The Wind-Walker[]
The weather has grown cold, and the aurora borealis glows bright in the northern skies, visible even during the day. A strange madness has begun affecting those around the arctic circle, and travelers returning from the north speak of visions of an ancient civilization.
Gameplay[]
- : Each investigator gains a Hypothermia Condition unless he spends 1 Focus.
- When 3 Mysteries have been solved, investigators win the game.
- When Ithaqua awakens, flip this sheet and resolve the "Ithaqua Awakens!" effect on the back.
Setup[]
Set aside 1 Gnoph-keh Monster, 1 Wendigo Monster, and all Ithaqua Special Encounters.
Cultists[]
Cultist | |
Toughness: 1 | |
— | — |
2 | |
If you lose Health from the test, the cold chills you to your core; gain a Hypothermia Condition. |
Mythos Deck[]
Stage I: | 0 | 2 | 2 |
Stage II: | 4 | 2 | 0 |
Stage III: | 2 | 4 | 0 |
Mysteries[]
Mystery | Type | Set | |
---|---|---|---|
A Spreading Storm | Research Encounter | ||
Exploring Hyperborea | Special Encounter | ||
Growing Hunger | Eldritch Tokens | ||
Hyperborean Aurora | Item Requirement, Miscellaneous | ||
The Gnoph-Keh Attack! | Research Encounter, Miscellaneous | ||
Supplying the North | Item Requirement, Eldritch Tokens |
Research Encounters[]
City Encounters:
ID # | Set | Encounter |
---|---|---|
1 | The city is blanketed in snow, and you search for any sign of your contact (-1). If you pass, you find him in a half-buried pub, and he shares what he's learned; gain this Clue and 1 additional Clue. If you fail, you stay out in the cold for too long; lose 1 Health and gain a Hypothermia Condition. | |
2 | You've been trapped by the blizzard for days, and your mind begins to waver (). If you pass, you occupy yourself by rereading your notes and notice something you hadn't before; gain this Clue. If you fail, your mind crumbles before you can escape your shelter; gain 1 Madness Condition. | |
3 | The power has gone out, and you search in the darkness for a source of light (). If you pass, you find a lantern and a loose floor board hiding an ancient scroll; gain this Clue. If you fail, you stumble in the dark and hurt yourself; lose 1 Sanity and gain a Leg Injury Condition. | |
4 | The blizzard has buried the city in snow. You negotiate for full access to the city's library in exchange for your assistance (). If you pass, digging out the snow and searching the library will take some time; you may become Delayed to gain this Clue and 1 additional Clue. | |
5 | Searching the library's more esoteric books, you come across a passage relating to the previous ice age (). If you pass, you identify the mark of the wizard Eibon in the page's margin; gain this Clue. If you fail, something about the passage infects your thoughts; gain 1 Madness Condition. | |
6 | You meet a man driven mad by hunger. You attempt to reason with him, but he is beyond help. A Wendigo Monster ambushes you! If you defeat it, you search his belongings and find a totem related to the Wind-Walker; gain this Clue. | |
7 | You receive an anonymous letter offering information that could be important to your cause. You arrive at the designated meeting place only to walk into a trap. A Cultist Monster ambushes you! If you defeat it, you recognize the creature as a worshiper of Ithaqua; gain this Clue. | |
8 | At the crime scene, you find the victim has been mauled as if by some savage animal (). If you pass, you inspect the wounds and recognize human teeth marks; gain this Clue. If you fail, the killer returns while you are distracted; a Wendigo Monster ambushes you! | |
9 | You search through the library's occult literature for any hints at the cause of the strange weather (). If you pass, you are unable to find any thing that can explain the sudden storm, but you do learn much about the occult; improve . If you fail, the search is tiring and fruitless; lose 1 Sanity. | |
10 | A supply truck has gone missing in the snow storm while carrying food and medicine (). If you pass, you find the truck in a ditch and assist in transporting the supplies; retreat Doom by 1. If you fail, you become lost in the blizzard; lose 1 Sanity and become Delayed. | |
11 | You find an extremely rare text in the city's library, but you are not allowed to borrow the book. You offer all that you can afford (-1). If you pass, gain 1 Tome Artifact. If you fail, you remember everything you can; you may spend 1 Focus to gain this Clue. | |
12 | The creatures from the north have grown more aggressive due to the storm. This city, like many others, is under the assault of the beastly gnoph-keh. A Gnoph-keh Monster ambushes you! If you defeat it, you protect the city and its citizens; gain this Clue and 1 random Ally Asset from the deck. | |
