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Gregory

Quickly, this way...
Set
The Laboratory
Type Subtype
Exploration Companion
Card Text
Whenever you spend your action to gain 1 movement point, gain 1 additional movement point.

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

Hand of Glory
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.

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

ArtworkEdit


Handcuffs
Set
Call of the Wild
Type Subtype
Exploration Equipment
Attack
Card Text
Action: Test Strength +1.
Pass: Discard this card to stun and deal 1 damage to a humanoid monster in your space.
Fail: Nothing happens.

Handcuffs
Set
Core Set
Type Subtype
Unique Item Equipment
Card Text
Action: You attempt to handcuff the suspect (MoM2-Icon Agility; 2). If you pass, flip this card and give it to another investigator in your space.

Handcuffs

You struggle against the handcuffs to no effect. You will have to pick the lock.
Set
Core Set
Type Subtype
Unique Item
Card Text
You cannot spend Clues to convert dice results or perform additional puzzle steps.
This card cannot be dropped or traded.
Action: You attempt to pick the lock (MoM2-Icon Observation; 2). If you pass, you manage to escape your bonds; flip this card. Any investigator in this space can perform this action.

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

ArtworkEdit


2

Healing Stone
Set
Call of the Wild
Type Subtype
Exploration Artifact
Card Text
Action: Discard 1 skill point to heal up to 2 horror from an investigator in your space.

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

ArtworkEdit


Heirloom Pocket Watch
Set
The Laboratory
Type Subtype
Exploration Device
Card Text
After an Event card is resolved, you may gain 1 skill token.

Heirloom Pocket Watch is an Exploration Card that appears in the Mansions of Madness First Edition The Laboratory.

Herbicide
Set
Forbidden Alchemy
Type Subtype
Exploration Key
Card Text
Discard this card when you attempt to move through an "Alien Vegetation" to discard the Lock card.

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

ArtworkEdit


Hired Gun

When financial gain is the most important factor in moral decisions, ordinary men become the worst sort of monster.
Set
Streets of Arkham [2X]
Aware Horror Brawn
2 1 2
FR-4: Hired Gun [R]
235px
Type Subtype
Character Government
Faction Cost Skill
The Agency 4 4
CoCTCG-Icon Terror 2 CoCTCG-Icon Combat 2 CoCTCG-Icon Arcane 2 CoCTCG-Icon Investigation 2
0 2 0 1
Keywords
Fast
Card Text
During a phase in which any one opponent has played 3 or more characters, Hired Gun gains "Action: put Hired Gun into play from your hand."

Hired Gun is a Monster that appears in the Mansions of Madness Second Edition Streets of Arkham, and a Character Card that appears in the Call of Cthulhu: The Card Game Forbidden Relics.

ArtworkEdit

FR-4 uses an illustration[?] by Michel Koch.

Notes and referencesEdit


Hound of Tindalos
Set
Core Set [2X]
Dimension

Movement
AH-Icon Dim Square

Unique
EH-Icon Will EH-Icon Strength EH-Icon Observation
−2 −1 −1
Horror Damage Toughness
4EH-Icon Horror 3EH-Icon Damage 2
Abilities
Physical Immunity
Effect
When it moves, the Hound of Tindalos moves directly to the nearest investigator inside a location in Arkham (Other than the Hospital or Asylum).
Hound of Tindalos
Set
Core Set
Type Evade Horror
Beast −2 −2

Damage Stamina
3 7
Special Attack
It screeches, hungry for human flesh.
Test Willpower.
Pass: You avoid the brunt of the attack.
Take 1 damage.
Fail: Your body refuses to run and its teeth rip into you.
Take 4 damage and 1 horror.
Damage Stamina
2 9
Special Attack
Its long hollow tongue lashes out at you.
Test Dexterity.
Pass: You dodge out of the way.
No effect.
Fail: The tongue plunges through your skull.
Take 3 damage and 2 horror.
Hound of Tindalos

This creature flickers and is gone so quickly that it is impossible to say what it looks like. It seems to move outside of time and space.
Set
Recurring Nightmares [2X]
Aware Horror Brawn
6 5 3

Keywords
Phasing
Hound of Tindalos

Within the strange mist, a horrid shape moved in the corner.
Set
Core Set

Trophy Battle Task
2 ES-Icon Locked Yellow DieES-Icon Clock TaskES-Icon Lore Task
Hound of Tindalos
Set
Core Set

EH-Icon Will EH-Icon Strength
+0 −1
Horror Damage Toughness
2EH-Icon Horror 3EH-Icon Damage 3
Reckoning
Move this Monster to the nearest space containing an investigator. Then an investigator on that space immediately encounters it.
AE-158: Hound of Tindalos [R]
235px
Type Subtype
Character Independent
Faction Cost Skill
Yog-Sothoth 4 2
CoCTCG-Icon Terror 2 CoCTCG-Icon Combat 2 CoCTCG-Icon Arcane 2 CoCTCG-Icon Investigation 2
0 2 2 0
Keywords
Fast
Card Text
Action: attach Hound of Tindalos to a character. While Hound of Tindalos is attached, attached character gets −4 skill.
Action: pay 1 to unattach Hound of Tindalos.
CS-110: Hound of Tindalos [F]
235px
Type Subtype
Character Independent
Faction Cost Skill
Yog-Sothoth 4 2
CoCTCG-Icon Terror 2 CoCTCG-Icon Combat 2 CoCTCG-Icon Arcane 2 CoCTCG-Icon Investigation 2
0 2 2 0
Keywords
Fast
Card Text
Action: Attach Hound of Tindalos to a character. While Hound of Tindalos is attached, attached character gets −4 skill.
Action: Pay 1 to unattach Hound of Tindalos.

Hound of Tindalos is a Monster 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 Eldritch Horror Core Set, and a Character Card that appears in the Call of Cthulhu: The Card Game Arkham Edition and Core Set.

ArtworkEdit

AE-158 and CS-110 use an illustration[?] by Toren Atkinson.

MythosEdit

The Hound of Tindalos first appeared in the story The Hounds of Tindalos (Frank Belknap Long, 1929).

The Hound of Tindalos is a creature which comes from the distant past, or possibly another dimension. The Hounds appear much like green hairless dogs with blue tongues, or like black formless shadows — it is difficult to be sure of the Hounds' true forms. They dwell in Tindalos, a city of corkscrew towers, but have been known to travel to other places and times to track their prey.

Attempts to journey back in time via psychic means attract the Hounds' attention. After an observer has been "scented," the Hounds can follow them through time and space until the person is caught and killed. According to Halpin Chalmers, the noted occultist, these creatures have descended through "angled" time, while normal life has developed through "curves." This is not readily understood, but it is known that a hound must materialize itself through an angle; thus, a person kept in a perfectly round room would be safe from the beast's attack.[1]

Notes and referencesEdit



CoCTCG Cthulhu Domain Statue.png
Some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality...

This article is a stub and is missing information.
You can help Arkham Horror Files Wiki by expanding it.

House of Fears
The movie is already underway.
At any time during his turn, an investigator in the Chapel may ask the keeper what is currently playing on the screen. When this happens, the keeper must read the text matching his story choice on the back of the most current unresolved Event card.
House of Fears
Two translucent women bicker in the corner, seemingly unaware of your presence. "Well, I never! In a place like that!"
"Hey, when things start getting hot, that's the perfect place to go cool off!"
House of Fears
In a corner of the room, two ghostly women are gossiping, unaware of your presence. "Well, I saw them sneaking off together and one of them joked about reading books never being so much fun."
"Good heavens!"
House of Fears
You see the spectres of two lovers, their voices distant. The woman giggles shyly. "Dinner starts soon, darling! We better not be late!"
"To hell with them! We're never leaving..."
The woman turns to you suddenly and screams.

The keeper places a maniac in you room.
House of Fears
You squint your eyes as you watch two ethereal figures embracing. The woman giggles, "Shhh! Daphne only went to the bathroom around the corner. She'll be back! Wait! Who's that?"
The keeper places a maniac in your room.
House of Fears
"I heard that Marion filmed most of the movie here. Go and see for yourself! The room where they were doing research in the film is actually Marion's own office. I hear there's a hidden vault in there with all kinds of footage that didn't make it into the final movie..."
House of Fears
Three spectral partygoers laugh as they hold martini glasses. "Marion was raving about having to stop the monsters, but then she ran into that bathroom next to the projection room. You know, I hear she keeps a hidden vault in there..."
House of Fears
You find Marion Chapel's dead body sprawled on the floor. A note lies nearby: "You think the dead bury the dead, Marion, but you're wrong. I sleep with the dead and they NEVER shut up. Come and join me. Grab your coat and I'll show you how the movie really ends!"
House of Fears
You find Marion Chapel's dead body sprawled on the floor. A note lies nearby: "Don't come down here, Marion. This is my place...these towering stairs lead to lots of dark, secret places where 'Once upon a times' are put on shelves along with our dreams..."
House of Fears
You breathe a sigh of relief as you hold the lost reel. This has to be the real ending of the movie! But suddenly you hear the projectionist shout, "Enjoy the final act!"
Reveal objective. If there is no Hound of Tindalos in play, the keeper places 1 Hound of Tindalos in the Chapel.
House of Fears
You hear a deafening screech, then a thunderous crash. It came from he[citation needed] screening room. Somehow you know that one of the monsters from the movie has crossed into your world...
Reveal objective. If there is no shoggoth in play, the keeper places 1 shoggoth in the Chapel.
House of Fears
As you inspect the final reel of the film, you hear a terrible voice echo from the foyer, "You cannot stop my brilliance! Your souls are all mine! Do not fear. Once I devour you, this will be your eternal home!"
Reveal objective and place a maniac in the foyer.

