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"Ashcan" Pete
Set
Core Set
Health Sanity Skill Points
11 9 4
Strength Marksmanship Dexterity
5 6 5
Starting Items
Duke
Strength Marksmanship Dexterity
6 6 7
Starting Items
Guitar
Intellect Willpower Lore Luck
3 7 3 3
Special Ability
Once per game, before making an evade test, you may use this ability to gain +4 to all evade tests this turn.
Intellect Willpower Lore Luck
4 6 2 4
Special Ability
Action: Once per game, discard any number of equipment, tome, artifact, and weapon cards.(?) Gain 1 skill point for each card discarded in this way.
"Ashcan" Pete
The Drifter
Set
Recurring Nightmares
Health Sanity
7 7
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
4 4 4
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
3 2 4
Special Ability
You begin the game with the Duke Unique Item.
"Ashcan" Pete
The Drifter
Set
Core Set
Sanity Stamina
4 6
Special Ability
Scrounge: Each time Pete gains 1 common item, unique item, or spell after setup, he may choose to instead gain 1 clue token, common item, unique item, or spell.
Starting Items
"Ashcan" starts with the Duke ally.
AHTCG-Icon UniqueTDL-5: "Ashcan" Pete
The Drifter
235px
C'mere, boy. We got work to do.
Type Subtype
Investigator Drifter
Faction AHTCG-Icon Health AHTCG-Icon Sanity
Survivor 6 5
AHTCG-Icon Willpower 2 AHTCG-Icon Intellect 2 AHTCG-Icon Combat 2 AHTCG-Icon Agility 2
4 2 2 3
Ability
You begin the game with Duke in play.
AHTCG-Icon FreeDiscard a card from your hand: Ready an asset you control. (Limit once per round.)
AHTCG-Icon Elder Sign effect
+2. Ready Duke.
Deck
Size: 30
Options: Survivor cards (AHTCG-Icon Seeker) level 0–5, Neutral cards level 0–5, up to five level 0 cards from any other class.
Requirements: Duke, Wracked by Nightmares, 1 random basic weakness.

"Ashcan" Pete is an Investigator that appears in Arkham Horror Second Edition Core Set, Mansions of Madness First Edition Core Set, Mansions of Madness Second Edition Recurring Nightmares, Elder Sign Core Set, and Arkham Horror: The Card Game The Dunwich Legacy.

FictionEdit

NO HOME BUT THE OPEN ROADEdit

When you've lived on the streets as long as Pete has, you see things. Things that would drive braver men screaming into the night. But you also learn to be quiet, to stay hidden, and to play stupid if all else fails. It also helps to have a good dog, like Duke, to scare away the meaner elements of the street.

Unfortunately, this time, Pete can't hide, and there's nothing Duke can do to protect him. His nightmares have been growing steadily worse over the last month, driving him all the way here... to Arkham. Even the whiskey isn't helping much anymore. Soon, he won't be able to sleep at all. Still, there are always opportunities for a man who knows how to stay quiet... as long as he isn't too picky.[1]

At night, "Ashcan" Pete sleeps wherever his travels take him: in a field, on a train, or maybe, if he's lucky, in a barn. He bunks with his loyal hound dog, Duke, on one side and his beat-up guitar on the other. And sometimes when "Ashcan" Pete sleeps, he dreams. He dreams of haunted, tortured places and of horrible creatures. When he wakes up, he knows that someone needs his help, because his dreams are true. He couldn't say how long he's been on the road, living by his wits, but he can say for certain no place is too far to go to help someone in need. And as long as Pete can help people, he's not likely to stop wandering any time soon.[2][3][4]

The Investigators of Arkham HorrorEdit

Pete "Ashcan" Washburne grew up in Kingsport.[5]

ArtworkEdit

The Mansions of Madness and Elder Sign Investigator cards for "Ashcan" Pete use an illustration[?] from AEPSS-I6: Drifter by Patrick McEvoy.

The Arkham Horror: The Card Game Investigator card for "Ashcan" Pete uses an illustration[?] by Jake Murray.

Notes and referencesEdit


1
Gloria Goldberg
Set
Core Set
Health Sanity Skill Points
6 14 4
Strength Marksmanship Dexterity
3 3 3
Starting Items
Bind Monster
Strength Marksmanship Dexterity
4 4 4
Starting Items
Typewriter
Intellect Willpower Lore Luck
5 6 7 4
Special Ability
Action: Once per game, look at the keeper's hand of Mythos and Trauma cards and choose up to 2 of them to discard.
Intellect Willpower Lore Luck
6 6 6 3
Special Ability
Action: Once per game, look at all Exploration cards in the room of your choice (you must the[sic] return them in the same order).
Gloria Goldberg
The Author
Set
Recurring Nightmares
Health Sanity
7 7
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
2 3 4
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
4 4 4
Special Ability
At the start of your turn, if you have no Clues, gain 1 Clue.
Gloria Goldberg
The Author
Set
Core Set
Sanity Stamina
6 4
Special Ability
Psychic Sensitivity: While attempting to resolve an Other World card, Gloria may add the yellow and red dice to her dice pool for free.
Starting Items
ES-Icon Reward Common ItemES-Icon Reward Spell

Gloria Goldberg is an Investigator that appears in the Arkham Horror Second Edition Core Set, Mansions of Madness First Edition Core Set, Mansions of Madness Second Edition Recurring Nightmares, and Elder Sign Core Set.

FictionEdit

THE TRUTH IS STRANGER THAN FICTIONEdit

As a young girl, Gloria was haunted by terrible visions. After years of visiting doctors and some therapy, she learned to control her visions somewhat by writing stories. Her weird and disturbing fiction somehow spoke to the public in these troubled times, and has made her a bestselling writer.

This evening, while leaving a book signing she's attending in Arkham, she was knocked to the ground by the most powerful vision she's ever experienced. Gloria saw the sky tear open, and a huge and monstrous form pour out of the very air itself, wreaking untold havoc and killing thousands. As she sat on the ground with her arms wrapped around herself, Gloria knew, somehow, that this vision was real, and that it would come to pass unless she did something about it.

Now, she finds herself in a run-down diner, sipping coffee and trying to decide what to do.[1]

Ever since she was a young girl, Gloria has been plagued by visions of monsters dwelling in strange, nightmarish places. She eventually learned to overcome the terror that accompanied these visions by writing them into stories. As the years went by, her stories launched her into a successful career as an author, but the more she wrote, the more extreme the visions became. She has come to believe that the images she sees are not her imagination, but rather clairvoyant insight into the world of the supernatural. She has resolved to use this insight to investigate the realm of the supernatural and exorcise these nightmares from the world as well as her subconscious.[2][3]

The Investigators of Arkham HorrorEdit

Gloria is a widowed mother to two children, one living in Boston and one in Philadelphia. Her late husband's name was Benjamin. She often seeks solace for her troubles at Velma's Restaurant.[4]

ArtworkEdit

The Mansions of Madness and Elder Sign Investigator cards for Gloria Goldberg use an illustration[?] from UT-92: Arcane Initiate by Szymon Kudranski.

Notes and referencesEdit


1
Harvey Walters
Set
Core Set
Health Sanity Skill Points
6 14 4
Strength Marksmanship Dexterity
4 4 3
Starting Items
Warding Statue
Strength Marksmanship Dexterity
3 3 2
Starting Items
Shriveling
Intellect Willpower Lore Luck
7 6 7 3
Special Ability
Once per game, when attempting a Rune Puzzle, you may automatically solve it and then gain 2 skill points.
Intellect Willpower Lore Luck
6 5 8 4
Special Ability
Once per game, when you receive a Spell card, you may draw 2 cards and read the backs of both. Choose 1 to keep and discard the other.
Harvey Walters
The Professor
Set
Recurring Nightmares
Health Sanity
5 9
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
3 2 4
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
4 4 4
Special Ability
Action: Another investigator within range gains 1 Clue. Activate this ability only once per round.
Harvey Walters
The Professor
Harvey Walters ~ Elder Sign - Core Set
Set
Core Set
Sanity Stamina
7 3
Special Ability
Strong Mind: Once per roll during his turn, Harvey may change 1 die showing a ES-Icon Terror result to a CoCTCG-Icon Miskatonic University result.
Starting Items
ES-Icon Reward SpellES-Icon Reward Unique Item

Harvey Walters is an Investigator that appears in the Arkham Horror Second Edition Core Set, Mansions of Madness First Edition Core Set, Mansions of Madness Second Edition Recurring Nightmares, and Elder Sign Core Set.

FictionEdit

KNOWLEDGE IS POWEREdit

Harvey is a visiting Professor at Miskatonic University. With Doctorates in History and Archaeology, he has uncovered several interesting artifacts over the years and learned a little of the arcane arts. Recently, by carefully studying the papers and talking to people in the streets, he has begun to detect a disturbance in the city-- something that could potentially herald the arrival of something unthinkable from beyond time and space.

Checking his notes, Professor Walters prepares himself for one last trip into the streets of Arkham to confirm his theory. If he's right, it could spell the end of everything.[5]

Professor Walters began as a devotee of the archaic and obscure, but over the years he has discovered that his knowledge of ancient languages, profane relics, and strange rituals is vital to addressing dangers in the modern day. He is both an avid collector of prehistoric ephemera and a font of knowledge regarding bizarre primordial religions that worshipped[sic] nightmarish gods eons ago. When a supernatural event occurs, Professor Walters is often asked to bring his considerable resources and experiences to bear on the problem.[6][7]

ArtworkEdit

The Mansions of Madness and Elder Sign Investigator cards for Harvey Walters use an illustration[?] from AEPSS-I18: Professor Emeritus by Patrick McEvoy.

Notes and referencesEdit


1
Jenny Barnes
Set
Core Set
Health Sanity Skill Points
10 10 2
Strength Marksmanship Dexterity
4 6 6
Starting Items
.45 Automatics
Strength Marksmanship Dexterity
5 6 7
Starting Items
Isabelle's Letter
Intellect Willpower Lore Luck
4 6 3 3
Special Ability
Action: Once per game, you may move up to 2 spaces. You may then attack a monster in your space, gaining +2 to all checks in the combat.
Intellect Willpower Lore Luck
4 7 4 2
Special Ability
Once per game, when making a horror test, you may automatically pass and then move up to 2 spaces.
Jenny Barnes
The Dilettante
Set
Recurring Nightmares
Health Sanity
8 6
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
3 4 3
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
3 5 3
Special Ability
Action: If you have no Clues, gain 2 Clues and discard 1 Horror.
Jenny Barnes
The Dilettante
Set
Core Set
Sanity Stamina
6 4
Special Ability
Trust Fund: At the start of her Resolution phase, Jenny may discard 1 common item, clue token, or spell to add the yellow and red dice to her dice pool.
Starting Items
ES-Icon Reward Common ItemES-Icon Reward Spell
AHTCG-Icon UniqueTDL-3: Jenny Barnes
The Dilettante
235px
No more 'Miss Barnes' from you. My friends call me Jenny.
Type Subtype
Investigator Drifter
Faction AHTCG-Icon Health AHTCG-Icon Sanity
Rogue 8 7
AHTCG-Icon Willpower 2 AHTCG-Icon Intellect 2 AHTCG-Icon Combat 2 AHTCG-Icon Agility 2
3 3 3 3
Ability
You collect 1 additional resource during each upkeep phase.
AHTCG-Icon Elder Sign effect
+1 for each resource you have.
Deck
Size: 30
Options: Rogue cards (AHTCG-Icon Rogue) level 0–5, Neutral cards level 0–5, up to five level 0 cards from any other class.
Requirements: Jenny's Twin .45s, Searching for Izzie, 1 random basic weakness.

Jenny Barnes is an Investigator that appears in the Arkham Horror Second Edition Core Set, Mansions of Madness First Edition Core Set, Mansions of Madness Second Edition Recurring Nightmares, Elder Sign Core Set, and Arkham Horror: The Card Game The Dunwich Legacy.

FictionEdit

THE PERFECT SHOES FOR SAVING THE WORLDEdit

Several months ago, Jenny was visiting Paris when she received a letter from her sister, Isabelle. In it, Isabelle rambled incoherently, writing about men in dark cloaks following her wherever she went, and of hoofprints in the woods, left by an enormous goat. The outside of the envelope was partially stained with blood, and it was mailed from Arkham. That was the last letter from Isabelle she received.

