited|The Birds and the Byakhees|+6||Heroic Adventure||+2||||Many strange and unusual species inhabit the surrounding terrain. Your job is to study them. Arising at the DAWN OF A NEW DAY, you travel to TWO different WATER Locations to meet an ALLY of the opposite sex as your Investigator. Together you travel to TWO different FOREST/COUNTRY LOCATIONS to go MONSTER watching. Bring your journal back to any PRESS LOCATION or SOCIETY LOCATION. Adventure|Limited|The Cruise|+5||Mythos Experience||+2||||Begin in a CITY/WATER Location. TRAVEL BY SEA to sail to a SOUTH PACIFIC Location and speak with the STEADFAST CHIEF. Then use another TRAVEL BY SEA to get back to a different CITY. There must, of course, be a STORM at sea along the way. Adventure|Limited|The Curious Parcel|+6||Mythos Experience||+2||||Old, eccentric Uncle Eliott has done it this time. Now he's disappeared, and is presumed dead by the authorities. But wait... a package today has been delivered to you! Find a TOME in a language other than English. Learn at least ONE SPELL in that Tome. Travel to ONE LIBRARY, ONE CEMETERY, and a GATE LOCATION (3 cards). Finnaly meet TWO ALLIES that are either AUTHORS, SCHOLARS, PROFESSORS, or ARTISTS. Adventure|Limited|The Dunwich Horror|+15||Heroic Adventure||+5||||Henry Armitage asks that you accompy him to Dunwich. Begin at MISKATONIC UNIVERSITY. TRAVEL BY LAND to 3 different DUNWICH LOCATIONS with HENRY ARMITAGE and ONE OTHER PROFESSOR. On SENTINEL HILL bring together LAVINIA WHATELEY, WILBUR WHATELEY, and the SON OF YOG-SOTHOTH during the FULL MOON. Find the NECRONOMICON and the VOOLA RITUAL spell, and then return the book to a second MISKATONIC UNIVERSITY Location. Adventure|Limited|The Expedition|+11||Heroic Adventure||+3||||When you left this MISKATONIC UNIVERSITY Location with your TWO ALLIES, you dreamt only of the glory of exploration. What you found however, was a harrowing voyage of TRAVEL BY SEA, a STORM of suprising strength, the UNEXPECTED CALAMITY of a shipwreck, and the lost years in AMNESIA. Waking at a SITE, you discovered that wierd old TOME - the only possession you salvaged when forced to flee from THREE MONSTERS. Adventure|Limited|The Great Epidemic|+9||Heroic Adventure||+4||||That year, a terrible plague fell on Arkham. Assisting the DOCTOR, you struggle THREE DAYS against the worst TYPHOID EPIDEMIC in memory. You marvel at the skill of one student in particular, HERBERT WEST, who works tirelessly, often late into the NIGHT. Many in town die, including the DOCTOR (he must be in your Story Deck). Later, a mad ZOMBIE-thing runs amok and kills several people. It is now incarcerated at a SANATARIUM. Adventure|Limited|The Interesting Shop|+5||Mythos Experience||+1||||Spend the day traveling about town searching for that just-right knick-knack to adorn your mantle. Visit 4 different CITY LOCATIONS where you might find an ARTIFACT or TOME and find one thing that costs you at least 1 sanity point. Adventure|Limited|The Outsider|+7||Heroic Adventure||+3||||An eerie CORRUPT CULTIST moved into the HOUSE with a Gate at the edge of town. You spied him hauling THREE ARTIFACTS or TOMES into the storied place by the light of the WAXING MOON. Rushing back to the BUSINESS, the TOWNSFOLK RIOT in response to your warning, interrupting his foul ritual IN THE NICK OF TIME. Adventure|Limited|The Royal Geographic Society|+7||Heroic Adventure||+2||||Tell us tales of (one Location each) Lovecraft Country SITES, CATACOMBS in Europe, and TOMBS in the Middle East. We expect your circle of friends to include (four total Allies) AUTHORS, ARTISTS, a SCHOLAR or PROFESSOR, and an INVENTOR or EXPLORER. Your fine gift to our humble Lodge of a scandalously dangerous ARTIFACT or TOME costing at least 1 Sanity point only proves your generosity. Welcome to the Society! Adventure|Limited|The Strange Case of Charles Fort|+11||Heroic Adventure||+4||||Working with a PROFESSOR or INVENTOR, you uncover disturbing correlations between certain celestial phenomena (ALDEBARAN MOVES IN THE SKY, the FULL MOON, and an ECLIPSE) and earthly disasters including EARTHQUAKE, STORM, and DROUGHT. Field work takes you to two LOCATIONS in two different REGIONS. Adventure|Limited|The Sun Worshipper|+10||Corrupt Adventure||+3||||TRAVEL BY CAMEL to three different LOCATIONS in the MIDDLE EAST and meet two ALLIES who SPEAK ARABIC. They speak of an ancient legend foretelling of a coming DROUGHT where the searing eye of god will be revealed in a shaft of DIRECT SUNLIGHT. Using a second CAMEL card, hasten to the GREAT TEMPLE AT KARNAK. There, Summon a FIRE VAMPIRE in propitiatory worship of Amun-Ra, the Sun-God. Adventure|Limited|The Temple|+7||Mythos Experience||+2||||The legend of Lost Atlantis thrive in every culture. Behind every legend, however, lies a kernel of Thruth. TRAVEL UNDERWATER (U-BOAT) from any WATER LOCATION to the LOST TEMPLE OF ATLANTIS, using the DISC OF THE HYADES to find your way. Go to the Temple, and find a TOME. Then, return to a different WATER LOCATION. Adventure|Limited|The Theron Marks Society|+6||Heroic Adventure||+2||||+2 You are not alone. The Theron-Marks Society believes your wild stories of a MONSTER. We'll help you take care of that PHOBIA, as well. Our members will examine that odd TOME with that supposed SPELL that you found in the COUNTRY HOUSE. When you are feeling better, you and those TWO STEADFAST ALLIES are welcome to return as proud members of the Theron-Marks Society. One final thing - bring a WEAPON. Adventure|Limited|The Unspeakable Oath|+6||Corrupt Adventure||+2||||Procuring 'hard-to-find' goods for a select clientele is good business, but that MARSH fellow (any MARSH ALLY) sure is odd with that oath on that funny TOME and all. They must be building an army! Recently they've bought THREE WEAPONS shipments. My unease soon grew to PHOBIA proportions, but if I ever break that oath, I just know that I am doomed to CATASTROPHIC FAILURE and my wife and CHILDREN HAVE NIGHTMARES.