13 | You hear screams from a nearby home and rush to investigate. The door has been left ajar and you find a man holding a bloody knife (). If you pass, you act quickly and subdue the madman, saving his victim; gain 1 random Ally Asset from the deck. If you fail, you are too scared to act and watch as he consumes the flesh of his victim; lose 2 Sanity. | |
14 | A stranger approaches you on the street, but something seems wrong (). If you pass, you notice the mad hunger in his eyes and flee; gain this Clue. If you fail, he lunges at you and takes a bite out of your arm; lose 1 Health and gain a Paranoia Condition. | |
15 | A robed figure is attacking a woman in the park, and you spring to the rescue. A Cultist Monster ambushes you! If you defeat it, you interrogate him until the police arrive; gain this Clue. If you do not defeat it, you cannot stop the woman from being sacrificed to the spirit of the wendigo; lose 2 Sanity. | |
16 | The blizzard has trapped you in the city's library. The storm will not let up until morning, and you take the time to rest and prepare for the challenges ahead. Recover 1 Health and 1 Sanity or discard a Hypothermia Condition. | |
17 | A series of grisly murders has led you to suspect the mayor. You search his office for signs of corruption (). If you pass, you uncover a totem to the Wind-Walker in a hidden drawer; gain this Clue. If you fail, the mayor returns and calls the police; gain a Detained Condition. | |
18 | In your dreams, you request the assistance from the mighty Nodens. You may gain a Dark Pact Condition to gain this Clue. If you do not gain the Condition, the weather grows worse and worse, covering the world in ice and snow; gain a Hypothermia Condition and advance Doom by 1. | |
19 | You find an account of the wizard Ommum-Vog, but it is in a language that you do not immediately recognize[1] (-1). If you pass, the text is illuminating; gain this Clue and 1 Spell. If you fail, you spend too long searching for a translation and sleep late the next day; become Delayed. | |
20 | At a scholar's estate sale, you find a number of journals detailing the history of Hyperborea and the wizard Eibon. The books are expensive but highly illuminating. You may gain a Debt Condition to gain this Clue and 1 Old Journal Unique Asset. | |
21 | You chase a suspected killer through the winding alleys. The suspect ducks into an abandoned warehouse, and you lose sight of him (-1). If you pass, you manage to corner him and notice the wild bloodlust in his eyes; gain this Clue. If you fail, he escapes into the population; lose 1 Sanity. | |
22 | In your dreams, you are a feral creature that hungers for human flesh (-1). If you pass, you manage to control your urges and explore the ancient Dreamlands; gain this Clue and improve . If you fail, your impulses bleed into the waking world; lose 1 Sanity and gain a Hunger Condition. | |
23 | You meet with a scholar who claims to know the reason for the unnatural weather. You try to convince him to join your cause (-1). If you pass, his insight proves useful; gain this Clue and 1 random Ally Asset from the deck. If you fail, he hexes you with powerful magic; lose 2 Sanity. | |
24 | The police have captured a man suspected-of killing and eating his neighbors. You are asked to observe the interrogation (-1). If you pass, you can tell the man in not in his right mind and suspect he has been possessed by a wendigo spirit; gain this Clue. |
Wilderness Encounters:
ID # | Set | Encounter |
---|---|---|
1 | You are buried to your waist in a sudden deluge of snow and must dig yourself out to continue your journey (). If you pass, you reach the rumored shrine and examine it; gain this Clue. If you fail, you are stuck until a rescue team finds you; lose 1 Sanity and gain a Hypothermia Condition. | |
2 | You find webbed footprints in the snow and attempt to track the creature (-1). If you pass, you follow the wendigo's tracks to its lair; gain this Clue and 1 additional Clue. If you fail, the tracks turn back on themselves; a Wendigo Monster ambushes you! | |
3 | You converse with an Algonquian medicine man who believes you can commune with the wendigo, the evil spirits of greed and gluttony, by meditating in the extreme cold. You may gain a Hypothermia Condition to gain this Clue. | |
4 | You hear an eerie howling on the wind at night (). If you pass, you identify the sound of the wendigo and move your camp; gain this Clue. If you fail, what you thought was the howling wind proves to be much more dangerous; a Wendigo Monster ambushes you! | |
5 | You must reach the shelter of the clifftop cave before being caught in the oncoming blizzard (-1). If you pass, you find cave paintings inside that tell the history of Hyperborea; gain this Clue and 1 additional Clue. If you fail, you're too slow and the wind and snow take their toll; lose 2 Health. | |
6 | You strike out to investigate the reports of monstrous creatures in the wild (). If you pass, you discover fresh tracks that belong to the gnoph-keh; gain this Clue. If you fail, you become disoriented in the snow-covered wilderness and give up hope; lose 1 Sanity. | |