Jenny has since returned to the States, coming to Arkham to find her missing sister. Stepping off the train from Boston into the dark autumn night, she believes that her sister was abducted by a strange cult, and is determined to find her and thwart the plans of those that took her... even if she has to save all of Arkham in the process.[8]

Jenny Barnes has spent the majority of her young life in pursuit of creature comforts, fine dining, and the latest fashions. But during her most recent summer in Paris, she received a letter from her sister, Isabelle. In this letter, Isabelle confessed that mysterious forces were aligning against her and that she feared she may fall victim to some paranormal threat. It was the last letter Jenny received from her beloved sister. Jenny has since returned to the States to track down and investigate all occult occurrences she can find. Hardly a wilting flower, she has proven herself a crack shot as well as a fearless and clever investigator of the unknown. Until Isabelle's disappearance is explained, Jenny will never relent in her search. And she will do so impeccably dressed.[9][10]

Jenny Barnes has spent the majority of her young life in pursuit of creature comforts, fine dining, and the latest fashions. That all changed when she received a letter from her sister, Isabelle. In this letter, Isabelle confessed that mysterious forces were aligning against her and that she feared she may fall victim to some paranormal threat. It was the last letter Jenny received from her beloved sister. Jenny has since returned to the States to track down and investigate all occult occurrences she can find. Hardly a wilting flower, she has proven herself a crack shot as well as a fearless and clever investigator of the unknown. Until Isabelle's disappearance is explained, Jenny will never relent in her search.[11]

ArtworkEdit

The Mansions of Madness and Elder Sign Investigator cards for Jenny Barnes use an illustration[?] from AE-131: Thrill Killer by Patrick McEvoy.

Notes and referencesEdit


1
Joe Diamond
Set
Core Set
Health Sanity Skill Points
12 8 3
Strength Marksmanship Dexterity
5 6 5
Starting Items
.45 Automatics
Strength Marksmanship Dexterity
6 6 6
Starting Items
Magnifying Glass
Intellect Willpower Lore Luck
6 5 3 3
Special Ability
Action: Once per game, choose a monster in your space and test your Luck.
Pass: Kill the monster.
Fail: Nothing happens.
Intellect Willpower Lore Luck
5 7 1 2
Special Ability
Once per game, when you reveal a clue card(?) while exploring, gain 3 skill points.
Joe Diamond
The Private Eye
Set
Recurring Nightmares
Health Sanity
8 6
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
4 5 3
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
3 3 3
Special Ability
If you spend a Clue to convert an MoM2-Icon Investigation to a MoM2-Icon Success, you may convert up to two MoM2-Icon Investigation to MoM2-Icon Success instead.
Joe Diamond
The Private Eye
Set
Core Set
Sanity Stamina
4 6
Special Ability
Hunches: Each time Joe spends 1 clue token, he gains a second free reroll (as though he had spent a second clue token).
Starting Items
ES-Icon Reward Common ItemES-Icon Reward Clue
AHTCG-Icon UniqueTCU-2: Joe Diamond
The Private Investigator
235px
Type Subtype
Investigator Detective
Faction AHTCG-Icon Health AHTCG-Icon Sanity
Seeker 8 6
AHTCG-Icon Willpower 2 AHTCG-Icon Intellect 2 AHTCG-Icon Combat 2 AHTCG-Icon Agility 2
2 4 4 2
Ability
Forced - When the investigation phase begins: Reveal the top card of your hunch deck. Until the end of the phase, you may play that card as if it were in your hand, at −2 cost. If it is still revealed at the end of the phase, shuffle it back into your hunch deck.
AHTCG-Icon Elder Sign effect
+1. You may move an Insight event from your discard pile to the bottom of your hunch deck.
Deck
Size: 40
Options: Seeker cards (AHTCG-Icon Seeker) level 0–5, Guardian cards (AHTCG-Icon Guardian) level 0–2, Neutral cards level 0–5.
Requirements: Detective's Colt 1911s, Unsolved Case, 1 random basic weakness.
Additional Requirements: Your deck must include at least 11 Insight events (including Unsolved Case). During the setup of each scenario, you must choose 11 Insight events from your deck (one of which must be Unsolved Case) and shuffle them into a separate "hunch deck".

Joe Diamond is an Investigator that appears in the Arkham Horror Second Edition Core Set, Mansions of Madness First Edition Core Set, Mansions of Madness Second Edition Recurring Nightmares, Elder Sign Core Set, and Arkham Horror: The Card Game The Circle Undone.

FictionEdit

FIFTY DOLLARS PER DAY, PLUS EXPENSESEdit

The job sounded simple enough—pick up a statue at the Providence Museum and deliver it to a guy at the Silver Twilight Lodge. The money was good, and the dame who gave him the job seemed sincere.

Sadly, things never seem to work out that easily for Joe. Now the statue is missing, two people are dead, strange cultists are on his tail, and all clues lead to Arkham. Lady Luck can be funny that way.

He's already tried talking to the Sheriff, but that flatfoot proved to be worse than useless. Looks like it's once again going to be up to Joe Diamond to solve the case.[12]

Joe Diamond is a private investigator with a reputation for handling cases that everyone else regards as supernatural nonsense. He's thorough in his investigations, and he's no one to be trifled with. His services have been employed by the wealthy as well as those down on their luck. No case is too large, too small, too strange, or too dangerous. In his experience, things start getting nasty right when you start reaching the truth, and that's exactly where he likes to be.[13]

Joe Diamond is a private investigator with a reputation for handling cases that everyone else regards as supernatural nonsense. He's thorough in his investigations, and he's no one to be trifled with. His services have been employed by the wealthy as well as those down on their luck. No case is too large, too small, too strange, or too dangerous. In his experience, things start getting nasty right when you start reaching the truth, and that is exactly where he likes to be.[14]

Joe Diamond is a private eye with a reputation for handling cases that everyone else regards as supernatural nonsense. He is thorough in his investigations and not one to be trifled with. His services have been employed by the wealthy as well as those down on their luck. No case is too large, too small, too strange, or too dangerous. In Joe's experience, things start getting nasty right when you start reaching the truth, and that is exactly where he likes to be.[15]

ArtworkEdit

The Mansions of Madness and Elder Sign Investigator cards for Joe Diamond use an illustration[?] from UT-128: Freelance Agent by Paul Allan Ballard.

Notes and referencesEdit


1
Kate Winthrop
Set
Core Set
Health Sanity Skill Points
9 11 4
Strength Marksmanship Dexterity
4 5 5
Starting Items
Flux Stabilizer
Strength Marksmanship Dexterity
4 6 4
Starting Items
Microscope
Intellect Willpower Lore Luck
6 6 6 2
Special Ability
Action: Once per game, you may test your Luck. Add +2 for each revealed clue card.(?)
Pass: You may read the Objective card.
Fail: Nothing happens.
Intellect Willpower Lore Luck
7 5 5 3
Special Ability
Once per game, before attempting a puzzle, you may discard any number of puzzle pieces and replace them with random unused puzzle pieces from the pile.
Kate Winthrop
The Scientist
Set
Recurring Nightmares
Health Sanity
6 8
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
3 3 5
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
4 3 3
Special Ability
You begin the game with the Flux Stabilizer Unique Item.
Kate Winthrop
The Scientist
Set
Core Set
Sanity Stamina
6 4
Special Ability
Science!: Monsters cannot appear during Kate's turn. In addition, she is immune to all Terror effects.
Starting Items
ES-Icon Reward SpellES-Icon Reward Unique Item

Kate Winthrop is an Investigator that appears in the Arkham Horror Second Edition Core Set, Mansions of Madness First Edition Core Set, Mansions of Madness Second Edition Recurring Nightmares, and Elder Sign Core Set.

FictionEdit

ON THE BRINK OF A MAJOR BREAKTHROUGHEdit

A brilliant researcher, but a shy, lonely person, Kate Winthrop has been working at the Miskatonic Science Labs for 4 years now and her supervisor still doesn't know her name. That doesn't matter to her though, as she has been working to complete a private quest for most of that time. Almost 3 years ago, she watched as a device malfunctioned, and Professor Young, her long-time mentor and friend, was torn apart by an indistinct creature that shrieked and gibbered before vanishing into the night. Since then, she has delved into darker scientific studies, always hoping to find something that would allow her to find and defeat that creature along with others of its kind.

Tonight, her research has finally paid off, allowing her to create a device that can defeat the alien beings she has detected in Arkham![16]

Very few of Kate Winthrop's scientific colleagues even know her name. She is painfully shy, but nonetheless possessed of a powerfully focused scientific mind. Several years ago, she watched as her mentor was devoured by an unthinkable creature from another world. A weaker mind might have gone mad or dismissed the sight as a hallucination. But Kate knew with full clarity what she saw and has spent her time ever since studying the phenomena that caused the tragedy. The result of these studies is the flux stabilizer. The device is still a work in progress, but she hopes to perfect a device that can permanently protect this world from the monstrosities that dwell in the worlds beyond. Kate is always eager to test the device or do more research at any place evidence of the supernatural may be found.[17][18]

The Investigators of Arkham HorrorEdit

Kate has been working at the Chemistry Department of Miskatonic University for four years.[19]

ArtworkEdit

The Mansions of Madness and Elder Sign Investigator cards for Kate Winthrop use an illustration[?] from UT-34: Government Grant by Roberto Campus.

Notes and referencesEdit


1
Michael McGlen
Set
Core Set
Health Sanity Skill Points
14 6 3
Strength Marksmanship Dexterity
6 7 2
Starting Items
Tommy Gun
Strength Marksmanship Dexterity
8 7 4
Starting Items
Dynamite
Intellect Willpower Lore Luck
3 7 1 2
Special Ability
Once per game, before you attack a monster on your turn, gain 2 skill points.
Intellect Willpower Lore Luck
2 8 1 4
Special Ability
Once per game, before rolling for a test during combat, use this ability to automatically pass the check unless you roll a 10.
Michael McGlen
The Gangster
Set
Recurring Nightmares
Health Sanity
9 5
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
5 3 4
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
2 3 4
Special Ability
Whenever a monster is defeated, become Focused.
Michael McGlen
The Gangster
Set
Core Set
Sanity Stamina
3 7
Special Ability
Strong Body: Once per roll during his turn, Michael may change 1 die showing a ES-Icon Terror result to a CoCTCG-Icon Combat result.
Starting Items
ES-Icon Reward Common ItemES-Icon Reward Common Item

Michael McGlen is an Investigator that appears in the Arkham Horror Second Edition Core Set, Mansions of Madness First Edition Core Set, Mansions of Madness Second Edition Recurring Nightmares, and Elder Sign Core Set.

FictionEdit

NO ONE MESSES WITH MICHAEL McGLENEdit

As a soldier in the O'Bannion gang, Michael didn't really believe in all this voodoo mumbo jumbo around town. Or at least, he didn't until the night of the Foreman job, when he saw Fast Louie Farrell pulled screaming into the river by a scaly green creature. As they say, seeing is believing and Michael is starting to believe.

Now, he has gathered his belongings together in the room that he rents at Ma's Boarding House. Louie was a friend of his, and he won't rest until he finds out what's happening in this town and avenges his buddy...[20]

Michael McGlen considers himself a problem solver. The federal authorities consider Michael McGlen a dangerous criminal and a member of organized crime. McGlen doesn't really care what other people think. After his good friend and business associate Louie was dragged into the water by some horrible creature, McGlen took it upon himself to deliver a healthy amount of payback to things that go bump in the night. He seeks out strange places haunted by the supernatural and by terrible beasts. Once there, he proceeds to solve the problem. Typically, McGlen finds that dynamite or a tommy gun are the best ways to get results.[21][22]

ArtworkEdit

The Mansions of Madness and Elder Sign Investigator cards for Michael McGlen use an illustration[?] from AE-69: O'Bannion Enforcer by Anders Finér.

Notes and referencesEdit


1
Sister Mary
Set
Core Set
Health Sanity Skill Points
8 12 3
Strength Marksmanship Dexterity
2 2 6
Starting Items
Holy Water
Strength Marksmanship Dexterity
3 2 5
Starting Items
Holy Rosary
Intellect Willpower Lore Luck
3 7 5 4
Special Ability
Action: Once per game, choose a monster in your room. You may move it up to 3 spaces.
Intellect Willpower Lore Luck
4 6 4 5
Special Ability
Action: Once per game, roll a die and heal half that much horror (rounded up) from your investigator.
Sister Mary
The Nun
Set
Recurring Nightmares
Health Sanity
6 8
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
3 3 3
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
4 3 5
Special Ability
Once per round, another investigator within range may convert an MoM2-Icon Investigation to a MoM2-Icon Success while resolving a test.
Sister Mary
The Nun
Set
Core Set
Sanity Stamina
7 3
Special Ability
Guardian Angel: Mary may ignore any lingering effects of Mythos cards. She may ignore locked dice icons during her turn, allowing her to add them to her dice pool as normal. At the end of her turn, all locked dice return to their locked dice icons.
Starting Items
ES-Icon Reward Common ItemES-Icon Reward Unique ItemES-Icon Reward Spell

Sister Mary is an Investigator that appears in the Arkham Horror Second Edition Core Set, Mansions of Madness First Edition Core Set, Mansions of Madness Second Edition Recurring Nightmares, and Elder Sign Core Set.