House of Fears is a scenario that appears in the Mansions of Madness First Edition House of Fears.

Hunting Deep One

The hunting deep one's bulky frame aids its pursuit of those who stray too closely to their underwater realms.
Set
Horrific Journeys [2X]
Aware Horror Brawn
4 5 4

Keywords
Aquatic

Hunting Deep One is a Monster that appears in the Mansions of Madness Second Edition Horrific Journeys.

ArtworkEdit

Notes and referencesEdit


Hunting Horror
Set
Dunwich Horror
Dimension

Movement
AH-Icon Dim Diamond

Unique
EH-Icon Will EH-Icon Strength EH-Icon Observation
−1 −2 −3
Horror Damage Toughness
3EH-Icon Horror 4EH-Icon Damage 2
Abilities
Magical Resistance
Effect
When it moves, Hunting Horror moves to the nearest investigator in a street area or unstable location.
Hunting Horror

Black, and ropy, and relentless, the creature flies swiftly, always seeking its quarry. Its ever-changing form is hard to see for mortal eyes.
Set
Core Set [2X]
Aware Horror Brawn
5 6 3

Keywords
Flying
Hunting Horror

Its black, serpentine body twitched and writhed like lightning.
Set
Unseen Forces

Trophy Battle Task
3 ES-Icon Locked Green DieES-Icon Terror Task2 Reduce Stamina
Hunting Horror
Set
Mountains of Madness

EH-Icon Will EH-Icon Strength
−1 +0
Horror Damage Toughness
3EH-Icon Horror 2EH-Icon Damage 3
Reckoning
Move this Monster to the nearest space containing an investigator. Then an investigator on that space immediately encounters it.
AEPSS-M15: Hunting Horror [F]
235px
Type Subtype
Character Monster
Faction Cost Skill
Yog-Sothoth 4 3
CoCTCG-Icon Terror 2 CoCTCG-Icon Combat 2 CoCTCG-Icon Arcane 2 CoCTCG-Icon Investigation 2
2 2 0 0
Card Text
Response: after a character goes insane, pay 1 to choose another character. That character goes insane.

Hunting Horror is a Monster that appears in the Arkham Horror Second Edition Dunwich Horror, Mansions of Madness Second Edition Core Set, Elder Sign Unseen Forces, and Eldritch Horror Mountains of Madness, and a Character Card that appears in the Call of Cthulhu: The Card Game Arkham Edition Premium Starter Set.

ArtworkEdit

AEPSS-M15 uses an illustration[?] by Patrick McEvoy.

MythosEdit

Hunting Horrors first appeared in the story The Dream-Quest of Unknown Kadath (H.P. Lovecraft, 1927).

Hunting Horrors are creatures resembling black-winged serpents of immense size. Horrors originally dwelt on only a few worlds, but they have been sighted flying through space in several galaxies. Extremely bright light may destroy a hunting horror, but such a powerful light-source is rarely available to its victims.

The hunting horrors serve Nyarlathotep, who often sends them to deal with those who displease him. An enterprising wizard who is outside at night may summon one of these monsters, providing a sentient being as a sacrifice for it. If none is available, the horror is happy to devour the magician and depart.[2]

Notes and referencesEdit


Hunting Things
Set
The Laboratory
Type Subtype
Exploration Trap
Card Text
The keeper places a Hound of Tindalos in this room and then discards this card.

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

Incendiary Device
Set
Forbidden Alchemy
Type Subtype
Exploration Trap
Card Text
Immediately discard this card and place a fire token in this room. Then test Dexterity.
Pass: Nothing happens.
Fail: Take 1 damage.

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

ArtworkEdit


Jim Culver
The Musician
Set
Horrific Journeys
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 4 4
Special Ability
You begin the game with the Golden Trumpet Unique Item.
Jim Culver
The Musician
Jim Culver ~ Elder Sign - Unseen Forces
Set
Unseen Forces
Sanity Stamina
6 4
Special Ability
Strange Luck: Once per turn, Jim may focus or assist even after a roll in which a task is successfully completed.
Starting Items
ES-Icon Reward Unique ItemES-Icon Reward Spell
AHTCG-Icon UniqueTDL-4: Jim Culver
The Musician
235px
No, not quiet at all. Dead folks get downright rambunctious when I play my horn.
Type Subtype
Investigator Performer
Faction AHTCG-Icon Health AHTCG-Icon Sanity
Mystic 7 8
AHTCG-Icon Willpower 2 AHTCG-Icon Intellect 2 AHTCG-Icon Combat 2 AHTCG-Icon Agility 2
4 3 3 2
Ability
Treat the modifier on AHTCG-Icon Skull tokens you reveal as "0."
Anytime you reveal a AHTCG-Icon Elder Sign token, you may choose to instead treat it as a AHTCG-Icon Skull token.
AHTCG-Icon Elder Sign effect
+1.
Deck
Size: 30
Options: Mystic cards (AHTCG-Icon Mystic) level 0–5, Neutral cards level 0–5, up to five level 0 cards from any other class.
Requirements: Jim's Trumpet, Final Rhapsody, 1 random basic weakness.

Jim Culver is an Investigator that appears in the Arkham Horror Second Edition Dunwich Horror, Mansions of Madness Second Edition Horrific Journeys, Elder Sign Unseen Forces, and Arkham Horror: The Card Game The Dunwich Legacy.

FictionEdit

The Story So FarEdit

Daddy used to say, "Jazz is a lot like liquor, it makes everything go down a little smoother."

Daddy used to say a lot of stupid things.

Jazz has been nothing but trouble for Jim since the day he picked up his daddy's trumpet. There was something weird and otherworldly about the writing on the inside of the bell, but the tones from it were smooth and dark, like good coffee. There was something about it that made you want to tap your feet and snap your fingers. That trumpet landed Jim a lot of gigs until the time it made Widow Jenkins get up and dance, the day he played at her funeral. After that, it was kind of hard to find work, especially playing funerals.

Since then, Jim has learned a lot about jazz—and the things the graveyard ghouls talk about on cold autumn nights. Lately, they've been talking about The End, as in the end of everything that is and could be. The Final Rhapsody. The fact is, Jim isn't too keen on that idea. He's got more songs he wants to play before then. So, sitting in a booth at Velma's, Jim takes one last swallow of hot coffee before heading out to play what could be his last encore. The coffee is smooth and dark going down, just like the night...[3]

The day Jim Culver inherited his daddy's trumpet, he could not have known what was to come. When he played it, his music did not just bring comfort to the souls of the living, but to the souls of the dead as well. For some time after the last notes faded in the air, spirits of folks who had passed on would linger around Jim. It turned out that once those folks found a listening ear, they sure did have a lot to say. The conversations used to bother Jim, but his new friends know an awful lot, so he learned to appreciate the company.[4]

Jazz has been nothing but trouble for Jim since the day he picked up his daddy's trumpet. There was something weird and otherworldly about the writing on the inside of the bell, but the tones from it were smooth and dark, like good coffee. That trumpet landed Jim a lot of gigs until the time it made Widow Jenkins get up and dance, the day he played at her funeral. After that, it was kind of hard to find work. Since then, Jim has learned a lot about jazz — and the things the graveyard ghouls talk about on cold autumn nights. Lately, they've been talking about The End, as in the end of everything that is and could be. The Final Rhapsody. The fact is, Jim isn't too keen on that idea.[5]

The Investigators of Arkham HorrorEdit

Jim Culver is from New Orleans. His trumpet is inscribed with peculiar characters that let him summon the ghosts of the dead.[6]

ArtworkEdit

The Elder Sign: Unseen Forces Investigator card for Jim Culver uses an illustration[?] from MoN-41: Fixer by Dennis Calero.

Notes and referencesEdit


Julian's Amulet
Set
The Yellow Sign
Type Subtype
Exploration Artifact
Card Text
Action: Test Lore +1
Pass: Take 1 horror to discard 1 King's Court card from an investigator in your room.
Fail: Nothing happens.

Julian's Amulet is an Exploration Card that appears in the Mansions of Madness First Edition The Yellow Sign.

Key to Carcosa
Set
The Yellow Sign
Type Subtype
Exploration Key
Card Text
Discard this card when you attempt to move through a "King's Chamber" to discard the Lock card.

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

Knife
Set
Core Set
Season of the Witch
Type Subtype
Exploration Sharp Melee Weapon
Damage 3
Card Text
ActionAttack a monster in your space.
Action: Discard this card to test your Dexterity.
Pass: Deal 3 damage to a monster within 2 range.
Fail: Nothing happens.
Knife

It can cut many things, including monsters.
Set
Core Set
Type Subtype
Common Item Bladed Weapon
Range Melee Damage 1

Knife 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

Lantern
Set
Core Set
Til Death Do Us Part
Type Subtype
Exploration Equipment
Card Text
Investigators may ignore darkness in your room.
Action: Discard this card to deal 3 damage to a monster within 1 range.