7 | You follow a suspected murdered in the wilds, expecting to gather some evidence (-1). If you pass, he leads you to shrine with beastly totems; gain this Clue and 1 additional Clue. If you fail, he lures you into a trap and you barely escape with your life; lose 1 Health and gain 1 Injury Condition. | |
8 | You meet with your informant well outside the city limits (-1). If you pass, he tells you this unnatural weather is caused by Hyperborean magic; gain this Clue and 1 additional Clue. If you fail, he betrays you and sells your secrets to the wizard Eibon; advance Doom by 1. | |
9 | The snow has piled high and finding your way will be difficult (). If you pass, you reach the rumored shrine and discover it empowers Ithaqua; gain this Clue. If you fail, snow continues to fall and you lose your way; move 1 space along a Train or Uncharted path and become Delayed. | |
10 | As you trek through the wild, the storm grows lighter and the sky changes overhead (). If you pass, you realize that you have somehow entered the Dreamlands and explore the snowy plateau; gain this Clue. If you fail, you seem to have lost your way and must turn back; become Delayed unless you spend 1 Clue or 1 Focus. | |
11 | A mysterious man appears in your dreams and offers you knowledge about the Wind-Walker. You may gain a Dark Pact to follow the man further into the Dreamlands. If you gain the Condition, you learn much and awake clutching an old book; gain the Livre d'Ivon Artifact. | |
12 | Rumors have led you to this place. Supposedly, the shrine you will find here is the cause of the growing storm (). If you pass, you discover the ritual ground where someone has made a sacrifice to the Wind-Walker; gain this Clue. If you fail, you begin to lose your mind to the cold; lose 1 Sanity. | |
13 | People have been going missing from nearby villages. You follow some tracks you believe will lead you to the reason for the disappearances (). If you pass, you find the mangled corpses of the missing persons far from any village; gain this Clue and lose 1 Sanity. | |
14 | You have been asked to assist on an archaeological dig where you discover an ancient relic (-1). If you pass, you identify it as a tool used by the wizards of Hyperborea; gain the Hyperborean Crystal Artifact. If you fail, you are of no help, and your confidence is shaken; lose 1 Sanity. | |
15 | According to an anonymous tip, this cave is somehow related to the abnormal weather (). If you pass, you find cave paintings depicting Ithaqua and Nodens locked in combat; gain this Clue. If you fail, you do not notice the cave is inhabited by gnoph-keh until too late; lose 2 Health. | |
16 | You are aghast to see a gaunt but familiar face. Discard 1 defeated investigator token from the game board. Then a Wendigo Monster ambushes you! If you defeat it, you fear hunger might overtake you as well; lose 1 Sanity and gain this Clue. If you do not defeat it, advance Doom by 1. | |
17 | According to the map, the alien ruins should be here. You begin to dig out the snow in search of the ancient city (-1). If you pass, you uncover alien structures and find a scroll preserved in a stone chest; gain the Pnakotic Manuscripts Artifact. | |
18 | You trek into the wilds in search of a cause for the abnormal weather. After some time, you find a strange totem half buried in the snow (-1). If you pass, you uncover the totem and study it at length, identifying it as a relic that empowers Ithaqua; gain this Clue. | |
19 | You find a beastly totem buried in the snow. Gain this Clue. While examining the curio, a horrifying creature attacks. A Gnoph-keh Monster ambushes you! If you defeat it, the encounter has readied you for the challenges to come; improve . | |
20 | The cold has been worst in this area, and you search for the cause (-1). If you pass, you find a shrine that empowers Ithaqua and learn its weaknesses; gain this Clue and improve . If you fail, the cold becomes unbearable, and you are forced to turn back; gain a Hypothermia Condition unless you spend 1 Focus. | |
21 | Something has the wildlife in an uproar (-2). If you pass, you discover something buried in the snow; gain this Clue and 1 Magical Artifact. If you fail, just being in this place sets you on edge; lose 2 Sanity unless you move to an adjacent space. | |
22 | Someone is performing some ritual sacrifice to empower the Wind-Walker. Further more he seems to be unaffected by the terrible cold. A Cultist Monster ambushes you! If you defeat it, you disrupt the ritual and examine the scene; gain this Clue. | |
23 | In your dreams, you travel to the northern plateau and confront Ithaqua (-1). If you pass, you are able to fend off the Ancient One; gain this Clue and retreat Doom by 1. If you fail, Ithaqua's might leaves you cold and desperate; gain a Hunger Condition and a Hypothermia Condition. | |