FictionEdit

THY WILL BE DONEEdit

Sister Mary has served the Church faithfully for many years, so when she was sent to Arkham to work with Father Michael, a man whose writings she had admired for many years, she felt that she was truly blessed. Now, after witnessing Father Michael's strange mood swings and seeing some of the bizarre practices that go on in this town, she's beginning to feel that she may have been a bit too hasty ...

For instance, last night, there was a knock on the door of the church, and when she answered it, there was nothing but a handwritten journal laying on the steps outside. Reading it, she learned of strange cults and terrible creatures that lurk in the darkness. Worse, when she laughingly showed it to Father Michael, he turned pale and threw it into the fire, yelling at her to forget what she'd seen.

Now, gathering her things and quietly leaving South Church, Sister Mary has decided to investigate this town, and in so doing, reaffirm her faith.[23]

The more Sister Mary learns of the strange and arcane forces that sometimes manifest in this world, the more certain she is that she has been set upon a path to protect the innocents and to ward off these forces when possible. Armed only with the trappings of her church and an unshakable faith, Sister Mary has sought out every supernatural threat she hears of through her fellow priests and nuns. The other members of her church may dismiss such things as medieval nonsense, but Sister Mary knows all too well that evil exists in a very literal form. She also knows that if evil is left unchecked, it will bring ruin and horror to all of creation.[24][25]

ArtworkEdit

The Mansions of Madness and Elder Sign Investigator cards for Sister Mary use an illustration[?] from UT-127: Dabbler in the Unknown by Roberto Campus.

Notes and referencesEdit


1
Carolyn Fern
Set
Forbidden Alchemy
Health Sanity Skill Points
8 12 4
Strength Marksmanship Dexterity
3 5 4
Starting Items
Walther Model 9
Strength Marksmanship Dexterity
4 5 5
Starting Items
Studies on Hysteria
Intellect Willpower Lore Luck
6 6 5 3
Special Ability
Action: Once per game, you may take any number of horror (without exceeding your Sanity). For each horror you take, choose an investigator in your room to heal 4 horror.
Intellect Willpower Lore Luck
7 7 4 2
Special Ability
Once per game, cancel an ability or the effect of a card that allows the keeper to move, attack with, or take an action with another investigator in your room.
Carolyn Fern
The Psychologist
Set
Suppressed Memories
Health Sanity
6 8
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
3 2 4
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
3 4 5
Special Ability
Action: You or another investigator within range flip 1 Horror facedown or discard 1 facedown Horror.
Carolyn Fern
The Psychologist
Set
Core Set
Sanity Stamina
6 4
Special Ability
Psychology: Once per day, at the start of any player's turn, Carolyn may cause any 1 investigator of her choice (including herself) to regain 1 sanity.
Starting Items
ES-Icon Reward Common ItemES-Icon Reward Unique Item
AHTCG-Icon UniqueTCU-1: Carolyn Fern
The Psychologist
235px
The mind is fragile, but through understanding, we can protect it.
Type Subtype
Investigator Medic
Faction AHTCG-Icon Health AHTCG-Icon Sanity
Guardian 6 9
AHTCG-Icon Willpower 2 AHTCG-Icon Intellect 2 AHTCG-Icon Combat 2 AHTCG-Icon Agility 2
3 4 2 2
Ability
AHTCG-Icon Reaction After one of your card effects heals horror from an investigator or Ally asset: The healed card's controller gains 1 resource.
AHTCG-Icon Elder Sign effect
+1. You may heal 1 horror from an investigator or Ally asset at your location.
Deck
Size: 30
Options: Guardian cards (AHTCG-Icon Guardian) level 0–3, Neutral cards level 0–5, cards that "heal horror" level 0–5, up to 15 other Seeker and/or Mystic cards level 0–1 (AHTCG-Icon Seeker and/or AHTCG-Icon Mystic).
Requirements: Hypnotic Therapy, Rational Thought, 1 random basic weakness.
Additional Restrictions: No Weapon cards level 1–5.

Carolyn Fern is an Investigator that appears in the Arkham Horror Second Edition Core Set, Mansions of Madness First Edition Forbidden Alchemy, Mansions of Madness Second Edition Suppressed Memories, Elder Sign Core Set, and Arkham Horror: The Card Game The Circle Undone.

FictionEdit

SEEKING ASYLUMEdit

Carolyn is a first year resident at a sanitarium in Providence. Over the past six months, she has been studying the dreams of her patients using hypnosis. One patient in particular gave her vivid and disturbing descriptions of his dreams, right up until he was murdered with a strange knife that closely resembled something from one of his nightmares.

Disturbed and frightened by his murder, Carolyn dug back through her notes, poring over them late into the night. Finally, she found some subtle clues that led her here, to Arkham, where he was previously an inmate in Arkham Asylum. Someone here has to know why a harmless man was murdered for talking about his dreams to his psychologist.[26]

Carolyn Fern dwells in the minds of others. Using a complex form of hypnosis, she studies the psychology of her patients through their dreams. Through this practice, she has seen and heard many disturbing things, but nothing prepared her for her most recent patient, Malachi. Following one of their more vivid and troublesome discussions of his dreams, Malachi was brutally murdered. As if that weren't terrible enough, he was murdered with an ornate knife that he had described in one of his dreams. After hearing this news, Carolyn began reviewing her old notes concerning Malachi, anxious to find some kind of clue as to who he really was. Her research has finally led her to Arkham Asylum, where Malachi was once an inmate. Surely she will be able to find some answers here.[27][28]

Visiting psychologist Carolyn Fern's newest patient is Josephine Ruggles, an heiress whose nightmares leave glyph-shaped wounds across her back. Miss Ruggles's case is unusual, even for an institution like Arkham Sanatorium. Her case takes an even stranger turn after she claims to have met Malachi - Carolyn's former patient whose treatment was cut short when he was brutally murdered - in her dreams. When Carolyn uses hypnotherapy to address Josephine's trauma, they find themselves both journeying to a strange place Josephine calls "the Dreamlands."[29]

The Investigators of Arkham HorrorEdit

Carolyn is a resident psychologist at Providence Sanatorium.[30]

ArtworkEdit

The Mansions of Madness and Elder Sign Investigator cards for Carolyn Fern use an illustration[?] from UT-5: Paranormal Specialist by Guy Gentry.

Notes and referencesEdit


1
Darrell Simmons
Set
Forbidden Alchemy
Health Sanity Skill Points
12 8 3
Strength Marksmanship Dexterity
4 6 5
Starting Items
Camera
Strength Marksmanship Dexterity
4 5 6
Starting Items
Flash Powder
Intellect Willpower Lore Luck
4 5 5 3
Special Ability
Action: Once per game, you may gain 1 skill point for each Clue card that has been found.
Intellect Willpower Lore Luck
5 6 7 2
Special Ability
Once per game, when a monster enters your room (or you enter a monster's room), you may look at the bottom of the monster's token.
Darrell Simmons
The Photographer
Set
Suppressed Memories
Health Sanity
8 6
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
3 4 5
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
3 3 3
Special Ability
Once per round, if you would gain a Clue, you may become Focused instead.
Darrell Simmons
The Photographer
Darrell Simmons ~ Elder Sign - Core Set
Set
Core Set
Sanity Stamina
4 6
Special Ability
Hometown Advantage: Once per roll during his turn, Darrell may change the result of a die from 1 investigation to 2, from 2 investigations to 3, or (on yellow and red dice) from 3 investigations to 4.
Starting Items
ES-Icon Reward Common ItemES-Icon Reward Unique Item

Darrell Simmons is an Investigator that appears in the Arkham Horror Second Edition Core Set, Mansions of Madness First Edition Forbidden Alchemy, Mansions of Madness Second Edition Suppressed Memories, and Elder Sign Core Set.

FictionEdit

SEEING IS BELIEVINGEdit

Even while growing up in Arkham, Darrell always knew that there was something not quite right about the strange little town. After graduating from high school, he went to work for the Arkham Advertiser as a photographer, and in the years since, he's crawled over every square inch of the city.

Last night, however, Darrell saw something horrible-- something that has shaken his world to its core and torn away the safe illusions we all foster to protect our minds and our souls. His editor says he was just seeing things, but as he leaves the newspaper building, he knows just what he saw and he intends to show the world! This time he'll be more careful. This time he'll take pictures and prove that things are not normal in Arkham.[31]

His editor says he's just seeing things, but Darrell Simmons knows what he saw. He grew up in Arkham, and he's no stranger to the peculiar things that are known to happen here. However, this is different. He had never seen something so terrible in his entire life, and he has cursed himself every day since for not having his camera on him to prove to everyone that he's not making this up. If they won't believe his words, maybe they'll believe his pictures when they are published in the Arkham Advertiser. Now he's seeking out the terror that's been haunting his dreams ever since that night, and he knows he's getting closer. This time he'll be careful. This time he'll come prepared. And, most importantly, this time he'll take pictures.[32][33]

ArtworkEdit

The Mansions of Madness and Elder Sign Investigator cards for Darrell Simmons use an illustration[?] from UT-39: Freelance Photographer by Patrick McEvoy.

Notes and referencesEdit


1
Dexter Drake
Set
Forbidden Alchemy
Health Sanity Skill Points
10 10 2
Strength Marksmanship Dexterity
5 4 5
Starting Items
Mists of Releh
Strength Marksmanship Dexterity
4 4 6
Starting Items
Sword Cane
Intellect Willpower Lore Luck
5 5 6 4
Special Ability
Once per game, while you are hiding, you may spend both of your Movement Steps to move to any space in any room that contains no Exploration, Lock, or Obstacle cards.
Intellect Willpower Lore Luck
5 5 7 3
Special Ability
Action: Once per game, you may move each monster that is in your line of sight 1 space.
Dexter Drake
The Magician
Set
Suppressed Memories
Health Sanity
6 8
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
3 3 3
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
5 4 3
Special Ability
Once per round, when you gain a Spell, become Focused.
Dexter Drake
The Magician
Dexter Drake ~ Elder Sign - Core Set
Set
Core Set
Sanity Stamina
5 5
Special Ability
Magical Gift: Each time Drake gains 1 or more spells after setup, he gains 1 extra spell.
Starting Items
ES-Icon Reward Unique ItemES-Icon Reward SpellES-Icon Reward Spell

Dexter Drake is an Investigator that appears in the Arkham Horror Second Edition Core Set, Mansions of Madness First Edition Forbidden Alchemy, Mansions of Madness Second Edition Suppressed Memories, and Elder Sign Core Set.

FictionEdit

BE CAREFUL WHAT YOU WISH FOREdit

After returning from his stint in the army during WWI, Dexter became a stage magician, and proved to be very successful at his trade, but he always longed to find real magic. As they say, be careful what you wish for. Years later, in a rundown store, Dexter came across a burnt and torn fragment of the Necronomicon itself. Intrigued by this ancient piece of occult knowledge, Dexter began to use his wealth in search of the truth about the ancient lore, and what he found horrified him.

Now, the more he learns, the less he wants to know, but his studies have led him to believe that a great evil will soon arise in Arkham. He knows that he may well be the only person with the ability to stop this evil from swallowing the world, so he has come to that sleepy town to speak with the proprietor of Ye Olde Magick Shoppe, one of the few magic shops that contain true lore, and not merely the stage tricks he once studied.[34]

Dexter Drake returned from the Great War to become a successful magician, enthralling audiences with his elaborate illusions and cunning stage tricks. Despite his meteoric success, Dexter always longed to discover true magic. This desire soon led him into the reserved section of a dust-filled shop dedicated to obscure books. There, he found a burnt and torn fragment of the Necronomicon itself. Intrigued by this ancient piece of occult knowledge, Dexter began to use his wealth in search of the truth about ancient lore, and what he found horrified him. His delving into the arcane eventually led him to Arkham, where he suspects a great evil will soon rise. He knows that he may well be the only person with the ability to stop this evil from swallowing the entire world.[35][36]

ArtworkEdit

The Mansions of Madness and Elder Sign Investigator cards for Dexter Drake use an illustration[?] from AE-39: Mysterious Benefactor by Anders Finér.