Lantern is an Exploration Card that appears in the Mansions of Madness First Edition Core Set and Til Death Do Us Part.

Lightning Gun
Set
The Laboratory
Type Subtype
Exploration Ranged Weapon
Device
Card Text
Action: Choose a space within 2 range. Then test Marksmanship.
Pass: Deal 5 damage to all monsters and investigators in the chosen space.
Fail: Nothing happens.
FR-16: Lightning Gun [C]
235px
Type Subtype
Support Attachment
Artifact
Faction Cost
The Agency 2
Card Text
Attach to a character.
Attached character gains CoCTCG-Icon Combat and:
CoCTCG-Icon Combat 3CoCTCG-Icon Combat 3
SoA-3: Lightning Gun [F]
Lightning Gun SoA-3
Type Subtype
Support Attachment
Artifact
Faction Cost
The Agency 2
Card Text
Attach to a character.
Attached character gains CoCTCG-Icon Combat and:
CoCTCG-Icon Combat 3CoCTCG-Icon Combat 3

Lightning Gun is an Exploration Card that appears in the Mansions of Madness First Edition The Laboratory, and a Support Card that appears in the Call of Cthulhu: The Card Game Forbidden Relics and Secrets of Arkham.

AvailabilityEdit

SoA-3 appears in the Necronomicon Draft Pack.

ArtworkEdit

FR-16, SoA-3, and the Mansions of Madness Exploration card for Lightning Gun use an illustration[?] by Marc Simonetti.

Lily Chen
The Martial Artist
Set
Sanctum of Twilight
Health Sanity
7 7
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
4 4 3
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
3 3 4
Special Ability
While you are attacking unarmed, if a monster would suffer 1 or more damage, it suffers 2 additional damage.
Lily Chen
The Martial Artist
Set
Omens of Ice
Sanity Stamina
5 5
Special Ability
Yin and Yang: At any time, Lily may spend 1 sanity to regain 1 stamina or spend 1 stamina to regain 1 sanity. She cannot spend her last stamina or sanity.
Starting Items
ES-Icon Reward Unique ItemES-Icon Reward Unique ItemES-Icon Reward Clue

Lily Chen is an Investigator that appears in the 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

Lily Chen had an unusual childhood, to put it mildly. She was born in mainland China, and on the next day, a group of monks arrived at her home, asking if any children had been born there the night before. The monks were seeking a child of prophecy, and although they were surprised to find that she was a girl, they wished to take and train her at their monastery. Her parents, both poor and devout, agreed, after making sure she would be well cared for.

The monks began her on a rigorous training program nearly as soon as she could walk, teaching her every martial arts technique they could, going so far as to invite instructors from other countries to teach her. She knew from a young age that she was fated to perform an incredibly dangerous task when the time came, so she pursued her studies with a will. Lily learned not only a myriad of deadly unarmed combat techniques, but also how to link her mind to her body on a fundamental level, each supporting the other.

Finally, last month, it happened. One of the monks awoke from his meditations screaming, "The Great Eye is opening! The final days are upon us!" before falling dead.

Now, Lily stands inside a magic shop in Arkham, hoping to find someone or something that will aid her in fulfilling her destiny.[7]

As an infant, Lily Chen was given a great and terrible gift: a destiny. An obscure sect of monks in her home country believed she was born to one day face a great evil. She has trained her whole life in preparation for this fate. Her movements are swift and often deadly. Her mind is filled with the wisdom of those who came before her. Through she speaks rarely, her actions prove that she is a stalwart defender against the unimaginable terrors that lurk on the fringes of reality. Now she searches for unique challenges to test her skills, an she awaits the day her role will be fulfilled.[8]

ArtworkEdit

Notes and referencesEdit


Lloigor
Set
Innsmouth Horror [3X]
Dimension

Movement
AH-Icon Dim Square

Unique
EH-Icon Will EH-Icon Strength EH-Icon Observation
−1 −2 +0
Horror Damage Toughness
3EH-Icon Horror 3EH-Icon Damage 2
Abilities
Template:Weapimm
Effect
Instead of moving, all investigators in this or any adjacent locations or street areas lose 1 Sanity and 1 Stamina.
Lloigor

The lloigor's reptilian form is a psychic illusion, brought on by its slow feeding on human minds. But when its claws tear into flesh the illusion feels all too real.
Set
Streets of Arkham
Aware Horror Brawn
7 9 5
Lloigor
Set
Core Set

EH-Icon Will EH-Icon Strength
+0 −2
Horror Damage Toughness
2EH-Icon Horror 3EH-Icon Damage 4
Reckoning
Each investigator on this space or an adjacent space loses 1 Health and 1 Sanity.

Lloigor is a Monster that appears in the Arkham Horror Second Edition Innsmouth Horror, Mansions of Madness Second Edition Streets of Arkham, and Eldritch Horror Core Set.

ArtworkEdit

MythosEdit

Lloigor first appeared in the story The Return of the Lloigor (Colin Wilson, 1974).

Lloigor are immaterial beings composed of some unknown type of psychic energy, but who manifest themselves at times in tremendous reptilian bodies. Long ago, they came down from the Andromeda Galaxy and ruled over the land of Mu, using human slaves to further their designs. As time progressed, however, the lloigor slowly lost power and withdrew into the ground, leaving their slaves free to leave Mu and populate the earth.

The lloigor still survive today, but are unable to muster enough strength to overthrow humanity. They can still use their power in underground places to demagnetize compasses, affect photographic equipment, and to exert psychokinetic force on people and objects. If the lloigor require more energy than this, they may draw more power from the sleeping inhabitants of nearby populations. Using the energy so gained, the lloigor can cause a ship or plane to disappear for a short length of time (causing the "lost time" effect often reported in UFO encounters), or create a huge explosion which leaves great crevices and pools of blue-green water in its wake. Many believe that the lloigor caused the Llandalffen explosion and a detonation near Al-Kazimiyah in Iraq.

The lloigor's mental influence extends to the people who live near them, and rampant crime and degradation characterize the regions in which they live. Sometimes, the lloigor recruit the most degenerate members of the population to do their bidding in the upper world.

At times, the lloigor have been known to take on material form, creating bodies which resemble the dragons of legend.

Centers of lloigor activity include Iraq, Wales, Lebanon, Ceylon, and Providence, Rhode Island.[9]

Notes and referencesEdit


Locked Tome
Set
The Yellow Sign
Type Subtype
Exploration Key
Card Text
Discard this card when you explore an "Anchored Key" to discard the Obstacle card.

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

Lucky Rabbit's Foot
Set
Call of the Wild
Type Subtype
Exploration Artifact
Card Text
Gain +1 Luck.
If an Ally has this card, it gains Willpower and Luck expertise.
Lucky Rabbit's Foot
Set
Core Set
Type Subtype
Common Item Equipment
Card Text
Once per round, you may reroll 1 die.

Lucky Rabbit's Foot is an Exploration Card that appears in the Mansions of Madness First Edition Call of the Wild, and a Common Item Card that appears in the Mansions of Madness Second Edition Core Set.

ArtworkEdit


2

Machete
Set
Til Death Do Us Part
Type Subtype
Exploration Key
Sharp Melee Weapon
Damage 3
Card Text
When you attempt to move through "Flesh Door,[sic] you may discard the Lock card.
ActionAttack a monster in your space.
Machete

Although more commonly used as a tool for cutting vegetation, it will do well against the horrors you now face.
Set
Core Set
Type Subtype
Common Item Bladed Weapon
Range Melee Damage 2
TYC-21: Machete [F]
235px
Even after a 10-mile trek through the jungle, the blade was sharp enough to sever a limb.
Type Subtype
Support Attachment
Weapon
Faction Cost
The Agency 1
Card Text
Attach to a character you control.
Action: Exhaust Machete to give attached character Fast and CoCTCG-Icon CombatCoCTCG-Icon Combat until the end of the phase.
CS-20: Machete
235px
Cuts through vines, underbrush, and tentacles equally well.
Type Subtype
Asset Item
Weapon
Melee
Faction

Cost Level
Guardian

3 0
AHTCG-Icon Willpower 2 AHTCG-Icon Intellect 2 AHTCG-Icon Combat 2 AHTCG-Icon Agility 2 AHTCG-Icon Wild 2
0 0 1 0 0
Card Text
AHTCG-Icon ActionFight. You get +1 AHTCG-Icon Combat for this attack. If the attacked enemy is the only enemy engaged with you, this attack deals +1 damage.

Machete is an Exploration Card that appears in the Mansions of Madness First Edition Til Death Do Us Part, a Common Item Card that appears in the Mansions of Madness Second Edition Core Set, a Support Card that appears in the Call of Cthulhu: The Card Game The Yuggoth Contract, and an Asset Card that appears in the Arkham Horror: The Card Game Core Set.

ArtworkEdit

TYC-21 and CS-20 use an illustration[?] by Jason Caffoe.
2

Magic Phrase
Set
Core Set
The Silver Tablet
Type Subtype
Exploration Key
Card Text
Discard this card when you attempt to move through a "Magical Lock" to discard the Lock card.

Magic Phrase is an Exploration Card that appears in the Mansions of Madness First Edition Core Set and The Silver Tablet.