24 | In this place, with the night sky overhead, you can commune with the Elder God Hypnos (-1). If you pass, Hypnos grants you a vision of the Wind-Walker and the knowledge you need to stop it; gain this Clue and 1 Spell. If you fail, the Elder God punishes you for your arrogance; gain 1 Bane Condition unless you spend 1 Focus. |
Sea Encounters:
ID # | Set | Encounter |
---|---|---|
1 | The seas have become more treacherous as the temperature drops, but you press on to reach your goal (). If you pass, you find the ship wreck you were searching for; gain this Clue. If you fail, an iceberg strikes the hull, and you're forced to abandon ship; lose 1 Health and 1 Sanity. | |
2 | You hear a noise on the deck, and when you investigate you are surprised to find a stowaway with a feral look in his eye (). If you pass, he calms down and tells you what he's seen; gain this Clue. If you fail, he attacks you before the crew throws him in the brig; lose 1 Health. | |
3 | You explore a massive iceberg and discover a stone tablet frozen deep inside. You cannot make out the writing without liberating it from the ice (). If you pass, the tablet tells of the Wind-Walker; gain this Clue and 1 additional Clue. If you fail, you accidentally destroy the tablet; discard this Clue. | |
4 | A ship carrying vital medical supplies has capsized in icy waters. You may gain a Hypothermia Condition to dive into the surf and retrieve the medicine. If you gain the Condition, the ship's crew shares the supplies and their stories; gain this Clue and 1 Provisions Unique Asset. | |
5 | The spirit of the wendigo assails you in your slumber, spreading its lustful nature (). If you pass, you banish the spirit from your dreams and awake with new purpose; gain this Clue. If you fail, you begin to feel a gnawing hunger that rapidly intensifies; gain a Hunger Condition. | |
6 | You take shelter from the snow in a cave while exploring a small island (-1). If you pass, you find elaborate cave paintings that depict the Elder God Nodens banishing Ithaqua to another world; gain this Clue and 1 additional Clue. If you fail, the storm grows worse, and you cannot return to the ship for some time; become Delayed. | |
7 | Out here on the open seas, it is clear that something unnatural is affecting the weather. Between the abnormally bright northern lights and the ice sheets forming over even the deepest oceans, you know some foul magic is at work. Gain this Clue. | |
8 | Supplies have gone missing from the galley (). If you pass, you find a man suffering from extreme hunger and muttering about Algonquian folktales; gain this Clue. If you fail, there are not enough rations and hunger begins to gnaw at the crew; lose 1 Health and gain a Hunger Condition. | |
9 | In your cabin, you are visited by a vision of the wizard Ux Loddhan.[2] He offers to help your cause in exchange for an undefined favor. You may gain a Dark Pact Condition to gain this Clue and 1 additional Clue. | |
10 | This part of the ocean has begun to freeze over, and you scan the horizon for a clause (). If you pass, you notice an eerie glow below the surface of the water; gain this Clue. If you fail, the water around the ship freezes solid; become Delayed. | |
11 | The Elder God Nodens visits you in your dreams and offers you the knowledge you need to prevent Ithaqua from breaking free if you have the necessary resolve (-1). If you pass, gain this Clue and improve . If you fail, the Elder God's presence is too much for your mind to bear; lose 2 Sanity. | |
12 | A winter storm seems to be following the ship. You search the cargo hold for some reason for the phenomenon (-1). If you pass, you find an iron-bound chest surrounded by frost and ice; gain the Heart of Winter Artifact. If you fail, the weather grows colder; lose 1 Health and 1 Sanity | |
13 | You discover human bones in a cage in the cargo hold. While investigating, a beastly figure tackles you. A Wendigo Monster ambushes you! If you pass the test, you keep your calm and trap the creature in the cage; gain this Clue. | |
14 | You discover one of the sailors performing some ritual on the ship's deck at night. You follow him to his cabin and question him (-1). If you pass, he is resistant to your interrogation, but you manage to learn of his allegiance to the wizard Eibon; gain this Clue. | |
15 | If you've interpreted the runes correctly, this ritual should create a barrier that will slow the advance of the storm (-1). If you pass, gain this Clue and retreat Doom by 1. If you fail, the magic channels the cold of the storm through you; lose 1 Health and gain a Hypothermia Condition. | |
16 | A massive, bird-like creature descends on your ship, tossing the crew overboard (). If you pass, you manage to fend off the beast, and one of the sailors identifies it as a shantak; gain this Clue. If you fail, the beast grabs you in its talons and carries you away before tossing you into the waters below; lose 2 Health and move to an adjacent space. | |