Notes and referencesEdit


1
Vincent Lee
Set
Forbidden Alchemy
Health Sanity Skill Points
10 10 4
Strength Marksmanship Dexterity
5 4 6
Starting Items
Gray's Anatomy
Strength Marksmanship Dexterity
5 4 5
Starting Items
Bone Saw
Intellect Willpower Lore Luck
6 4 5 2
Special Ability
Once per game, when a monster is killed in your room, gain 3 skill points and give them to any investigators in your room.
Intellect Willpower Lore Luck
7 3 4 3
Special Ability
Once per game, when an investigator is dealt damage in your room, test your Intellect.
Pass: Reduce the damage taken to 0.
Fail: Nothing happens.
Vincent Lee
The Doctor
Set
Suppressed Memories
Health Sanity
8 6
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
4 2 4
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
3 4 4
Special Ability
Action: You or another investigator within range flip 1 Damage facedown or discard 1 facedown Damage.
Vincent Lee
The Doctor
Set
Core Set
Sanity Stamina
5 5
Special Ability
Physician: Once per day, at the start of any player's turn, Vincent may cause any 1 investigator of his choice (including himself) to regain 1 stamina.
Starting Items
ES-Icon Reward Common ItemES-Icon Reward Spell

Vincent Lee is an Investigator that appears in the Arkham Horror Second Edition Core Set, Mansions of Madness First Edition Forbidden Alchemy, Mansions of Madness Second Edition Suppressed Memories, and Elder Sign Core Set.

FictionEdit

A DOCTOR'S WORK IS NEVER DONEEdit

A Yale graduate of Medicine, Vincent has recently moved to Arkham from Boston to practice at St. Mary's Hospital. Since his coming to Arkham, he has seen far too many horrible and unexplained deaths - an elderly victim torn apart by unknown wild animals, a healthy young man whose heart exploded, and so many others. Their faces haunt his dreams, especially the young man's terrified expression. After all this, small wonder that Vincent has begun to wonder if there's something sinister going on in this quiet Massachusetts town.

Tonight Dr. Lee made the decision to investigate the mysteries of Arkham and stop the strange deaths. He is determined to see this through, even if in so doing he becomes another puzzle for the next doctor who comes to Arkham.[37]

Vincent Lee knows why people die. As a Yale graduate of Medicine, he has become accustomed to knowing the conditions that inevitably lead to fatalities. However, since becoming a resident physician at St. Mary's Hospital in Arkham, he has seen far too many horrible and unexplained deaths—an elderly victim torn apart by unknown wild animals, a healthy young man whose heart exploded without identifiable cause. Their twisted faces haunt his dreams. As a man who finds comfort in having all the answers, Vincent begins to wonder if something sinister is afoot in this otherwise quiet Massachusetts town. Unable to continue his practice with the horror that he takes home every night, Vincent decides to take a sabbatical in order to investigate these strange deaths, even if it kills him.[38][39]

The Investigators of Arkham HorrorEdit

Vincent is a resident physician at St. Mary's Hospital in Arkham.[40]

ArtworkEdit

The Mansions of Madness and Elder Sign Investigator cards for Vincent Lee use an illustration[?] from UT-3: Back Alley Sawbones by Rafal Hrynkiewicz.

Notes and referencesEdit


1
Amanda Sharpe
Set
Call of the Wild
Health Sanity Skill Points
9 11 5
Strength Marksmanship Dexterity
4 3 5
Starting Items
Care Package
Strength Marksmanship Dexterity
3 3 6
Starting Items
Overdue Library Book
Intellect Willpower Lore Luck
6 5 5 3
Special Ability
Action: Once per game, take up to 4 horror. For each horror taken this way, gain 1 skill point.
Intellect Willpower Lore Luck
5 6 5 3
Special Ability
Action: Once per game, heal any combination of your damage and horror equal to your current number of skill points.
Amanda Sharpe
The Student
Set
Suppressed Memories
Health Sanity
7 7
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
3 3 4
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
4 3 4
Special Ability
You may perform two additional puzzle steps while attempting a puzzle.
Amanda Sharpe
The Student
Set
Core Set
Sanity Stamina
5 5
Special Ability
Studious: During her turn, Amanda may complete any number of tasks per roll instead of only one.
Starting Items
Amanda starts with two items drawn from the Spell, Common Item, or Unique Item decks in any combination.

Amanda Sharpe is an Investigator that appears in Arkham Horror Second Edition Core Set, Mansions of Madness First Edition Call of the Wild, Mansions of Madness Second Edition Suppressed Memories, and Elder Sign Core Set.

FictionEdit

CLASS IS IN SESSIONEdit

Amanda has been a student at Miskatonic University for 2 years now. On her way to talk to one of her professors last month, she saw a painting in the hallway that captured her attention with its hazy depiction of some horrible creature rising up out of the ocean. Ever since, Amanda has heard strange whispers in a foreign language whenever her attention drifts. More disturbingly, she has begun to dream of the vast green depths of the ocean and terrible alien cities that lie in its darkest crevasses.

This evening, as she finishes her shift as a bank teller at the First Bank of Arkham, something out of the night calls to her-- something dark and sinister that leaves the feel of sea foam in her mind and makes her gasp with the effort of resisting it. Leaning against the brick wall of the bank, Amanda realizes that she has to find out what's happening to her or she's going to fall prey to whatever alien presence is invading her mind.[41]

The halls of Miskatonic University have been home to many accomplished scholars, and Amanda Sharpe was on track to be one of the institution's most talented graduates. However, after seeing a strange painting of an enormous creature emerging from the ocean, her classwork has suffered. Her dreams are overwhelmed by images of a vast submerged city and the sounds of whispers in a language she does not understand. While her studies may have been set aside, she remains bright and dedicated to her work. The difference now is that the work she focuses on is the resolution of occult mysteries.[42][43]

ArtworkEdit

The Mansions of Madness and Elder Sign Investigator cards for Amanda Sharpe use an illustration[?] from UT-23: Local Historian by Eric Wilkerson.

Notes and referencesEdit


1
Bob Jenkins
Set
Call of the Wild
Health Sanity Skill Points
11 9 4
Strength Marksmanship Dexterity
6 5 5
Starting Items
Bottle of Jack
Strength Marksmanship Dexterity
6 4 4
Starting Items
Briefcase
Intellect Willpower Lore Luck
4 7 1 3
Special Ability
Once per game, when an investigator discard[sic] a Tome or Equipment card, you may instead return that card to that investigator's play area.
Intellect Willpower Lore Luck
5 6 2 2
Special Ability
Once per game, when an unnamed humanoid monster is stunned in your room, you may discard the monster from play.
Bob Jenkins
The Salesman
Set
Suppressed Memories
Health Sanity
7 7
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
3 3 4
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
2 5 4
Special Ability
Once per round, when you spend an action to interact with a Person, you may flip 1 Horror facedown or discard 1 facedown Horror.
Bob Jenkins
The Salesman
Set
Core Set
Sanity Stamina
4 6
Special Ability
Shrewd Dealer: Each time Bob gains 1 or more common items after setup, he gains 1 extra common item.
Starting Items
ES-Icon Reward Common ItemES-Icon Reward Common ItemES-Icon Reward Unique Item

Bob Jenkins is an Investigator that appears in Arkham Horror Second Edition Core Set, Mansions of Madness First Edition Call of the Wild, Mansions of Madness Second Edition Suppressed Memories, and Elder Sign Core Set.

FictionEdit

SUPPLY AND DEMANDEdit

As a traveling salesman, Bob is always on the go. But yesterday, he saw something that made him decide to stay in Arkham and miss his train. While he was in the General Store selling his wares, a robed man came in and bought several items, paying with old gold coins. Astounded, Bob turned to the shopkeeper for an explanation, but the man just ignored his questions, simply saying, "That happens, sometimes."

Now, Bob isn't leaving until he figures out where those gold coins came from. If he plays his cards right, maybe this will be the big score. Maybe he'll finally be able to retire and buy that boat he's had his eye on and spend the rest of his days fishing in a tropical paradise. Then again, maybe Bob will finally come to see that all that glitters is not gold.[44]

Someday, Bob Jenkins plans to cash in big. He may not be the biggest expert on forgotten cultures and secret societies, but he does know that rare books and antique weaponry can be sold for top dollar. More than once, he's discovered that an occult organization has been funded by gold coins of unknown origin, and Bob likes gold coins. He freely admits that he does not investigate arcane mysteries for noble reasons, but not many people are willing to face the horrors of the unknown. Nobility costs extra.[45][46]

Bob Jenkins (short story)Edit

Sometimes Davy Schoffner, the owner of the General Store, asks Bob to help him delivering goods to nearby towns, such as Kingsport.[47]

ArtworkEdit

The Mansions of Madness and Elder Sign Investigator cards for Bob Jenkins use an illustration[?] from UT-5: Street-Smart Rookie by Eric Wilkerson.

Notes and referencesEdit


1
Mandy Thompson
Set
Call of the Wild
Health Sanity Skill Points
10 10 3
Strength Marksmanship Dexterity
4 4 6
Starting Items
Voice of Ra
Strength Marksmanship Dexterity
5 4 5
Starting Items
Research Notes
Intellect Willpower Lore Luck
6 5 6 3
Special Ability
Once per game, before an investigator in your room performs a test, he tests your Lore instead of the indicated attribute of his investigator. Skill points cannot be used for this test.
Intellect Willpower Lore Luck
6 5 7 2
Special Ability
Once per game, when you attempt a skill check on a Tome Exploration card, you automatically succeed and then gain 2 skill points.
Mandy Thompson
The Researcher
Set
Suppressed Memories
Health Sanity
6 8
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
2 3 5
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
4 4 3
Special Ability
Once per round, when you gain a Clue, gain 1 additional Clue.
Mandy Thompson
The Researcher
Set
Core Set
Sanity Stamina
5 5
Special Ability
Research: Once per day, after any player has rolled, Mandy may reroll 2 dice before determining if the active player was able to complete a task.
Starting Items
ES-Icon Reward Common ItemES-Icon Reward Clue

Mandy Thompson is an Investigator that appears in the Arkham Horror Second Edition Core Set, Mansions of Madness First Edition Call of the Wild, Mansions of Madness Second Edition Suppressed Memories, and Elder Sign Core Set.

FictionEdit

SOME THINGS WERE NOT MEANT TO BE KNOWNEdit

Mandy came to Arkham several years ago looking for work as a researcher for Miskatonic University. Since then, she has worked with many of the University professors, delving into esoteric tomes filled with scientific information, historical reports, and sometimes even occult ramblings.

It was while reading an old book of prophecies last week that she first felt that she had stumbled onto something big. Mandy came to believe that certain signs and portents described in the book were taking place in Arkham right now-- omens that indicated the return of a terrible being referred to as an Ancient One, which would grind the cities of Man beneath its loathsome tread.

Tonight, the full moon has turned blood red, which is the final omen of the return of the Ancient One. Slipping into the night, and armed with her knowledge of the prophecy, Mandy has decided to see if she can defy fate and stop these events from taking place.[48]

Since beginning her employment as a researcher for Miskatonic University, Mandy has spent hours pouring over the profane pages of ancient, forbidden texts. Others who have been exposed to these tomes have been immediately repulsed by the horrific images and ideas they find within. Mandy, however, objectively recorded her findings and was seemingly able to shake off the damaging effects of the books. She believes she has seen a pattern emerging from the various texts which indicates an impending cataclysm. She recognizes that it may simply be an imagined paranoia resulting from her reading, but she truly believes that a disaster of epic proportions is on the horizon and that she must do everything she can to prevent it from coming to pass.[49][50]

ArtworkEdit

The Mansions of Madness and Elder Sign Investigator cards for Mandy Thompson use an illustration[?] from AE-5: Blackwood File Clerk by Katherine Dinger.