Maniac
Set
Core Set [3X]
Dimension

Movement
AH-Icon Dim Moon

Normal
EH-Icon Will EH-Icon Strength EH-Icon Observation
+1 −1
Horror Damage Toughness
EH-Icon Horror 1EH-Icon Damage 1
Effect
If the terror level is at least 6, Maniac's fight rating increases to −2, his combat damage increases to 3 Stamina, and he gains Endless.
Maniac
Set
Core Set
Type Evade Horror
Humanoid 0 −1

Damage Stamina
1 5
Special Attack
The maniac swings his blade at your face.
Test Dexterity.
Pass: He misses, but the attack haunts you for the rest of your life.
Take 1 horror.
Fail: The blade clips the top of your skull.
Take 4 damage and 1 horror.
Damage Stamina
2 6
Special Attack
The maniac brings his axe down at you.
Test Dexterity.
Pass: You dive out of the way at the last second.
No effect.
Fail: The blade bites into your shoulder.
Take 3 damage and drop one of your Weapons.
Maniac

Not everyone can witness the horrors of the true world and retain their sanity.
Set
Recurring Nightmares [2X]
Aware Horror Brawn
5 1 2

Keywords
Unstoppable
Maniac

Smiling, he showed me where he had carved glyphs on his chest with a knife.
Set
Core Set

Trophy Battle Task
1 ES-Icon Peril Task
Maniac
Set
Core Set

EH-Icon Will EH-Icon Strength
+1 −1
Horror Damage Toughness
1EH-Icon Horror 2EH-Icon Damage 1
Effect
If you fail the EH-Icon Strength test, you may discard 1 Ally Asset instead of losing Health.
If you defeat this Monster during a Combat Encounter, gain 1 Axe Asset.

Maniac is a Monster 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 Eldritch Horror Core Set.

ArtworkEdit

Notes and referencesEdit


Marie Lambeau
The Entertainer
Set
Streets of Arkham
Health Sanity
6 8
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
3 4 2
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
4 5 3
Special Ability
At the start of your turn, you may cast a Spell without spending an action.
Marie Lambeau
The Entertainer
Set
Unseen Forces
Sanity Stamina
6 4
Special Ability
Witch Blood: Once per roll during her turn, Marie may spend 3 trophies to choose 1 die and change its result to any other result on that die.
Starting Items
ES-Icon Reward SpellES-Icon Reward Spell
AHTCG-Icon UniqueTCU-6: Marie Lambeau
The Entertainer
235px
Type Subtype
Investigator Performer
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
4 4 1 3
Ability
While you have 1 or more doom among cards you control, you may take an additional action during your turn, which can only be used to play Spell cards or activate Spell AHTCG-Icon Action abilities.
AHTCG-Icon Elder Sign effect
+1. You may add 1 doom to or remove 1 doom from a card you control.
Deck
Size: 30
Options: Spell cards level 0–5, Mystic cards (AHTCG-Icon Mystic) level 0–3, Neutral cards level 0–5, Occult cards level 0, up to five other level 0 Seeker and/or Survivor cards (AHTCG-Icon Seeker and/or AHTCG-Icon Survivor).
Requirements: Mystifying Song, Baron Samedi, 1 random basic weakness.

Marie Lambeau is an Investigator that appears in the Arkham Horror Second Edition Dunwich Horror, Mansions of Madness Second Edition Streets of Arkham, Elder Sign Unseen Forces, and Arkham Horror: The Card Game The Circle Undone.

FictionEdit

The Story So FarEdit

Marie Lambeau always had a voice to die for. People called her "the Smoky Velvet." They said she was born to sing jazz, that she had the magic touch—and maybe they were right.

Once, Marie heard of a man who could make the dead dance when he played his trumpet. She never could do that—her voice wasn't magic that way. But when people hear it, they like it, and they like her, and that suits her just fine.

Marie's grande-mere just passed away. Why the old dame moved from New Orleans to Arkham, Marie never knew. Anyway, she never paid much attention to the stories people told about the old woman. She just figured they were jealous. But now, she's sitting in Ma's Boarding House holding her grandmother's knife, and she can hear it singing with a voice like smoky velvet...[10]

Down in New Orleans, folks know that Marie Lambeau's voice contains a lagniappe, or a little something extra. Her beautiful skill has gained her entrance to the most exclusive events all over the world, and no one who hears her sing can help but fall under her spell. What the many fans of Marie Lambeau do not realize is that she learned more than folk songs from her grand-mère in the bayou. Now Marie is using all of the secrets she has learned to push back against the chaos threatening Arkham. And she will always have the help of her fans at the Nightingale.[11]

Marie Lambeau always had a voice to die for. People called her "the Smoky Velvet." They said she was born to sing jazz, that she had the magic touch — and maybe they were right. After all, the songs she heard in her dreams ever since her Grand-Mère passed away were like nothing she'd ever heard before. The vocals sounded like no language spoken on Earth, the notes twisted and warped. Why her Grand-Mère had moved from New Orleans to Arkham, Marie would never know. People used to call her Grand-Mère a witch. Maybe there's more than just jazz in Marie's blood, after all...[12]

ArtworkEdit

Notes and referencesEdit


Marionettes
Set
House of Fears
Type Subtype
Exploration Key
Card Text
Discard this card when you attempt to move through "Marion's Stage" to discard the Lock card.

Marionettes is an Exploration Card that appears in the Mansions of Madness First Edition House of Fears.

Matches
Set
The Yellow Sign
Type Subtype
Exploration Key
Card Text
Investigators may ignore darkness in your room. When you explore an "Arcane Candles" Obstacle card, you may discard it.

Matches
Set
Path of the Serpent
Type Subtype
Common Item Equipment
Card Text
Action: You strike one of the tiny, delicate sticks, and it flares to life; flip this card.

Lit Matches
Set
Path of the Serpent
Type Subtype
Common Item
Card Text
Treat this card as a Light Source. If you drop this card, discard it.
At the end of this round, if you do not ration your matches, you will run out (MoM2-Icon Observation; 2).
If you pass, you realize you are being wasteful with your supply and resolve to do better; flip this card.
If you fail, you reach for the next match and find there are none left; discard this card.

Matches is an Exploration Card that appears in the Mansions of Madness First Edition The Yellow Sign, and a Common Item Card that appears in the Mansions of Madness Second Edition Path of the Serpent.

ArtworkEdit


Mesmerized
Set
Beyond the Threshold
Card Text
At the end of your turn, an alien will takes control; flip this card.

Arcane Danger
Knowledge has roots in dark and dangerous practices. You must consider which risks are worth taking.
Suffer 1 facedown Horror unless you drop a Spell. Then discard this card.
Dead Weight
These things are so heavy. They are weighing you down. You must get rid of them immediately.
Suffer 1 facedown Horror unless you drop an Item. Then discard this card.
Friendly Advice
Your friends do not realize what power truly means. You must tell them of the glory that awaits them.
Move 2 spaces toward another random investigator. Then discard this card.
Relative Safety
What lies beneath friendly faces? Your companions have secrets of their own. You must leave them.
Move 2 spaces away from another random investigator. Then discard this card.
To Ash
Nothing is as it should be. Everything must be rebuilt. You must prepare this world for rebuilding.
Place Fire in your space. Then discard this card.

Mesmerized is a Condition Card that appears in the Mansions of Madness Second Edition Beyond the Threshold.

ArtworkEdit


Mi-Go
Set
Core Set [3X]
Innsmouth Horror
Dimension

Movement
AH-Icon Dim Circle

Flying
EH-Icon Will EH-Icon Strength EH-Icon Observation
−1 +0 −2
Horror Damage Toughness
2EH-Icon Horror 1EH-Icon Damage 1
Effect
If you pass a Combat check against Migo[sic], return it to the box and draw 1 Unique Item.
Mi-Go
Set
Core Set
Type Evade Horror
Beast −1 −2

Keywords
Flying
Damage Stamina
2 6
Special Attack
The mi-go uses a strange device to electrocute you.
Test Dexterity.
Pass: The shock doesn't slow you down.
No effect.
Fail: You fall to the floor.
Take 3 damage and you are stunned.
Damage Stamina
1 7
Special Attack
The mi-go grabs you and flies upward.
Test Strength.
Pass: In the struggle, he releases you.
Deal 1 damage.
Fail: You land badly.
Take 2 damage and the keeper may move you 1 space.
Mi-Go

The thing's crustacean-like body has sets of paired appendages and thin, fluttering wings, and it is topped with a mass of antenna in place of a head.
Set
Recurring Nightmares [2X]
Aware Horror Brawn
6 4 3

Keywords
Flying

Mi-Go is a Monster that appears in the Arkham Horror Second Edition Core Set and Innsmouth Horror, Mansions of Madness First Edition Core Set, and Mansions of Madness Second Edition Recurring Nightmares.

ArtworkEdit

Notes and referencesEdit


Milk of Shub-Niggurath
Set
Call of the Wild
Type Subtype
Exploration Artifact
Card Text
Receive −1 Willpower.
You automatically pass horror tests against cultists, dark druids, cult leaders, and children of the goat.

Milk of Shub-Niggurath is an Exploration Card that appears in the Mansions of Madness First Edition Call of the Wild.