17 | One of the sailors wears a strange amulet that seems somehow familiar to you (). If you pass, you recognize it as a relic of Hyperborea and ask where he got it; gain this Clue. If you fail, you cannot identify its origin, but the pendant appears in your dreams, held by a wizard; lose 1 Sanity. | |
18 | An ice sheet has spread across the surface of the ocean. You lead an expedition onto the ice (-1). If you pass, you discover a portal to another world at the center of the ice sheet; gain this Clue. If you fail, you fall through a patch of thin ice; lose 1 Health and gain a Hypothermia Condition. | |
19 | As the ship steers into the eye of the storm, the weather clears, and the stars you see overhead are not as they should be (). If you pass, you realize the ship has somehow entered the Dreamlands; gain this Clue. If you fail, the storm has transported the ship far away; move to a random Sea space. | |
20 | As the temperature drops, the ocean spray freezes on the deck and railing of the ship, and the waters surrounding the ship turn to ice. The captain steers the ship away from the storm (-1). If you pass, for a moment, you believe you see a robed figure standing on the ice; gain this Clue. | |
21 | In the captain's cabin, you find an ancient-looking tome (-1). If you pass, the book tells of the magic of Hyperborea; gain this Clue and 1 Spell. If you fail, the captain returns while you are puzzling over the book and throws you in the brig; gain a Detained Condition. | |
22 | The island was being used to perform some ritual but seen to have been deserted (). If you pass, you find beastly tracks in the snow and quickly gather your findings and leave; gain this Clue. If you fail, a terrible creature attacks during a snow flurry; a Gnoph-keh Monster ambushes you! | |
23 | Due to the weather, every passenger must work on deck to keep the ship on course. Improve . One of the sailors is very knowledgeable about tales of ancient times, and you try to convince him to tell you what he knows while you work (-1). If you pass, gain this Clue. | |
24 | You explore a massive iceberg floating on the open ocean (-1). If you pass, you discover a citadel built from ice and recognize this as the lair of Rhim Shaikorth[3]; gain this Clue. If you fail, a huge white worm bursts from the snow and freezes your companion in solid ice; discard 1 Ally Asset. |
Special Encounters[]
ID # | Set | Initial Text | Pass Effect | Fail Effect |
---|---|---|---|---|
1 | On a distant hill by the sea, you glimpse a black tower. An eerie presence can be felt from the direction of the structure. You hesitantly approach the ancient, five-sided tower to discover its purpose (). | Inside the tower, you find multiple levels all crammed with old books and instruments of the arcane (-1). If you pass, you recognize this as the living place for the wizard Eibon; place 1 Eldritch token on the active Mystery. If you fail, you become distracted and read for hours; improve and gain 1 Spell. | From the corner of your eye, you think you see a robed figure. When you look again, there is no one to be seen. You leave quickly, afraid the figure might return. Advance Doom by 1. | |
2 | This place seems unaffected by the terrible weather that hampers the rest of the world. The marble city is surrounded by lush jungle, and its inhabitants appear to be some race of primitive humanoids. You attempt to communicate with the creatures (). | The citizens quickly warm up to you. As you socialize, you spot a number of runes around the plaza. By learning their language, you can determine their purpose (). If you pass, you realize someone has deliberately opened a portal to this strange land; place 1 Eldritch token on the active Mystery. | The citizens are aggressive and attack, chasing you relentlessly through the strange city (). If you fail, lose 2 Health and gain a Paranoia Condition. | |
3 | You climb a massive twisted tree to get a better vantage of your surroundings. Beyond the canopy on the horizon you see the white marble spires of the city of Commoriom, but the jungle is a thick tangle and difficult to navigate (). | You reach the ancient city of marble and granite. In a central square, a woman proclaims the city will fall into chaos. You speak with her to learn what she has to say (). If you pass, she tells you of an impending ice age that will bring an end to the city's prosperity; place 1 Eldritch token on the active Mystery. | You become lost in the jungle and are forced to take shelter in a cave dug into the side of a black cliff. In the night, you are attacked by a yeti-like creature (). If you fail, lose 2 Health and gain 1 Injury Condition. | |