Notes and referencesEdit


1
Monterey Jack
Set
Call of the Wild
Health Sanity Skill Points
13 7 3
Strength Marksmanship Dexterity
5 6 4
Starting Items
Trusty Revolver
Strength Marksmanship Dexterity
6 5 4
Starting Items
Legendary Map
Intellect Willpower Lore Luck
4 6 5 2
Special Ability
Once per game, you may reroll a die you just rolled. You may not reroll a die that has already been rerolled.
Intellect Willpower Lore Luck
5 6 4 2
Special Ability
Once per game, after a non-Key, non-Story Item Exploration card is revealed by an investigator exploring any room, you may immediately take that card.
Monterey Jack
The Archaeologist
Set
Suppressed Memories
Health Sanity
8 6
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
5 3 4
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
3 3 3
Special Ability
Other investigators in your space do not need to evade monsters.
Monterey Jack
The Archaeologist
Set
Core Set
Sanity Stamina
3 7
Special Ability
Archaeology: Each time Monterey gains 1 or more unique items after setup, he gains 1 extra unique item.
Starting Items
ES-Icon Reward Common ItemES-Icon Reward Unique ItemES-Icon Reward Unique Item
Monterey Jack
The Archaeologist
Set
Arkham Nights
Sanity Stamina
3 7
Special Ability
Egyptology: Each time Monterey gains 1 or more unique items or relics after setup, he either gains 1 extra unique item or he spends 2 stamina to gain 1 relic.
Starting Items
ES-Icon Reward Common ItemES-Icon Reward Relic

Monterey Jack is an Investigator that appears in the Arkham Horror Second Edition Core Set, Mansions of Madness First Edition Call of the Wild, Mansions of Madness Second Edition Suppressed Memories, and Elder Sign Core Set and Arkham Nights promo set for 2017.

FictionEdit

NOTHING STAYS BURIEDEdit

Monterey has been a globe-trotting treasure hunter and adventurer for many years. Following in his father's footsteps, he's always tried to ensure that the specific value of his finds is preserved. Recently, he followed a lead on an odd prehistoric statue to Arkham. However, when he arrived, the man he came to buy the statue from was locked up in the asylum. Monterey was just about to give up and go home in disgust when a robed figure pushed past him.

For just an instant, there was a flash of a silver pendant with a symbol on it Monterey would never forget. That symbol had been carved into his murdered father's forehead, and had haunted his dreams for years.

Chasing after the mysterious figure, he turned a corner only to discover that he had lost his quarry.

However, Monterey knows that somewhere in Arkham may lie the answer to the mystery of his father's murder, and he's not leaving until he finds it.[51]

Jack has always ascribed his success in archaeology to his father's advice. "History whispers, Monterey. All you have to do is listen." His father always called him Monterey as a joke. Jack never found the nickname to be as funny as his father did. For years, Jack wandered the globe in search of forgotten treasures, but the time eventually came when his life of adventure took a tragic turn. Jack's father had been murdered and an unrecognizable sigil had been carved into his forehead. Jack was devastated. He had no idea who would do this or why. But he intended to find answers. History whispers and Monterey Jack listens.[52][53]

ArtworkEdit

The Mansions of Madness and Elder Sign Investigator cards for Monterey Jack use an illustration[?] from UT-19: Steve Clarney by Eric Wilkerson.

Notes and referencesEdit


1


Acidic Compound
Set
Forbidden Alchemy
Type Subtype
Exploration Story Item
Card Text
Gain +1 Intellect.
Action: Test your Luck.
Pass: Deal 2 damage to a monster in your space.
Fail: Take 1 damage.

Acidic Compound is an Exploration Card that appears in the Mansions of Madness First Edition Forbidden Alchemy.

ArtworkEdit


Agatha Crane
The Parapsychologist
Set
Core Set
Health Sanity
5 9
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
2 3 4
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
5 3 4
Special Ability
After you resolve a horror check, gain 1 Clue.
Agatha Crane
The Parapsychologist
Set
Omens of the Pharaoh
Sanity Stamina
6 4
Special Ability
Paranormal Sense: Each time Agatha loses 1 or more sanity, she gains 1 clue.
Starting Items
ES-Icon Reward Unique ItemES-Icon Reward Spell

Agatha Crane is an Investigator that appears in the Mansions of Madness Second Edition Core Set and Elder Sign Omens of the Pharaoh.

FictionEdit

The Story So FarEdit

Agatha Crane has degrees in Mathematics and Psychology. She is a rational, intelligent woman who believes that reason is the antidote to superstition, that evidence is required for argument, and that even the most complex mysteries of the natural world and human mind can be understood rationally. Why, then, she dedicates so much of her research to so-called "extra-sensory perception" and the evidence of ghosts is baffling mystery to almost everyone who knows her.

Agatha calls her field of study "parasypcholoy" in an attempt to remove the stigma associated with the occult in respectable academic circles. Her search for test subjects and data continually leads her to dangerous places and disreputable people, much to the despair of her long-suffering husband, Wilbur. But she is committed to her task, for reasons that only she seems to know.[54]

ArtworkEdit

Notes and referencesEdit


Agnes Baker
The Waitress
Set
Horrific Journeys
Health Sanity
7 7
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
2 3 4
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
5 4 3
Special Ability
You begin the game with the Storm of Spirits Spell.
Agnes Baker
The Waitress
Set
Omens of Ice
Sanity Stamina
6 4
Special Ability
Past Lives: When Agnes secures a die on one of her spells, she may change the result of that die to a result of her choice.
Starting Items
ES-Icon Reward SpellES-Icon Reward SpellES-Icon Reward Spell
AHTCG-Icon UniqueCS-4: Agnes Baker
The Waitress
235px
"I remember another life, one of sorcery and conquest."
Type Subtype
Investigator Sorcerer
Faction AHTCG-Icon Health AHTCG-Icon Sanity
Mystic 6 8
AHTCG-Icon Willpower 2 AHTCG-Icon Intellect 2 AHTCG-Icon Combat 2 AHTCG-Icon Agility 2
5 2 2 3
Ability
AHTCG-Icon ReactionAfter 1 or more horror is placed on Agnes Baker: Deal 1 damage to an enemy at your location. (Limit once per phase.)
AHTCG-Icon Elder Sign effect
+1 for each horror on Agnes Baker.
Deck
Size: 30
Options: Mystic cards (AHTCG-Icon Mystic) level 0–5, Survivor cards (AHTCG-Icon Survivor) level 0–2, Neutral cards level 0–5.
Requirements: Heirloom of Hyperborea, Dark Memory, 1 random basic weakness.

Agnes Baker is an Investigator that appears in the Arkham Horror Second Edition Innsmouth Horror, Mansions of Madness Second Edition Horrific Journeys, Elder Sign Omens of Ice, and Arkham Horror: The Card Game Core Set.

FictionEdit

The Story So FarEdit

Agnes Baker may be just an unassuming waitress in this life, but in a previous life, she knows that she was a powerful witch. In a time and age undreamt of in the modern world, she forced spirits to obey her and destroyed her enemies with terrifying energies.

She might have never known of her previous incarnation had she not fallen from a ladder and hit her head while changing a light in the diner. But when she awoke in the hospital, she whispered one word, "Hyperborea."

Even then, she would have dismissed her visions of a past life as simple hallucinations if it wasn't for the fact that the spells she dreamed of were real. Trying one in secret, mortally embarrassed to even be attempting it, she was stunned to see it take effect. Since then, she has been nurturing her new powers in secret, extremely careful not to let anyone else find out.

But as Agnes finishes her shift at the diner this evening, a whisper in the air warns her. Something is coming. Something that destroyed her once before, in the ancient past, and she must be prepared.[55]

Agnes Baker lived an uneventful life as a waitress until she found that strange, old key among the family belongings she kept in her attic. When her fingers brushed against it, memories of a previous life flooded her mind.

In that life, the woman who would become Agnes was a powerful sorceress, well-versed in spell-casting and a myriad of arcane lore. The more Agnes explored the memories from her past life, the more she found she could tap into her past lives' abilities, even performing magical feats herself! As Agnes learns and her power grows, she is obsessed with one word from these memories: "Hyperborea."[56]

Agnes Baker may be just an unassuming waitress in this life, but in a previous life, in a time and age undreamed of in the modern world, she had been a powerful witch. It began when she found a strange artifact—a key of some kind—in a dusty collection of family belongings in her attic. When she touched it, the memories came flooding back, along with one word: "Hyperborea." The more she delved into the visions and memories of her former life, the stronger her powers grew... and the more frightened she became.[57]

Agnes Baker (short story)Edit

Agnes works as a waitress at Velma's Diner.[58]

ArtworkEdit

Notes and referencesEdit


Akachi Onyele
The Shaman
Set
Beyond the Threshold
Health Sanity
6 8
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
3 2 4
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
4 3 5
Special Ability
Effects cannot cause you to discard Clues unless you choose to.
Akachi Onyele
The Shaman
Akachi Onyele ~ Elder Sign - Gates of Arkham
Set
Gates of Arkham
Sanity Stamina
6 4
Special Ability
Earthspeaker: Once per day, when an Other World card is drawn, one investigator of Akachi's choice regains 1 sanity and 1 stamina.
Starting Items
ES-Icon Reward Unique ItemES-Icon Reward Spell
AHTCG-Icon UniqueTPtC-4: Akachi Onyele
The Shaman
235px
I will journey to the lands beyond. I do not fear them.
Type Subtype
Investigator Sorcerer
Faction AHTCG-Icon Health AHTCG-Icon Sanity
Mystic 6 8
AHTCG-Icon Willpower 2 AHTCG-Icon Intellect 2 AHTCG-Icon Combat 2 AHTCG-Icon Agility 2
5 2 3 3
Ability
Your assets with "uses (charges)" enter play with 1 additional charge on them.
AHTCG-Icon Elder Sign effect
+1. Add 1 charge to an asset with "uses (charges)" you control.
Deck
Size: 30
Options: Mystic cards (AHTCG-Icon Mystic) level 0–5, Neutral cards level 0–5, cards with "uses (charges)" level 0–4, Occult cards level 0.
Requirements: Spirit-Speaker, Angered Spirits, 1 random basic weakness.

Akachi Onyele is an Investigator that appears in the Arkham Horror Second Edition Innsmouth Horror, Mansions of Madness Second Edition Beyond the Threshold, Elder Sign Gates of Arkham, and Arkham Horror: The Card Game The Path to Carcosa.

FictionEdit

The Story So FarEdit

For as long as Akachi can remember, she was trained to be the tribes' next shaman. Studying at the feet of the old shaman, she learned how to speak to the spirits, how to read the bones of the earth, and how to avoid the fell creatures that dwelt in the dark places.

Her education was supplemented by tutoring from an earnest young missionary. Her mentor allowed the man to teach her as long as he taught her English and other modern topics in addition to trying to convert her to Christianity.

As for his religion, Akachi was uninterested, for she had already learned many of the great secrets of lore, and felt the power of the old ways.

Recently, her old mentor called her to his bedside. His face was pale and gaunt. "Akachi, I have seen that a great trial is coming for you. You must go to the United States, to a city called Arkham. There, you will have to face one of the old creatures, using the things that I have taught you."

Weeks later, as she opens the door to Ye Olde Magick Shoppe, Akachi hopes that she can meet the challenge that lies ahead of her.[59]

As a young girl in Nigeria, Akachi became used to being set apart. Her habit of chattering away to thin air and secluding herself from other children led her village to believe she was mad. Her village dibia was the first to see her true potential. He believed Akachi was marked by the spirits for greatness and taught her how to use her communion with them to her advantage. Under his tutelage, Akachi grew into a wise young leader, respected not just in her village, but in every community to which she brought aid. Now she meets her destiny head-on, seeking out unnatural troubles that only her knowledge can stop.[60]

As a young girl in Nigeria, Akachi became used to being set apart. Her habits of chattering away at thin air and secluding herself from other children led her village to believe she was mad. Her village Dibia was the first to see her true potential. He believed Akachi was marked by the spirits for greatness, and he taught her how to commune with them to her advantage. Under his tutelage, Akachi grew into a wise young leader, respected not just in her village, but in every community she aided. Now she meets her destiny head on, seeking out unnatural troubles that only her knowledge can stop.[61]

ArtworkEdit

Notes and referencesEdit


Alhazred Lamp

You remember that this can somehow help you in times of great need.
Set
Call of the Wild
Type Subtype
Exploration Artifact
Card Text
Action: Resolve the "Alhazred Lamp" ability of the top card of the Event deck.
UT-50: Alhazred Lamp [C]
235px
Type Subtype
Support Attachment
Item
Faction Cost
The Syndicate 2
Card Text
Attach to a character.
Attached character gains CoCTCG-Icon TerrorCoCTCG-Icon CombatCoCTCG-Icon ArcaneCoCTCG-Icon Investigation.
CS-75: Alhazred Lamp [F]
Alhazred Lamp CS-75
Type Subtype
Support Attachment
Item
Faction Cost
The Syndicate 2
Card Text
Attach to a character.
Attached character gains CoCTCG-Icon TerrorCoCTCG-Icon CombatCoCTCG-Icon ArcaneCoCTCG-Icon Investigation.