ArtworkEdit


Minh Thi Phan
The Secretary
Set
Core Set
Health Sanity
7 7
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
3 4 4
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
3 4 3
Special Ability
Once per round, you or another investigator within range may reroll 1 die while resolving a test.
Minh Thi Phan
The Secretary
Minh Thi Phan ~ Elder Sign - Omens of the Deep
Set
Omens of the Deep
Sanity Stamina
6 4
Special Ability
Synergy: Minh may allow other investigators to use her common items and unique items. Each time Minh or another investigator uses one of Minh's common items or unique items, Minh regains 1 sanity.
Starting Items
ES-Icon Reward AllyES-Icon Reward Common Item
AHTCG-Icon UniqueTPtC-2: Minh Thi Phan
The Secretary
235px
"You can depend on me to guide you through the unknown."
Type Subtype
Investigator Assistant
Faction AHTCG-Icon Health AHTCG-Icon Sanity
Seeker 7 7
AHTCG-Icon Willpower 2 AHTCG-Icon Intellect 2 AHTCG-Icon Combat 2 AHTCG-Icon Agility 2
4 4 2 2
Ability
AHTCG-Icon Reaction After an investigator at your location commits a card to a skill test: That card gains a AHTCG-Icon Wild icon until the end of the test. (Limit once for each investigator per round.)
AHTCG-Icon Elder Sign effect
+1. You may choose a skill card committed to this skill test to return to its owner's hand after this test ends.
Deck
Size: 30
Options: Seeker cards (AHTCG-Icon Seeker) level 0–5, Neutral cards level 0–5, Survivor cards (AHTCG-Icon Survivor) level 0–2.
Requirements: Analytical Mind, The King in Yellow (Act 1), 1 random basic weakness.

Minh Thi Phan is an Investigator that appears in the Arkham Horror Second Edition Innsmouth Horror, Mansions of Madness Second Edition Core Set, Elder Sign Omens of the Deep, and Arkham Horror: The Card Game The Path to Carcosa.

FictionEdit

The Story So FarEdit

Originally from Korea, Minh's family came to the United States to seek a fresh start and escape Japanese persecution. They worked hard to get ahead, and Minh was able to attend a small community college. Although she was often teased or harassed because of her heritage, Minh tried to focus on her studies, reminding herself that her parents had faced much worse in Korea. Eventually, she was able to finish her degree and landed a job at a small office in Arkham.

Initially Minh was mostly worried that her employer might make improper advances towards her, but Mr. Thomas seemed uninterested in her in that way, so she relaxed and concentrated on her work. Then he loaned her the book. As she started to read The King in Yellow, she found herself repulsed and horrified by its contents. When she expressed these feelings to Mr. Thomas, he just smiled oddly and told her, "Keep reading, it gets better towards the end." Although fearful for her job, she returned the book to him, saying it just wasn't her sort of thing.

The next day, she received a call from the hospital. Mr. Thompson was dead - suicide - and for some reason she was listed as his emergency contact.

So, Minh now finds herself standing outside St. Mary's Hospital with Mr. Thompson's personal possessions, including that terrible book, wondering what to do.[13]

Minh Thi Phan landed a good job directly out of school, perhaps due to her unique upbringing and her fluency in English, French, Vietnamese, Korean, and Japanese. She worked for Mr. Thomas as his secretary for a number of years and considered him to be not just her employer but her friend. But after coming across a strange book in the course of his work importing and exporting antiquities, Mr. Thomas became odd, moody, and ultimately took his own life.

Suddenly, Minh was on her own for the first time in her life. Uncertain what to do, Minh set about putting Mr. Thomas's affairs in order and soon discovered that his import and export business had exposed him to a dark and hidden world of the unknowable and unthinkable. Now Minh has a new task, one chosen for herself for the first time: discover what awful truth made Mr. Thomas commit suicide.[14]

Minh never quite felt like she belonged in America. Things were even harder for her family before they moved, being Vietnamese in Korea under Japanese rule. She worked hard to get her college degree, reminding herself that her parents had sacrificed much to come to the States. Finally, her father became acquainted with a man from Arkham, Mr. Thomas, who offered Minh a job at his office. He was kind to her, at first - but then he started reading The King in Yellow, and his demeanor changed completely. He'd lent it to Minh, but she dared not read past the first act. Three weeks later, Mr. Thomas was found dead, having taken his own life... And The King in Yellow is the key to the truth.[15]

ArtworkEdit

Notes and referencesEdit


Modern Remedies
Set
The Laboratory
Type Subtype
Exploration Equipment
Card Text
Discard this card during your turn to discard 1 Trauma card or 1 Side Effect card from 1 investigator in your space.

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

Mrs. Wylde
Set
The Yellow Sign
Type Subtype
Exploration Ally
Card Text
When you receive this card, the keeper may deal you 1 damage.
Action: Deal 2 damage to each monster in your room. Then drop this card in your room.

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

Mysterious Heirloom

When you slip it around your neck, you disappear from sight.
Set
Call of the Wild
Type Subtype
Exploration Artifact
Card Text
You may take 1 horror to automatically pass all evade checks until the end of this turn.

Mysterious Heirloom 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 Mysterious Heirloom uses an illustration[?] from AR-11: The Heirloom by Sara Biddle.

Nameless Cults
Set
Core Set
Season of the Witch
Til Death Do Us Part
Type Subtype
Exploration Tome
Card Text
Action: Test Intellect +1.
Pass: Take 1 horror, discard this card, and gain a "Blood Pact" Spell card.
Fail: Nothing happens.

Nameless Cults is an Exploration Card that appears in the Mansions of Madness First Edition Core Set, Season of the Witch, and Til Death Do Us Part.

MythosEdit

Nameless Cults first appeared in the story The Children of the Night (Robert E. Howard, 1931).

Nameless Cults is a volume by Friedrich Wilhelm von Junzt (1795–1840), an occultist and explorer of some note.

Within his book, von Junzt discusses his findings regarding worship patterns across the world. Part of this volume deals with commonly known secret societies, such as the Thuggee and the African leopard societies. The main part of the work, which is prefaced by a lengthy essay entitled "Narrative of the Elder World", deals with the worship of Cthulhu and his ilk, including the Tcho-tcho cults of Leng, the people of the Black Stone, the Hyborian Age, and the worldwide sects of Ghatanothoa. At certain points, von Junzt's rational presentation of these cults breaks down into disjointed ramblings. His assertion that alicorns (unicorn horns) were real and his claim to have visited Hell are often cited as evidence of his instability. Nonetheless, much of his work is insightful and should not be dismissed.[16]

Notes and referencesEdit


Natalie Prescott

"You have to stay in character! Do you want this scene to get cut? Well, maybe I should cut you then..."
Set
House of Fears
Type Subtype
Exploration Lost Soul

Natalie Prescott is an Exploration Card that appears in the Mansions of Madness First Edition House of Fears.

Nathan Stone
Set
Til Death Do Us Part
Type Subtype
Exploration Ally
Key
Card Text
Gain +1 Willpower.
When you attempt to move through a "Hidden Entrance", you may discard the Lock card.

Nathan Stone is an Exploration Card that appears in the Mansions of Madness First Edition Til Death Do Us Part.

Nightgaunt
Set
Core Set [2X]
Kingsport Horror [2X]
Dimension

Movement
AH-Icon Dim Slash

Flying
EH-Icon Will EH-Icon Strength EH-Icon Observation
−1 −2 −2
Horror Damage Toughness
1EH-Icon Horror 0EH-Icon Damage 2
Effect
When you fail a Combat check against Nightgaunt, you are drawn through the nearest open gate. If two or more gates are the same distance from you, you choose which gate you are drawn through.
Nightgaunt
Set
Call of the Wild
Type Evade Horror
Beast −3 −2

Keywords
Flying
Damage Stamina
2 7
Special Attack
The creature tries to lift you off the ground.
Test Strength.
Pass: Nothing happens.
Fail: He drops you from a great height, and your legs ignite with pain.
Take 1 damage and you are stunned.
Damage Stamina
1 9
Special Attack
It tries to silently dig its claws into your sides.
Test Dexterity.
Pass: Nothing happens.
Fail: Your mind screams only one thought—run!
You cannot perform any actions during your next turn.
Nightgaunt

This faceless, winged creature has rubbery skin and a barbed tail. Its strange, keening cry is unsettling.
Set
Suppressed Memories [2X]
Aware Horror Brawn
6 5 3

Keywords
Flying
Nightgaunt
Set
Core Set

EH-Icon Will EH-Icon Strength
+0 −2
Horror Damage Toughness
2EH-Icon Horror 1EH-Icon Damage 2
Reckoning
If there is an investigator on this space, move him and this Monster 1 space and he becomes delayed. Otherwise, move this Monster 2 spaces toward the nearest investigator.

Nightgaunt is a Monster that appears in the Arkham Horror Second Edition Core Set and Kingsport Horror, Mansions of Madness First Edition Call of the Wild, Mansions of Madness Second Edition Suppressed Memories, and Eldritch Horror Core Set.

ArtworkEdit

MythosEdit

Nightgaunts first appeared in the story The Dream-Quest of Unknown Kadath (H.P. Lovecraft, 1927).

Nightgaunts are a species found in both the Dreamlands and the waking world. Anatomically, they are much like humans, save for their whale-like skin, huge bat-wings, horns, and a blankness where their faces should be. Most are black in color, though one rare white one was reported.