4 | You are chased through the marble city of Commoriom by Morghi, the premier inquisitor of Yhoundeh. He believes you to be the wizard Eibon and threatens to persecute you (). | You manage to evade capture to attempt to convince Morghi that you are not who he believes you to be (). If you pass, he believes you and tells you of Eibon's heresy; place 1 Eldritch token on the active Mystery. If you fail, resolve the fail effect. | The inquisition corners you and banishes you to another world. Lose 1 Health and 1 Sanity and move to a random space. | |
5 | You follow a supposed sorcerer to his tower by the sea. You wait until you believe the time is right before attempting to sneak inside (). | You enter the tower just in time to see the man step through a panel on the wall and vanish from sight. You take your time in examining his various books and instruments (). If you pass, you confirm your suspicions that the man is the wizard Eibon; place 1 Eldritch token on the active Mystery. | The man binds your movements with magic and introduces himself as Eibon. He threatens to read your mind if you will not do as he commands. Advance Doom by 2 unless you gain a Dark Pact Condition. | |
6 | You meet a man who claims to be the wizard Eibon. He carries a tome in which he records all of his travels, and he eagerly tells you his tales (). | You recognize the enthusiasm as loyalty to the man's teacher, the true wizard Eibon. You listen carefully to the story's details, but soon find yourself being hypnotized (). If you pass, place 1 Eldritch token on the active Mystery. If you fail, the wizard's apprentice extracts your thoughts with ease; lose 2 Sanity. | The story's words are woven with magic, and you find that you've been trapped in a trance. When you awake, you find yourself stranded on a mountain. Lose 2 Sanity and gain an Amnesia Condition. | |
7 | In the city of Uzuldaroum, you hope to discover a reason for the unnatural weather affecting the world. You search the city's library for any story of use to your cause (). | You read a story of the warlock Evagh[4] and the freezing magic of the island of Yikilth. Gain 1 Spell. You notice marking in the margins of the book (). If you pass, you recognize it as the marking of Eibon; place 1 Eldritch token on the active Mystery. | You spend hours in the library, and although you find many intriguing books, none of them can answer your question. Gain 1 Clue and lose 2 Sanity. | |
8 | In the depths of Mount Voormithadreth, you discover an ancient shrine to the toad-god Tsathoggua. The shrine has recently been used for some ritual, but before you can examine the remnants, a terrifying sound shakes your courage (). | You keep your calm, but make haste to flee the source of the ruckus, taking note of the arcane sigils used around the shrine (). If you pass, you recognize the marking of Eibon as you leave; place 1 Eldritch token on the active Mystery. If you fail, the journey gains you nothing but nightmares; gain a Hallucinations Condition. | You run from the shrine as fast as your legs can carry you, leaving your equipment behind in your panic. Lose 2 Sanity and discard 1 Item possession. |
Awakening[]
Endless Winter
Ithaqua has escaped his bonds, released by the wizard Eibon who hoped to control him. Ithaqua has grown too strong for Eibon's magic to contain and the Wind-Walker no roams free, covering the world in an endless Winter. [ Show/Hide the Back ]
Ithaqua Awakens!
Spawn the Ithaqua Epic Monster on Space 13.
Final Mystery
The Ithaqua Epic Monster cannot lose Health unless 3 Mysteries have been solved.
When the Ithaqua Epic Monster is defeated, the Final Mystery is solved and investigators win the game.
The Wind-Walker
- Each time Doom would advance, move the Ithaqua Epic Monster 1 space toward The Heart of Africa instead. Then, if the Ithaqua Epic Monster is on The Heart of Africa, investigators lose the game.
- : Each investigator gains a Hypothermia Condition.
Cultist | |
Toughness: 2 | |
+1 | 1 |
-1 | 2 |
If you lose Health from the test, the cold chills you to your core; gain a Hypothermia Condition. |
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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References[]
- ↑ A character in the story The Ice-Demon by Clark Ashton Smith.
- ↑ A character in the story The Coming of the White Worm by Clark Ashton Smith. For more information about this, see the The Coming of the White Worm page on The H.P. Lovecraft Wiki.
- ↑ Probably a typo of Rlim Shaikorth, the titular creature in the story The Coming of the White Worm by Clark Ashton Smith. For more information about this, see the Rlim Shaikorth page on The H.P. Lovecraft Wiki.
- ↑ A character in the story The Coming of the White Worm by Clark Ashton Smith. For more information about this, see the The Coming of the White Worm page on The H.P. Lovecraft Wiki.
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