Alhazred Lamp is an Exploration Card that appears in the Mansions of Madness First Edition Call of the Wild, and a Support Card that appears in the Call of Cthulhu: The Card Game Unspeakable Tales and Core Set.

AvailabilityEdit

UT-50 appears in the Eldritch Edition Premium Starter Set as I22.

ArtworkEdit

UT-50, CS-75, and the Mansions of Madness Exploration card for Alhazred Lamp use an illustration[?] by Michael "Mike" May.

MythosEdit

The Lamp of Alhazred first appeared in the story The Lamp of Alhazred (August Derleth with H.P. Lovecraft, 1957).

The Lamp of Alhazred is a device constructed by the mythical Arabian tribe of Ad, the builders of Irem, and possessed at one time by the mad Arab Abdul Alhazred. The Providence author Ward Phillips was the last to own the Lamp, and it was disposed of following his disappearance. When filled with oil and lit, the Lamp projected images of Mythos-connected locations upon the walls and objects around it. It may have also acted as a gateway to various times and places, though this effect probably worked only at certain times.[62]

Notes and referencesEdit


Alien Device
Set
The Laboratory
Type Subtype
Exploration Device
Card Text
After you close a Portal you may deal 4 damage to 1 monster in the same room as a Portal.

Alien Device is an Exploration Card that appears in the Mansions of Madness First Edition The Laboratory.

Alien Statue
Set
Season of the Witch
Type Subtype
Exploration Artifact
Card Text
Instead of spending a skill point on an attribute test, you may take 1 Mark of the Witch to add 3 to the required attribute.

Alien Statue is an Exploration Card that appears in the Mansions of Madness First Edition Season of the Witch.

Ancient Cypher
Set
Call of the Wild
Type Subtype
Exploration Equipment
Card Text
Gain +2 Intellect.
You may discard this card after you resolve a Tome Exploration card's action to perform 1 additional action.

Ancient Cypher is an Exploration Card that appears in the Mansions of Madness First Edition Call of the Wild.

ArtworkEdit


Ancient Remedies
Set
Forbidden Alchemy
Type Subtype
Exploration Equipment
Card Text
Action: Test your Intellect.
Pass: Discard a Side Effect card from an investigator in your space.
Fail: Nothing happens.

Ancient Remedies is an Exploration Card that appears in the Mansions of Madness First Edition Forbidden Alchemy.

ArtworkEdit


Arcane Lore
Set
The Laboratory
Type Subtype
Exploration Tome
Card Text
Action: Test Lore.
Pass: Take 2 horror, discard this card, and gain a Spell card of your choice.
Fail: Nothing happens.

Arcane Lore is an Exploration Card that appears in the Mansions of Madness First Edition The Laboratory.

Axe
Set
Core Set
Season of the Witch
Type Subtype
Exploration Sharp Melee Weapon
Damage 4
Card Text
ActionAttack a monster in your space.
Action: Test your Strength.
Pass: Automatically solve a lock puzzle in your room.
Fail: Nothing happens.
Axe
Set
Core Set
Type Subtype
Common Item Heavy Weapon
Range Melee Damage 2
Card Text
You may suffer 2 facedown Horror to convert all MoM2-Icon Investigation to MoM2-Icon Success while attacking with this card.

Axe is an Exploration Card that appears in the Mansions of Madness First Edition Core Set and Season of the Witch, and a Common Item Card that appears in the Mansions of Madness Second Edition Core Set.

ArtworkEdit


2

Bandages
Set
Call of the Wild
The Laboratory
Type Subtype
Exploration Equipment
Card Text
Action: Spend 1 skill point to heal up to 2 damage from an investigator in your space.
Bandages
Set
Core Set
Type Subtype
Common Item Equipment
Card Text
Action: Discard up to 2 facedown Damage. Then discard this card.

Bandages is an Exploration Card that appears in the Mansions of Madness First Edition Call of the Wild and The Laboratory, and a Common Item Card that appears in the Mansions of Madness Second Edition Core Set.

ArtworkEdit


Bank Notes
Set
Call of the Wild [2X]
Type Subtype
Exploration Equipment
Card Text
During the Investigator Trading step, you may trade this card to a sane ally in your space to take 1 Exploration card from that ally.

Bank Notes is an Exploration Card that appears in the Mansions of Madness First Edition Call of the Wild.

ArtworkEdit

The Mansions of Madness: Call of the Wild Exploration card for Bank Notes uses an illustration[?] from R-96: Inside Man by Tiziano Baracchi.

Beating Heart
Set
Call of the Wild
Type Subtype
Exploration Ritual Item
Card Text
If you drop this card, the keeper steals it.
When stolen, the keeper receives the matching ritual puzzle piece.

Beating Heart is an Exploration Card that appears in the Mansions of Madness First Edition Call of the Wild.

ArtworkEdit


Black Book
Set
Season of the Witch
Type Subtype
Exploration Tome
Card Text
Action: If you have the "Alien Statue", test Lore −3.
Pass: Destroy the "Black Book".
Fail: Take 1 horror.

Black Book is an Exploration Card that appears in the Mansions of Madness First Edition Season of the Witch.

Black Rites of Luveh
Set
Call of the Wild
Type Subtype
Exploration Key
Card Text
Action: Test Intellect.
Pass: Place 1 horror token on this card. When you place the third token, discard this card and gain a random Clue card from the reserves.
Fail: Nothing happens.

Black Rites of Luveh is an Exploration Card that appears in the Mansions of Madness First Edition Call of the Wild.

ArtworkEdit

MythosEdit

The Black Rites first appeared in the story The Suicide in the Study (Robert Bloch, 1935).

The Black Rites are a section of the Scroll of Bubastis written by the Atlantean or Egyptian high priest Luveh-Keraphf, who worshiped Bast. The oldest copy known dates to the Thirteenth Dynasty. The Black Rites were usually omitted from the scrolls, but copies were secretly kept at Egypt's most powerful temples. The original was written in Khemite hieratic script, and a Greek translation may also exist. The book may have been passed down to the present day, though finding a copy in these times is nearly impossible.

The book contains a great deal of information on Bast's worship, a general overview of the other Egyptian gods, the tale of the discovery of Sebek's Golden Crocodile, and a cautionary note on Nyarlathotep and the Black Pharaoh.[63]

Notes and referencesEdit


Boat Keys
Set
Call of the Wild
Type Subtype
Exploration Equipment
Card Text
You may use boat feature markers to move over or along impassible borders.

Boat Keys is an Exploration Card that appears in the Mansions of Madness First Edition Call of the Wild.

ArtworkEdit


Book of Eibon
Set
Call of the Wild
Type Subtype
Exploration Tome
Card Text
Action: Test Intellect +1.
Pass: Take 1 horror, discard this card, and gain a "Voice of Ra" Spell card.
Fail: Nothing happens.
AHTCG-Icon UniqueAE-53: Book of Eibon [R]
Hyperborean Grimoire
235px
Type Subtype
Support Tome
Faction Cost
Miskatonic University 2
Card Text
Action: exhaust to attach Book of Eibon to a character. While Book of Eibon is attached, attached character gains an CoCTCG-Icon Investigation icon.
Action: unattach Book of Eibon.
AHTCG-Icon UniqueSotD-34: Book of Eibon [F]
Mind Bending Revelations
235px
Type Subtype
Support Attachment
Tome
Faction Cost
Yog-Sothoth 2
Card Text
Attach to a character.
Attached character's controller cannot have more than 5 cards in his hand. If that player has more than 5 cards in hand, that player must choose and discard cards from his hand until 5 cards remain.

Book of Eibon is an Exploration Card that appears in the Mansions of Madness First Edition Call of the Wild, and a Support Card that appears in the Call of Cthulhu: The Card Game Arkham Edition and Summons of the Deep.

AvailabilityEdit

SotD-34 appears in the Necronomicon Draft Pack.

ArtworkEdit

AE-53 uses an illustration[?] by John Goodenough.

SotD-34 uses an illustration[?] by Mark Hyzer.

MythosEdit

The Book of Eibon first appeared in the story The Holiness of Azedarac (Clark Ashton Smith, 1933).

The Book of Eibon, or Liber Ivonis, is a tome penned by the Hyperborean wizard Eibon. The oldest confirmed copy still existing is the ninth-century Latin translation of C. Philippus Faber, which was likely the source of the Latin text printed in Rome in 1662. The Latin copies of the Book of Eibon at Miskatonic and Harvard stem from this particular tradition.

A great deal of Eibon's book is devoted to tales of his own youth, his magical experiments, and his journeys to Shaggai and the Vale of Pnath. The book contains information on the rites of Tsathoggua, the artist Rhydagand, and tales of the great Rlim-Shaikorth. Incantations for calling the emanation from Yoth and the Green Decay are held within, along with formulas for a chemical that petrifies living flesh and a powder that will destroy certain star-spawned monstrosities.

Though the Book of Eibon covers a vast amount of knowledge, only a fraction of the original work survives. For instance, certain rituals intended to call down dholes to serve the summoner have been lost, and an encoded onepage appendix regarding the Antarctic Old Ones is found in only a few volumes.[64]

Notes and referencesEdit


Brady's Hand
Set
Til Death Do Us Part
Type Subtype
Exploration Ally
Key
Card Text
Discard this card when you explore "Impassable Debris" to discard the Obstacle card.

Brady's Hand is an Exploration Card that appears in the Mansions of Madness First Edition Til Death Do Us Part.

Brady's Head
Set
Til Death Do Us Part
Type Subtype
Exploration Ally
Card Text
Action: Take 2 horror and test Intellect.
Pass: The keeper must tell you which room the next clue card is in.
Fail: Nothing happens.

Brady's Head is an Exploration Card that appears in the Mansions of Madness First Edition Til Death Do Us Part.

Brass Key
Set
Core Set
Call of the Wild
The Silver Tablet
Type Subtype
Exploration Key
Card Text
Discard this card when you explore a "Locked Cabinet" to discard the Obstacle card.
Brass Key

As you hold the key, you look around for a matching doorknob or padlock.
Set
Core Set
Type Subtype
Unique Item Key

Brass Key is an Exploration Card that appears in the Mansions of Madness First Edition Core Set, Call of the Wild, and The Silver Tablet, and a Unique Item Card that appears in the Mansions of Madness Second Edition Core Set.

ArtworkEdit


2

Brass Knuckles
Set
The Silver Tablet
Til Death Do Us Part
House of Fears
The Yellow Sign
Type Subtype
Exploration Equipment
Card Text
Action: Test Strength.
Pass: Deal 2 damage to a monster in your space. Then, stun the monster.
Fail: Nothing happens.
Brass Knuckles
Set
Core Set
Type Subtype
Common Item Equipment
Card Text
Roll 2 additional dice while attacking unarmed.
EE-83: Brass Knuckles [C]
235px
Type Subtype
Support Attachment
Weapon
Faction Cost
The Syndicate 0
Keywords
SteadfastCoCTCG-Icon The SyndicateCoCTCG-Icon The Syndicate
Card Text
Attach to a character.
Attached characters gets +2 skill and gains Toughness +1.

Brass Knuckles is an Exploration Card that appears in the Mansions of Madness First Edition The Silver Tablet, Til Death Do Us Part, House of Fears, and The Yellow Sign, a Common Item Card that appears in the Mansions of Madness Second Edition Core Set, and a Support Card that appears in the Call of Cthulhu: The Card Game Eldritch Edition.