Nightgaunts are usually found in desolate places, as far from humanity as possible. If a traveler intrudes upon their territory, the nightgaunts ambush and carry them through the air, tickling their victim with their large barbed tails if they struggle. Those who continue to fight back are dropped from a great height; those who do not are taken to strange and dangerous places, and then abandoned there (in the Dreamlands, the Vale of Pnath is a particular favorite.) Some say that even if the nightgaunts are defeated, they will return to the victim later until their mission of terror is satisfied.

Nightgaunts are said to follow Nodens, Lord of the Great Abyss, but are allied to some degree with the ghouls, Yibb-Tstll, Yegg-ha, and the Lords of Luz, a realm beneath the mountains separating Inganok from Leng.[17]

Notes and referencesEdit


Nola's Journal

This book is filled with strange babble on dimensional travel.
Set
Season of the Witch
Type Subtype
Exploration Key
Card Text
Discard this card to discard "Irregular Wall".

Nola's Journal is an Exploration Card that appears in the Mansions of Madness First Edition Season of the Witch.

Occult Book
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.

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

ArtworkEdit


Otherworld Gate
Set
Season of the Witch
Type Subtype
Exploration Event
Card Text
Place a ladder in this room and move all investigators to the ladder space in the Master Bedroom. Then, discard this card.

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

Pallid Mask
Set
Forbidden Alchemy
The Laboratory
Type Subtype
Exploration Artifact
Card Text
Once per turn, you may re-roll an evade check. You may not use this ability if you have attacked this turn.
AE-146: Pallid Mask [C]
235px
Type Subtype
Support Attachment
Item
Faction Cost
Hastur 1
Card Text
Attach to a character.
Attached character gains CoCTCG-Icon TerrorCoCTCG-Icon Arcane.

Pallid Mask is an Exploration Card that appears in the Mansions of Madness First Edition Forbidden Alchemy and The Laboratory, and a Support Card that appears in the Call of Cthulhu: The Card Game Arkham Edition.

ArtworkEdit

AE-146 and the Mansions of Madness Exploration cards for Pallid Mask use an illustration[?] by John Goodenough.

Password
Set
Core Set
Type Subtype
Exploration Key
Card Text
Discard this card when you attempt to move through a "Barred Entry" to discard the Lock card.

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

ArtworkEdit


Personal Journal
Set
Call of the Wild
Type Subtype
Exploration Equipment
Card Text
Action: Choose an ally in your space to take 1 horror. Then resolve top card of the ally's Story deck.

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

ArtworkEdit


Pickaxe
Set
The Silver Tablet
Til Death Do Us Part
Type Subtype
Exploration Blunt Melee Weapon
Damage 3
Card Text
ActionAttack a monster in your space.
Action: Test your Strength.
Pass: Automatically solve a rune puzzle[citation needed] in your room.
Fail: Nothing happens.
Pickaxe

With a single hard swing, the tool's head pierces deeply into even the hardest materials.
Set
Core Set
Type Subtype
Common Item Heavy Weapon
Range Melee Damage 3

Pickaxe is an Exploration Card that appears in the Mansions of Madness First Edition The Silver Tablet and Til Death Do Us Part, and a Common Item Card that appears in the Mansions of Madness Second Edition Core Set.

ArtworkEdit

The Mansions of Madness Exploration cards for Pickaxe uses an illustration[?] from AR-67: Reclaimed Servant by Anna Mohrbacher.
2

Poisonous Chemical
Set
Forbidden Alchemy
Type Subtype
Exploration Trap
Card Text
Immediately discard this card. Then attempt Alchemy Puzzle #10A.

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

ArtworkEdit


Powerful Magnet
Set
Forbidden Alchemy
Type Subtype
Exploration Key
Card Text
Discard this card when you attempt to move through a "Bolted Door" to discard the Lock card.

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

ArtworkEdit


Preston Fairmont
The Millionaire
Set
Core Set
Health Sanity
8 6
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
4 4 3
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
2 5 3
Special Ability
Once per round, when you gain an item, you may flip 1 Horror facedown or discard 1 facedown Horror.
Preston Fairmont
The Millionaire
Preston Fairmont ~ Elder Sign - Omens of the Pharaoh
Set
Omens of the Pharaoh
Sanity Stamina
4 6
Special Ability
Wealthy: Once per turn, when Preston gains a common item or a unique item, he may regain 1 sanity or 1 stamina.
Starting Items
ES-Icon Reward ClueES-Icon Reward Common ItemES-Icon Reward Common Item
AHTCG-Icon UniqueTCU-3: Preston Fairmont
The Millionaire
235px
"My money, my legacy, my problem. Let me handle it in my own way."
Type Subtype
Investigator Silver Twilight
Socialite
Faction AHTCG-Icon Health AHTCG-Icon Sanity
Rogue 7 7
AHTCG-Icon Willpower 2 AHTCG-Icon Intellect 2 AHTCG-Icon Combat 2 AHTCG-Icon Agility 2
1 1 1 1
Ability
Anytime you gain 1 or more resources from a card effect, place them on Family Inheritance instead of in your resource pool.
AHTCG-Icon Elder Sign effect
+0. You may spend 2 resources to automatically succeed, instead.
Deck
Size: 30
Options: Rogue cards (AHTCG-Icon Rogue) level 0–5, Survivor cards (AHTCG-Icon Survivor) level 0–2, Neutral cards level 0–5.
Requirements: Family Inheritance, Lodge "Debts", 1 random basic weakness.
Deckbuilding Restrictions: No Illicit cards.

Preston Fairmont is an Investigator that appears in the Mansions of Madness Second Edition Core Set, Elder Sign Omens of the Pharaoh, and Arkham Horror: The Card Game The Circle Undone.

FictionEdit

The Story So FarEdit

Preston Fairmont never thought much about where his family's money came from. All he knew was that he had plenty, and he took great advantage of it wherever possible. His father seemed troubled, at times, and tried to explain about his grandfather's business and the demands of something called the Order of the Silver Twilight, but Preston never paid any mind. At best it was boring, and at worst, when his father seemed the most distraught, it was insane. Then his father died.

Recently, Preston attended a seance hosted by a fashionable young lady of his acquaintance. She promised him a night to remember, and she certainly delivered. His father appeared, right there above the table, and Preston was not the only one who saw it. Since then, he has pulled out the trunk of his father's old things and started thinking a lot about where his family got their money.[18]

Preston Fairmont never thought much about where his family's money came from. All he knew was that he had plenty, and he took great advantage of it whenever possible. His father seemed troubled at times, and tried to explain about his grandfather's business and the demands of something called the Hermetic Order of the Silver Twilight, but Preston never paid any mind. Then his father died in a mysterious car accident, and Preston's family fortune has since become his responsibility. Now Carl Sanford, president of the Silver Twilight Lodge, wants to meet with Preston personally. Perhaps for the first time, Preston has begun to really think about where his family's money came from...[19]

ArtworkEdit

Notes and referencesEdit


Priest of Dagon

...As I saw them I knew also of what that humped, tiaraed priest in the black church basement had fearsomely reminded me.
Set
Innsmouth Horror [2X]
Dimension

Movement
AH-Icon Dim Plus

Aquatic
EH-Icon Will EH-Icon Strength EH-Icon Observation
−2 −2 −2
Horror Damage Toughness
2EH-Icon Horror 2EH-Icon Damage 2
Abilities
Magical Immunity
Priest of Dagon

Dedicated to a monstrous divinity, the Priest of Dagon celebrates the union of man and undersea monster.
Set
Core Set
Aware Horror Brawn
4 3 2
FR-59: Priest of Dagon [U]
235px
Type Subtype
Character Cultist
Faction Cost Skill
Cthulhu 2 1
CoCTCG-Icon Terror 2 CoCTCG-Icon Combat 2 CoCTCG-Icon Arcane 2 CoCTCG-Icon Investigation 2
0 0 1 0
Card Text
Action: exhaust and pay 1 to choose a character and a story. That character must commit to the chosen story this phase, if able.

Priest of Dagon is a Monster that appears in the Arkham Horror Second Edition Innsmouth Horror and Mansions of Madness Second Edition Core Set, and a Character Card that appears in the Call of Cthulhu: The Card Game Forbidden Relics.

ArtworkEdit

FR-59 uses an illustration[?] by James Ryman.

Notes and referencesEdit


Prophetic Mirror
Set
The Yellow Sign
Type Subtype
Exploration Event
Card Text
Immediately take 1 horror. You may then discard 1 King's Court card from any investigator. Then discard this card.

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

Puzzling Clue
Set
Call of the Wild
Type Subtype
Exploration Equipment
Card Text
Action: Attempt rune puzzle 7.[citation needed] If you solve it, gain 2 skill points and discard this card. Otherwise, reset the puzzle.

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

Raw Meat
Set
Call of the Wild
Type Subtype
Exploration Equipment
Card Text
When a beast or eldritch monster attempts to move out of your space, you may instead force it to remain in your space.