ArtworkEdit

EE-83 and the Mansions of Madness Exploration cards for Brass Knuckles use an illustration[?] by John Goodenough. 2

Byakhee

It shrieked and flapped its wings. I thought of the empty shell of a beetle, and the soft loam of rotting earth. It cocked its carapaced head at me, black teeth clicking against each other.
Set
Core Set [3X]
Dimension

Movement
AH-Icon Dim Circle

Flying
EH-Icon Will EH-Icon Strength EH-Icon Observation
−1 +0 −2
Horror Damage Toughness
1EH-Icon Horror 2EH-Icon Damage 1
Byakhee
Set
Forbidden Alchemy
Type Evade Horror
Beast −2 −2

Keywords
Flying
Damage Stamina
2 7
Special Attack
The creature offers you transport.
Do you accept?
Yes: You fly through space for what seems like centuries.
Take 2 horror.
No: It scurries away.
The keeper may move the monster 2 spaces.
Damage Stamina
1 9
Special Attack
The creature offers you transport.
Do you accept?
Yes: You climb on its back.
Take 1 horror and move up to 2 spaces. Then place the byakhee in your space.
No: Your refusal upsets the creature.
Take 2 damage.
Byakhee

With membranous wings and flat webbed feet, this creature flaps and flops along awkwardly on the ground, but with sinister grace in the air.
Set
Suppressed Memories [2X]
Aware Horror Brawn
4 3 2

Keywords
Flying
Byakhee

I narrowly dodged the beast's grasp as it swooped towards me and then to the high window.
Set
Core Set

Trophy Battle Task
2 Lore/Terror Task
Byakhee
Set
Core Set

EH-Icon Will EH-Icon Strength
+0 +0
Horror Damage Toughness
1EH-Icon Horror 2EH-Icon Damage 2
Effect
If you defeat this Monster during a Combat Encounter, you may lose 1 Sanity and move 3 spaces instead of resolving another encounter.

Byakhee is a Monster that appears in the Arkham Horror Second Edition Core Set, Mansions of Madness First Edition Forbidden Alchemy, Mansions of Madness Second Edition Suppressed Memories, Elder Sign Core Set, and Eldritch Horror Core Set.

ArtworkEdit

MythosEdit

Byakhees first appeared in the story The House on Curwen Street (August Derleth, 1944).

Byakhees are creatures resembling bats, birds, moles, and rotting corpses, but not quite like any of them. They dwell in Carcosa and interstellar space, though they have been known to frequent Yuggoth and other worlds. [65]

Notes and referencesEdit


Capsules of Tranquility
Set
The Silver Tablet
House of Fears
The Yellow Sign
Type Subtype
Exploration Equipment
Card Text
Action: Discard this card to heal 1 damage or 1 horror. Then, test Luck.
Pass: Discard 1 Trauma card.
Fail: Nothing happens.

Capsules of Tranquility is an Exploration Card that appears in the Mansions of Madness First Edition The Silver Tablet, House of Fears, and The Yellow Sign.

Carbine
Set
The Silver Tablet
Til Death Do Us Part
Type Subtype
Exploration Ranged Weapon
Damage 4
Card Text
ActionAttack a monster within 3 range. If you deal damage during this combat, move the monster 1 space away from you.
EE-23: Carbine [C]
235px
"Long-range. In fact, the more long-range, the better."
Type Subtype
Support Attachment
Weapon
Faction Cost
The Agency 0
Keywords
SteadfastCoCTCG-Icon The AgencyCoCTCG-Icon The Agency
Card Text
Attach to a character.
Attached character gains CoCTCG-Icon CombatCoCTCG-Icon Combat.

Carbine is an Exploration Card that appears in the Mansions of Madness First Edition The Silver Tablet and Til Death Do Us Part, and a Support Card that appears in the Call of Cthulhu: The Card Game Eldritch Edition.

ArtworkEdit

EE-23 uses an illustration[?] by Marc Simonetti.

Carson Sinclair
The Butler
Set
Core Set
Health Sanity
8 6
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
3 2 5
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
4 4 3
Special Ability
Action: Another investigator within range may perform 1 action. Activate this ability only once per round.
Carson Sinclair
The Butler
Carson Sinclair ~ Elder Sign - Omens of the Pharaoh
Set
Omens of the Pharaoh
Sanity Stamina
5 5
Special Ability
Resourceful: When Carson spends trophies on the entrance, the cost of each option is reduced by 1 (to a minimum of 1).
Starting Items
ES-Icon Reward ClueES-Icon Reward ClueES-Icon Reward Ally

Carson Sinclair is an Investigator that appears in the Mansions of Madness Second Edition Core Set and Elder Sign Omens of the Pharaoh.

FictionEdit

The Story So FarEdit

Carson Sinclair has served three generations of the Webb family in Arkham, first as a footman and later as a butler. Always proper, Carson watched with disapproval as his most recent employer, Hercule Webb, began bringing bizarre artifacts and profane tomes into his house, engaging in occult studies. He was aided in these endeavors by his business manager, the disagreeable Dupuis.

Disaster struck when Mr. Webb was drawn through an impossible hole in the sky while Carson brought him evening tea. No one believes Carson's description of the events, and with no proof of Mr. Webb's death, control of his estate has passed to Dupuis, who has quietly siphoned funds from the Webb trust and effectively frozen out the Webb children. Carson has resolved to get to the bottom of the matter, for the children's sake.[66]

ArtworkEdit

Notes and referencesEdit


Ceremonial Knife
Set
Call of the Wild
Type Subtype
Exploration Ritual Item
Card Text
If you drop this card, the keeper steals it.
When stolen, the keeper receives the matching ritual puzzle piece.

Ceremonial Knife is an Exploration Card that appears in the Mansions of Madness First Edition Call of the Wild.

ArtworkEdit


Ceremonial Skull
Set
Core Set
Season of the Witch
Type Subtype
Exploration Artifact
Card Text
Gain +2 Lore.
ActionAttack a monster in your space.
Action: Test your Luck.
Pass: Gain 2 skill points.
Fail: Keeper gains 4 threat.

Ceremonial Skull is an Exploration Card that appears in the Mansions of Madness First Edition Core Set and Season of the Witch.

ArtworkEdit


Charlie Kane
The Politician
Set
Sanctum of Twilight
Health Sanity
5 9
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
3 2 4
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
3 5 4
Special Ability
While within range of a Person, you may convert an MoM2-Icon Investigation to a MoM2-Icon Success. Activate this ability only once per test.
Charlie Kane
The Politician
Set
Omens of Ice
Sanity Stamina
6 4
Special Ability
Connections: Charlie's item and ally cards can also be used as trophies with a value of 2.
Charlie may allow other investigators to spend his trophies (including his item and ally cards).
Starting Items
ES-Icon Reward Common ItemES-Icon Reward Ally

Charlie Kane is an Investigator that appears in Arkham Horror Second Edition Kingsport Horror, Mansions of Madness Second Edition Sanctum of Twilight, and Elder Sign Omens of Ice.

FictionEdit

The Story So FarEdit

Charlie Kane promised the people of Arkham a safer future. He made a lot of promises-- lower taxes, better schools, less crime. It was part of the job, after all. He said what he had to say to get elected, and then he set about doing what he could to help people. Although he had to do things he wasn't proud of, Charlie always worked for the greater good. The people came first.

So when Charlie Kane started hearing the reports, he put the people first. Of course, he couldn't tell anyone-- couldn't reveal what he had pieced together, reports from various parts of the city government that painted a macabre portrait of Arkham's future. For one, who'd believe him? For another, how would widespread panic serve the public good?

Still, Charlie has always had connections in town. So he gathered up his reports and paid a visit to Professor Grant at Miskatonic University.

The fact that he now stands before Professor Grant's mutilated corpse in Professor Grant's blood-stained office, does not fill Chalie Kane with confidence.[67]

Charlie Kane's campaign was founded by casting him as a man who took on the most important issues facing Arkham. Between his legion of political allies and his healthy amount of personal funds, he felt uniquely qualified to handle anything being an elected official brought his way. Monsters, cults, and strange rituals were the farthest thing from his mind, but in order to keep Arkham safe–and his constituents alive and voting–he knows the most important issue is defeating the supernatural forces at work in his city.[68]

ArtworkEdit

Notes and referencesEdit


Child of Dagon

Even less human than its fellows, this creature's fish-like stare and clammy skin hint at its ancestry.
Set
Core Set
Aware Horror Brawn
4 3 2

Child of Dagon is a Monster that appears in the Mansions of Madness Second Edition Core Set.

ArtworkEdit

Notes and referencesEdit


Child of the Goat
Set
The Black Goat of the Woods [3X]
Dimension

Movement
AH-Icon Dim Hexagon

Normal
EH-Icon Will EH-Icon Strength EH-Icon Observation
+1 −3
Horror Damage Toughness
EH-Icon Horror 0EH-Icon Damage 1
Effect
Child of the Goat is treated as a Cultist. If you fail a Combat check or Evade check against Child of the Goat, you are delayed.
Child of the Goat
Set
Call of the Wild
Type Evade Horror
Humanoid −1 +1

Damage Stamina
2 4
Special Attack
The woman dances about, performing some heathen ritual.
Test Willpower.
Pass: Nothing happens.
Fail: You are compelled to join in the ceremony.
You are cursed twice.
Damage Stamina
1 5
Special Attack
She spreads her arms wide, asking why you fight the inevitable.
Test Intellect.
Pass: Nothing happens.
Fail: You agree that violence might not be the solution.
Drop 1 Weapon card of your choice (if able).
Child of the Goat

To all appearances, the children of the Goat are ordinary people. It is in their appetites and devotion that the aberration lies.
Set
Suppressed Memories [2X]
Aware Horror Brawn
3 1 2
Child of the Goat
Set
Mountains of Madness

EH-Icon Strength
+0
Damage Toughness
2EH-Icon Damage 1
Keywords
Magical Resistance
Reckoning
Roll 1 die. On a 1 or 2, advance Doom by 1.

Child of the Goat is a Monster that appears in the Arkham Horror Second Edition The Black Goat of the Woods, Mansions of Madness First Edition Call of the Wild, Mansions of Madness Second Edition Suppressed Memories, and Eldritch Horror Mountains of Madness.

ArtworkEdit

Notes and referencesEdit


Chthonian
Set
Core Set [2X]
Dimension

Movement
AH-Icon Dim Triangle

Unique
EH-Icon Will EH-Icon Strength EH-Icon Observation
−2 −3 +1
Horror Damage Toughness
2EH-Icon Horror 3EH-Icon Damage 3
Effect
Instead of moving, roll a die. On a 4–6, all investigators in Arkham lose 1 Stamina.
Chthonian
Set
Core Set
Type Evade Horror
Eldritch −1 −3

Damage Stamina
4 10
Special Attack
Its slimy tentacles reach for you.
Test Strength −1.
Pass: You escape its grasp with minor bruises.
Take 1 damage.
Fail: It crushes your frail body, until your organs begin to burst.
Take 5 damage.
Damage Stamina
3 12
Special Attack
The ground falls away beneath your feet.
Test Dexterity −1.
Pass: You stumble away from the hole.
You are stunned.
Fail: You land on your head at the bottom of a crevasse.
Take 4 damage and you are stunned.
Cthonian

The movement of these great worms beneath the earth causes the ground to shake and buildings to collapse.
Set
Recurring Nightmares [2X]
Aware Horror Brawn
4 7 5
Chthonian

The floor burst open, revealing a colossal mass of tentacles.
Set
Core Set

Trophy Battle Task
2 7 Investigation TaskES-Icon Clock TaskES-Icon 1 Stamina Task
Cthonian
Set
Core Set

EH-Icon Will EH-Icon Strength
−1 −2
Horror Damage Toughness
2EH-Icon Horror 3EH-Icon Damage 4
Spawn
When this Monster is spawned, move it to The Heart of Africa.

Chthonian is a Monster that appears in the Arkham Horror Second Edition Core Set, Mansions of Madness First Edition Core Set, and Elder Sign Core Set.

Cthonian is a Monster that appears in the Mansions of Madness Second Edition Recurring Nightmares and Eldritch Horror Core Set.

ArtworkEdit

MythosEdit

Chthonians first appeared in the story Cement Surroundings (Brian Lumley, 1969).

The Chthonians are a race of subterranean burrowers resembling short-tentacled, eyeless squids, which are led by a gigantic member of their species named Shudde M'ell. These beings were imprisoned near the African city of G'harne, but escaped their bondage and spread throughout the world by tunneling through the earth's crust. The chthonians move by burrowing through rock, using a process that seems to melt the stone through which they travel. By use of a similar ability, the chthonians may create earthquakes and subsidences wherever they desire. In fact, the San Francisco earthquake of 1906 has been credited to this species.[69]

Notes and referencesEdit


Cipher
Set
Forbidden Alchemy
Type Subtype
Exploration Key
Card Text
Discard this card when you explore a "Coded Writing" to discard the Obstacle card.

Cipher is an Exploration Card that appears in the Mansions of Madness First Edition Forbidden Alchemy.