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

ArtworkEdit


Riot
Set
The King in Yellow
Dimension

Movement Type
AH-Icon Dim Moon

Normal Spawn
EH-Icon Will EH-Icon Strength EH-Icon Observation
−4 −2
Horror Damage Toughness
EH-Icon Horror 4EH-Icon Damage 3
Abilities
Starting Location: Northside Streets
Overwhelming 1
Effect
If you pass a Combat check against Riot, lose 1 Sanity and roll a die. On a 4–6, the terror level is increased by 1.
Riot
Set
The King in Yellow
Dimension

Movement Type
AH-Icon Dim Moon

Normal Spawn
EH-Icon Will EH-Icon Strength EH-Icon Observation
−4 −2
Horror Damage Toughness
EH-Icon Horror 4EH-Icon Damage 3
Abilities
Starting Location: Southside Streets
Overwhelming 1
Effect
If you pass a Combat check against Riot, lose 1 Sanity and roll a die. On a 4–6, the terror level is increased by 1.
Riot
Set
The King in Yellow
Dimension

Movement Type
AH-Icon Dim Moon

Normal Spawn
EH-Icon Will EH-Icon Strength EH-Icon Observation
−4 −2
Horror Damage Toughness
EH-Icon Horror 4EH-Icon Damage 3
Abilities
Starting Location: Miskatonic U. Streets
Overwhelming 1
Effect
If you pass a Combat check against Riot, lose 1 Sanity and roll a die. On a 4–6, the terror level is increased by 1.
Riot

Ordinary people in large numbers can be extremely dangerous. Unfortunately, they are usually dangerous to one another.
Set
Core Set [2X]
Aware Horror Brawn
7 4 4
Riot
Set
Gates of Arkham ES-Icon Restriction

Ability
Return this Monster marker to the game box and discard 1 Arkham Adventure card. Do not replace it.
Trophy Battle Task
0 ES-Icon Peril TaskES-Icon 1 Stamina TaskES-Icon 1 Sanity Task
Riot
Set
Core Set

EH-Icon Strength
−3
Damage Toughness
3EH-Icon Damage 3
Effect
Before resolving the EH-Icon Strength test, you may attempt to disperse the mob (EH-Icon Influence−1). If you pass, defeat this Monster.

Riot is a Spawn Monster that appears in the Arkham Horror Second Edition The King in Yellow, and a Monster that appears in the Mansions of Madness Second Edition Core Set, Elder Sign Gates of Arkham, and Eldritch Horror Core Set.

ArtworkEdit

Notes and referencesEdit


Rita Young
The Athlete
Set
Core Set
Health Sanity
9 5
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
5 4 3
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
3 2 4
Special Ability
You may move 1 additional space as part of a move action.
Rita Young
The Athlete
Set
Unseen Forces
Sanity Stamina
4 6
Special Ability
Resilience: When completing a task, Rita ignores any sanity or stamina requirements.
Starting Items
ES-Icon Reward Common ItemES-Icon Reward Unique Item
AHTCG-Icon UniqueTCU-5: Rita Young
The Athlete
235px
"You got a bone to pick? Fine by me. I don't need your permission to leave you in the dust."
Type Subtype
Investigator Miskatonic
Faction AHTCG-Icon Health AHTCG-Icon Sanity
Survivor 9 5
AHTCG-Icon Willpower 2 AHTCG-Icon Intellect 2 AHTCG-Icon Combat 2 AHTCG-Icon Agility 2
3 2 3 5
Ability
AHTCG-Icon Reaction After you evade an enemy: Either deal 1 damage to that enemy, or move to a connecting location. (Limit once per round.)
AHTCG-Icon Elder Sign effect
+2. Until the end of the round, ignore the limit on the above AHTCG-Icon Reaction ability.
Deck
Size: 30
Options: Survivor cards (AHTCG-Icon Survivor) level 0–5, Neutral cards level 0–5, Trick card level 0–3.
Requirements: "I'm done runnin'!", Hoods, 1 random basic weakness.

Rita Young is an Investigator that appears in the Arkham Horror Second Edition Dunwich Horror, Mansions of Madness Second Edition Core Set, Elder Sign Unseen Forces, and Arkham Horror: The Card Game The Circle Undone.

FictionEdit

The Story So FarEdit

Growing up in the South, Rita has often had to fight discrimination in one form or another. Although her family was poor, she worked hard and received a scholarship to Miskatonic University, where she joined the track and field team. Now, she may have to fight for her life.

Someone is after her. That much she's sure of. She has no idea who it is or why they want her, but there have been several strange men hanging around her dorm. Last week, her roommate was assaulted while wearing Rita's jacket, and Rita feels certain that it was a case of mistaken identity.

Today, Rita spent several hours trying to convince the police to do something, but the Sheriff says that his hands are tied without more evidence. Still, while running away might be the best way to avoid this premonition of personal doom hanging over her, that's never been Rita's style. Whether her stalkers are members of the Klu Klux Klan or something even more sinister, she's going to face them head on, the same way she's been facing the world all her life.[20]

Rita has always been good at running. Growing up in the South, she was well acquainted with discrimination and knowing when to make herself scarce. When she came up to Arkham to attend Miskatonic University on a track and field scholarship, she found things had not changed as much as she had hoped. The creepy people chasing after her wore black robes, not white, but Rita ran all the same.

When her roommate was attacked in the night while wearing Rita's jacket, Rita decided to do something about it. She started looking into the matter and found the mysterious assailants were not part of the Klu Klux Klan, as she had assumed. Now Rita eagerly pursues any chance to investigate the unknown and hidden cults that flourish right under the noses of the authorities. She is done running.[21]

Clocks do not lie. In the past, people have said hurtful things to Rita. They have threatened her, deemed her inferior. But ever since she started running competitively, Rita has only cared about the clock. The clock says that Rita is faster then the rest. It says she is stronger and has trained harder. Now, she may have to fight for her life. Someone is after her. That much she's sure of. She has no idea who it is or why they want her, but there have been several strange men hanging around her dorm. They plan to make an example of her. But they will have to catch her, and the clock says they cannot.[22]

ArtworkEdit

Notes and referencesEdit


Rory Michaels

"It's time for our close-up. Where ya goin'? This is our big scene! Get back here!"
Set
House of Fears
Type Subtype
Exploration Lost Soul

Rory Michaels is an Exploration Card that appears in the Mansions of Madness First Edition House of Fears.

Ruby of R'lyeh
Set
Core Set
Season of the Witch
Til Death Do Us Part
Type Subtype
Exploration Artifact
Card Text
Once per turn, after you spend an action to cast a spell, you may take 1 additional action. You may not cast the same spell.

Ruby of R'lyeh is an Exploration Card that appears in the Mansions of Madness First Edition Core Set, Season of the Witch, and Til Death Do Us Part.

ArtworkEdit


Satchel of the Void
Set
House of Fears
Type Subtype
Exploration Artifact
Card Text
Gain +1 Lore.
Action: Gain 3 skill points. Then, test Luck.
Pass: Nothing happens.
Fail: Place a mi-go in your space.
Satchel of the Void
Set
Horrific Journeys
Type Subtype
Unique Item Equipment
Card Text
Action: You slip the bag over the suspect's head (MoM2-Icon Lore; 2). If you pass, another investigator in your space becomes Lost in Time and Space.
TRotO-55: Satchel of the Void [F]
235px
Type Subtype
Support Item
Faction Cost
The Order of the Silver Twilight 2
Card Text
Action: Pay X and exhaust Satchel of the Void to shuffle X cards from your discard pile into your deck.

Satchel of the Void is an Exploration Card that appears in the Mansions of Madness First Edition House of Fears, a Unique Item Card that appears in the Mansions of Madness Second Edition Horrific Journeys, and a Support Card that appears in the Call of Cthulhu: The Card Game The Rituals of the Order.

AvailabilityEdit

TRotO-55 appears in the Necronomicon Draft Pack.

ArtworkEdit

TRotO-55 uses an illustration[?] by Ian Kirkpatrick.
2

Saturnian Wine
Set
Core Set
Season of the Witch
Type Subtype
Exploration Equipment
Card Text
Action: Discard this card to heal 1 damage and 1 horror.
FC-35: Saturnian Wine [R]
235px
Type Subtype
Support Item
Faction Cost
Miskatonic University 1
Keywords
SteadfastCoCTCG-Icon Yog-Sothoth
Card Text
Action: exhaust to lower the cost of the next CoCTCG-Icon Miskatonic University or CoCTCG-Icon Yog-Sothoth card you play this phase by 1 (to a minimum of 1).

Saturnian Wine is an Exploration Card that appears in the Mansions of Madness First Edition Core Set and Season of the Witch, and a Support Card that appears in the Call of Cthulhu: The Card Game Forgotten Cities.

ArtworkEdit

FC-35 uses an illustration[?] by Sylvain Vialla.

Sedative
Set
Core Set
Season of the Witch
Type Subtype
Exploration Equipment
Card Text
Action: Discard this card to discard 1 Trauma card from an investigator in your space (including self). He may not move during his next turn.

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

ArtworkEdit


Seeds
Set
Forbidden Alchemy
Type Subtype
Exploration Story Item
Card Text
Action: If the current time period is the Past, either place the seeds marker in your space or, if it is already on the board, move it to your space.
FC-123: Seeds [U]
235px
Type Subtype
Support Mutable
Faction Cost
Shub-Niggurath 0
Keywords
SteadfastCoCTCG-Icon Hastur
Card Text
Each Monster character gains CoCTCG-Icon Terror.
Action: pay 3 to have Seeds become a Monster character with skill 3 and CoCTCG-Icon CombatCoCTCG-Icon Combat until the end of the phase.