ArtworkEdit


Colt .38
Set
Core Set
Season of the Witch
The Laboratory
Type Subtype
Exploration Ranged Weapon
Damage 3
Card Text
ActionAttack a monster within 3 range. If you roll a 1 on a test during this combat, deal 2 additional damage.

Colt .38 is an Exploration Card that appears in the Mansions of Madness First Edition Core Set, Season of the Witch, and The Laboratory.

ArtworkEdit


Combination
Set
Forbidden Alchemy
Type Subtype
Exploration Key
Card Text
When exploring an Iron Safe, attempt Lock Puzzle #5B to discard this card and the Iron Safe.

Combination is an Exploration Card that appears in the Mansions of Madness First Edition Forbidden Alchemy.

ArtworkEdit


Control Key
Set
The Laboratory
Type Subtype
Exploration Device
Card Text
Action: Test Intellect −1 while in the Control Room.
Pass: Close any 1 Portal.
Fail: Take 1 damage.

Control Key is an Exploration Card that appears in the Mansions of Madness First Edition The Laboratory.

Costume
Set
The Yellow Sign
Type Subtype
Exploration Key
Card Text
Gain +2 to all evade tests.
When you explore a "Dress Rehearsal" Obstacle card, you may discard it.

Costume is an Exploration Card that appears in the Mansions of Madness First Edition The Yellow Sign.

Crawling One
Set
Kingsport Horror [3X]
Dimension

Movement
AH-Icon Dim Circle

Normal
EH-Icon Will EH-Icon Strength EH-Icon Observation
−3 −X −1
Horror Damage Toughness
3EH-Icon Horror 2EH-Icon Damage 1
Abilities
Physical Resistance
Effect
Before making a Combat check against Crawling One, roll a die. X is equal to the result of the die roll.
Crawling One
Set
Forbidden Alchemy
Type Evade Horror
Eldritch −1 −3

Damage Stamina
3 6
Special Attack
The creature sprays you with a swarm of slimy little worms
Test Dexterity −1.
Pass: You shake the critters off in a blind panic.
Take 1 horror.
Fail: One of the worms crawls into your mouth!
Draw a side effect and take 1 damage.
Damage Stamina
2 8
Special Attack
The writhing mass of shambling flesh embraces you.
Test Strength −1.
Pass: Nothing happens.
Fail: Something pierces your flesh. Is it drinking your blood?
The monster damages you and heals 2 damage.
Crawling One

Huge and hulking, this worm-like creature writhes slowly forward, eating everything in its path.
Set
Suppressed Memories [2X]
Aware Horror Brawn
2 4 4
Crawling One
Set
Under the Pyramids

EH-Icon Will EH-Icon Strength
−1 +0
Horror Damage Toughness
2EH-Icon Horror Your EH-Icon StrengthEH-Icon Damage 3
Keywords
Magical Resistance

Crawling One is a Monster that appears in the Arkham Horror Second Edition Kingsport Horror, Mansions of Madness First Edition Forbidden Alchemy, Mansions of Madness Second Edition Suppressed Memories, and Eldritch Horror Under the Pyramids.

ArtworkEdit

Notes and referencesEdit


Crescent Blade
Set
House of Fears
Type Subtype
Exploration Key
Sharp Melee Weapon
Damage 4
Card Text
When you explore a "Suit of Armor" Obstacle card, you may discard it.
ActionAttack a monster in your space.
TOotST-38: Crescent Blade [F]
235px
Type Subtype
Support Attachment
Weapon
Faction Cost
The Order of the Silver Twilight 2
Card Text
Attach to a character you control.
Attached character gains "Action: Exhaust this character to choose and wound a neutral non-Ancient One character."

Crescent Blade is an Exploration Card that appears in the Mansions of Madness First Edition House of Fears, and a Support Card that appears in the Call of Cthulhu: The Card Game The Order of the Silver Twilight.

AvailabilityEdit

TOotST-38 appears in the Necronomicon Draft Pack.

ArtworkEdit

TOotST-38 and the Mansions of Madness Exploration card for Crescent Blade use an illustration[?] by Chelsea Conlin.

Crowbar
Set
Core Set
Type Subtype
Exploration Key
Blunt Melee Weapon
Damage 3
Card Text
When you explore a "Manhole Cover" Obstacle card, you may discard it.
ActionAttack a monster in your space.
Crowbar

A hefty tool for getting the job done right.
Set
Core Set
Type Subtype
Common Item Heavy Weapon
Range Melee Damage 2
TYC-32: Crowbar [F]
Crowbar TYC-32
Type Subtype
Support Attachment
Item
Faction Cost
Neutral 1
Card Text
Attach to a character you control.
Action: Exhaust attached character and return Crowbar to your hand to wound a character with skill 1 or lower.

Crowbar is an Exploration Card that appears in the Mansions of Madness First Edition Core Set, a Common Item Card that appears in the Mansions of Madness Second Edition Core Set, and a Support Card that appears in the Call of Cthulhu: The Card Game The Yuggoth Contract.

ArtworkEdit

TYC-32 uses an illustration[?] by Bruce Moffet.
2

Crucifix
Set
Core Set
Type Subtype
Exploration Equipment
Card Text
Gain +2 Willpower.
Action: Test your Luck +2.
Pass: Stun a zombie or vampire within 1 range.
Fail: Nothing happens.

Crucifix is an Exploration Card that appears in the Mansions of Madness First Edition Core Set.

ArtworkEdit


Cult Leader
Set
Core Set
Type Evade Horror
Humanoid −1 0

Damage Stamina
2 6
Special Attack
He bends his head and mutters a dark prayer.
Test Luck.
Pass: Thankfully nothing happens.
No effect.
Fail: His wounds start to close.
Take 1 horror. Then fully heal this monster.
Damage Stamina
1 7
Special Attack
He hurls a bolt of flame at your head.
Test Dexterity.
Pass: You dive out of the way.
Place a fire marker in your room.
Fail: You burst into flame.
Take 3 damage and place a fire marker in your room.
Cult Leader

As fanatical devotion to unnatural beings grows, so too does mystic power.
Set
Recurring Nightmares [2X]
Aware Horror Brawn
4 3 2

Cult Leader is a Monster that appears in the Mansions of Madness First Edition Core Set and Mansions of Madness Second Edition Recurring Nightmares.

ArtworkEdit

Notes and referencesEdit


Cult Robes
Set
Core Set
Season of the Witch
The Silver Tablet
House of Fears
Type Subtype
Exploration Equipment
Card Text
Gain +4 to all evade tests. Cultists and cult leaders may not attack you. Discard this card after you take an attack action.

Cult Robes is an Exploration Card that appears in the Mansions of Madness First Edition Core Set, Season of the Witch, The Silver Tablet, and House of Fears.

ArtworkEdit


Cultes des Goules
Set
Call of the Wild
Type Subtype
Exploration Tome
Card Text
Action: Test Intellect −1.
Pass: Take 1 horror, discard this card, and gain a "Levitation" Spell card.
Fail: Nothing happens.
EE-56: Cultes des Goules [U]
235px
Type Subtype
Support Tome
Faction Cost
Miskatonic University 1
Card Text
Response: after a character you control is restored, pay 1 to attach Cultes des Goules to that character.
Attached character gains Willpower and CoCTCG-Icon CombatCoCTCG-Icon Combat.

Cultes des Goules is an Exploration Card that appears in the Mansions of Madness First Edition Call of the Wild, and a Support Card that appears in the Call of Cthulhu: The Card Game Eldritch Edition.

ArtworkEdit

EE-56 uses an illustration[?] by Marc Simonetti.

MythosEdit

The Cultes des Goules first appeared in the story The Suicide in the Study (Robert Bloch, 1935).

The Cultes des Goules is a book dealing principally with a Parisian ghoul-cult. The author was Antoine-Marie Augustin de Montmorency-les-Roches, Comte d'Erlette, a French nobleman of occult leanings who became involved in the Affair of the Poisoners, in which high-ranking nobles were accused of murder and black magic. The group circulated copies of the book in manuscript, but never published it. A later Comte of the same line, Francois Honore-Balfour, found the book, expanded it, and had it published at his own expense in 1703.

In this book, the Comte speaks of his membership in a ghoul-cult, and gives a set of prophecies concerning its future. Along with this appear descriptions of pagan fertility rites dedicated to the earth-deities, some of which have survived to the present. Also mentioned are Nyogtha, Shub-Niggurath (whom the book links to lycanthropy), and tales of the Yeti, for which no clear explanation is given. At least one authority, however, has stated that this book is more fancy than fact.[70]

Notes and referencesEdit


Cultist

Ia! Ia! Cthulhu Fthagn! Ph'nglui mglw'nfah Cthulhu R'lyeh wgah'nagl fhtagn!
Set
Core Set [6X]
Dunwich Horror
Kingsport Horror
Innsmouth Horror
Dimension

Movement
AH-Icon Dim Moon

Normal
EH-Icon Will EH-Icon Strength EH-Icon Observation
+1 −3
Horror Damage Toughness
EH-Icon Horror 1EH-Icon Damage 1
Cultist
Set
Core Set
Type Evade Horror
Humanoid −1 +1

Damage Stamina
1 4
Special Attack
The cultist charges, covered in blood.
Test Dexterity +1.
Pass: You avoid his grasp.
No effect.
Fail: He grabs you as his flesh ruptures with maggots.
Take 4 damage, 1 horror, and kill this cultist.
Damage Stamina
2 4
Special Attack
He swings his staff at your head.
Test Dexterity.
Pass: You duck under the swing.
No effect.
Fail: It connects with your skull.
Take 2 damage and you are stunned.
Damage Stamina
1 5
Special Attack
All cultists in the room start chanting.
Test Luck.
Pass: Miraculously, their curse does not affect you.
No effect.
Fail: You fall to the floor, gasping for breath.
You take 1 damage per cultist in the room.
Damage Stamina
2 5
Special Attack
The cultist calls out to his brethren.
Test Dexterity.
Pass: You quickly kick him in the throat.
Deal 1 damage.
Fail: Another cultist runs into the room.
Place a new cultist in your space. It may attack this turn.
Damage Stamina
2 5
Special Attack
The cultist performs a dark ceremony.
Test the number of cultists in the room.
Pass: An ancient evil appears.
Place a shoggoth in this room.
Fail: Something goes horribly wrong.
Kill this cultist.
Damage Stamina
1 6
Special Attack
Speaking in tongues, he raises his arms.
Test Lore.
Pass: You redirect the spell back at him.
Deal 2 damage.
Fail: Your body is lanced with pain.
Take 3 damage and 1 horror.
Cultist

Some ordinary people devote themselves to extraordinary causes. Some for good, and others...not.
Set
Core Set [6X]
Aware Horror Brawn
3 1 2
Cultist

I had seen this person studying here often. Now I knew why.
He smiled and slowly drew a curved blade from inside his coat.
As the robed figure walked toward me, eyes filled with malice, his chant grew louder.
He ran toward me, shouting in a long-dead language.
Set
Core Set [4X]

Trophy Battle Task
1 ES-Icon PerilLore Task
Cultist

I tried to push past him, but his profane zealotry seemed to give him an inhuman strength.
Set
Unseen Forces

Trophy Battle Task
1 Peril/Terror TaskES-Icon Lore Task2 Reduce Sanity
Cultist
Set
Core Set [5X]
Forsaken Lore [1X]
Mountains of Madness [2X]
Strange Remnants [1X]
Under the Pyramids [3X]
Signs of Carcosa [2X]

Effect
*Use the "Cultist" information as listed on the Ancient One sheet.

Cultist is a Monster that appears in the Arkham Horror Second Edition Core Set, Dunwich Horror, Kingsport Horror, and Innsmouth Horror, Mansions of Madness First Edition Core Set, Mansions of Madness Second Edition Core Set, Elder Sign Core Set and Unseen Forces, and Eldritch Horror Core Set, Forsaken Lore, Mountains of Madness, Strange Remnants, Under the Pyramids, and Signs of Carcosa.

FictionEdit


Eldritch HorrorEdit

*Note: Pre-awakening stats are shown in grey, post-awakening stats are shown in red.

Ancient One Set Horror Damage Toughness Effects
Azathoth EH-Icon Core Set EH-Icon Will: 1EH-Icon Horror 1 After resolving the EH-Icon Will test, lose 1 Health and defeat this Monster.
Yog-Sothoth EH-Icon Core Set EH-Icon Strength: 1EH-Icon Damage 1 If you defeat this Monster during a Combat Encounter, lose 1 Sanity and gain 1 Spell.
EH-Icon Strength−1: 1EH-Icon Damage