Seeds is an Exploration Card that appears in the Mansions of Madness First Edition Forbidden Alchemy, and a Support Card that appears in the Call of Cthulhu: The Card Game Forgotten Cities.

ArtworkEdit

FC-123 uses an illustration[?] by Grey Thornberry.

Sharpened Machete
Set
The Laboratory
Type Subtype
Exploration Sharp Melee Weapon
Damage 3
Card Text
ActionAttack a monster in your space. Deal 1 additional damage when attacking an eldritch monster.

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

Sheet Music
Set
Til Death Do Us Part
Type Subtype
Exploration Key
Card Text
Discard this card when you attempt to move through a "Chime Lock" to discard the Lock card.

Sheet Music is an Exploration Card that appears in the Mansions of Madness First Edition Til Death Do Us Part.

Shoggoth

The stench was unbearable, and rising to the surface came a terrible cry, "Tekeli-li! Tekeli-li!"
Set
Core Set [2X]
Innsmouth Horror [2X]
Dimension

Movement
AH-Icon Dim Diamond

Fast
EH-Icon Will EH-Icon Strength EH-Icon Observation
−1 −1 −1
Horror Damage Toughness
3EH-Icon Horror 3EH-Icon Damage 3
Abilities
Physical Resistance
Nightmarish 1
Shoggoth
Set
Core Set
Type Evade Horror
Eldritch 0 −4

Damage Stamina
4 11
Special Attack
You freeze in horror as it rolls towards you with unstoppable force.
Test Willpower.
Pass: You overcome fear and run.
You may move once.
Fail: You are crushed under its bulk.
Take 4 damage and you are stunned.
Damage Stamina
3 13
Special Attack
Its fleshy membrane starts to absorb you.
Test Dexterity.
Pass: You escape its grasp with minor burns.
Take 2 damage.
Fail: It begins to digest you.
Take 5 damage.
Shoggoth

A mass of protoplasmic flesh, self-luminous, covered with an ever-shifting array of eyes, appendages, and organs. It flows forward as slowly and inevitably as a glacier.
Set
Recurring Nightmares [2X]
Aware Horror Brawn
3 6 4
Shoggoth

Its oozing mass enveloped some exhibits and crushed others in its tentacles.
Set
Core Set

Trophy Battle Task
2 ES-Icon Lore TaskES-Icon Terror TaskES-Icon 1 Sanity Task
Shoggoth
Set
Core Set

EH-Icon Will EH-Icon Strength
+0 −2
Horror Damage Toughness
3EH-Icon Horror 2EH-Icon Damage 4
Reckoning
This Monster recovers all Health.

Shoggoth is a Monster that appears in the Arkham Horror Second Edition Core Set and Innsmouth Horror, Mansions of Madness First Edition Core Set, Mansions of Madness Second Edition Recurring Nightmares, Elder Sign Core Set, and Eldritch Horror Core Set.

ArtworkEdit

MythosEdit

Shoggoths first appeared in the story At the Mountains of Madness (H.P. Lovecraft, 1931).

Shoggoths are entities created by the Elder Things as a servitor race billions of years ago. These beings were enormous black masses covered with whatever sensory organs and appendages their masters required. Shoggoths did not age and had astounding regenerative capabilities only slowed by extreme cold. These creatures were immensely strong and easily taught through hypnosis, building the great underwater stone cities of the Elder Things.

After millions of years serving the Elder Things, the shoggoths had become more intelligent and contemptuous of their taskmasters. This discontent turned into rebellion in the Permian period 150 million years ago. Though the shoggoths were initially successful, the Elder Things suppressed the rebellion, re-trained the shoggoths, and continued to use them with more caution. During the insurrection, the shoggoth proved themselves able to survive out of water, but the Elder Things discouraged such adaptation. When the Elder Things departed the cold Antarctic for their last underwater city, it is believed they took their shoggoths with them.

Variant forms of shoggoths have sometimes been reported. Some of these have been more fixed in a particular shape, though their voracity and hardiness remain the same.[23]

Notes and referencesEdit


Shotgun
Set
Core Set
Season of the Witch
Type Subtype
Exploration Ranged Weapon
Damage 4
Card Text
ActionAttack a monster within 1 range (you may attack through a door). Deal +2 damage when attacking a monster in your space.
Shotgun
Set
Core Set
Type Subtype
Common Item Firearm
Range Ranged Damage 6
Card Text
You cannot attack a monster that is more than 1 space away with this card.
UT-18: Shotgun [U]
235px
Type Subtype
Support Attachment
Weapon
Faction Cost
The Agency 1
Card Text
Attach to a character.
While attached character is committed to a story, it gains "Action: pay 1 to choose and wound a character committed to this story."
CS-14: Shotgun [F]
Shotgun CS-14
Type Subtype
Support Attachment
Weapon
Faction Cost
The Agency 1
Card Text
Attach to a character.
While attached character is committed to a story, it gains: "Action: Pay 1 to choose and wound a character committed to this story."

Shotgun is an Exploration Card that appears in the Mansions of Madness First Edition Core Set and Season of the Witch, 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 Unspeakable Tales and Core Set.

ArtworkEdit

UT-18 and CS-14 use an illustration[?] by John Goodenough.
2

Shovel
Set
Call of the Wild
Type Subtype
Exploration Blunt Melee Weapon
Damage 2
Card Text
ActionAttack a monster in your space.
Action: If you are in an outdoor space, place or discard a pit feature maker[citation needed] in your space.
Shovel

Digging holes is just one of its many uses.
Set
Core Set
Type Subtype
Common Item Heavy Weapon
Range Melee Damage 1

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

ArtworkEdit


2

Silas Marsh
The Sailor
Set
Horrific Journeys
Health Sanity
9 5
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
4 5 4
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
2 3 3
Special Ability
Once per round, you may flip 1 Horror faceup to reroll one or all of your dice while resolving a test.
Silas Marsh
The Sailor
Set
Omens of Ice
Sanity Stamina
4 6
Special Ability
Pull of the Tides: Once per day, during any investigator's turn, Silas may spend 2 stamina or 2 sanity to prevent the clock from advancing.
Starting Items
ES-Icon Reward Common ItemES-Icon Reward Unique Item
AHTCG-Icon UniqueBK-13: Silas Marsh
The Sailor
235px
"Leave your fears on the docks, lads."
Type Subtype
Investigator Drifter
Faction AHTCG-Icon Health AHTCG-Icon Sanity
Survivor 9 5
AHTCG-Icon Willpower 2 AHTCG-Icon Intellect 2 AHTCG-Icon Combat 2 AHTCG-Icon Agility 2
2 2 4 4
Ability
AHTCG-Icon Reaction After you reveal a chaos token during a skill test you are performing. Return a skill you committed to this test to your hand. (Limit once per round.)
AHTCG-Icon Elder Sign effect
+0. You may commit a skill from your discard pile to this test. After this test ends, return that skill to your hand instead of discarding it.
Deck
Size: 30
Options: Survivor cards (AHTCG-Icon Survivor) level 0–5, Neutral cards level 0–5, Innate skills level 0–2.
Requirements: Change Harpoon, Silas's Net, Siren Call, 1 random basic weakness.

Silas Marsh 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 .

FictionEdit

The Story So FarEdit

Silas always felt the call of the ocean. Even as a little boy he loved to play in the waves. There was just something soothing and otherworldly about the sea that put him at ease in a way nothing else could.

It came as no surprise to his family when Silas announced that he'd decided to become a sailor and travel the world. They'd actually been waiting for him to reach that conclusion for several years.

So, he signed up with a merchant shipping company and spent the next few years gallivanting from one port to the next and seeing all the sights he could take in.

Periodically, he would dream. At these times, his sleep was haunted with strange, ethereal visions of undersea vistas and bizarre creatures that smiled toothily at him. Gradually, he came to feel that there was something sinister about these dreams, and when he asked his family, they simply nodded and said, "It's time for you to visit the main branch of the family up in Innsmouth. They'll set you straight."

Two days later, as he disembarks from a ship at the Arkham docks, Silas can't help but find his family's remark just a little bit sinister.[24]

Silas Marsh has loved the sea ever since he was old enough to toddle through its briny shallows. Becoming a sailor was the easiest decision he ever made, and his sturdy frame and good sense for the weather gave him a good reputation aboard any vessel. There was only one thing troubling Silas: over and over again, he dreamed of unsettling cities hidden beneath the waves and inhabited by bizarre creatures. These dreams called to him, stirring something deep within him that he thought he had left behind in his hometown of Innsmouth.[25]

Silas Marsh has always felt called to the sea. As a young lad, he left his family in fear-shadowed Innsmouth and made a name for himself sailing the seven seas. But after the death of his parents, the sea's call has only grown stronger. Silas has dreams - nightmares - of pointed teeth grinning, webbed hands reaching, and eyes glowing in the darkness of the ocean deeps. No one in his family is able to offer an explanation for his dreams, or at least, no one is willing. So when desperate librarian Abigail Foreman comes to Silas with questions of her own, he cannot turn her away. Her ancient and mysterious tome, the Profesiae Profana, points to a stellar event foretelling the end of the world, and painted in its margins are the very same creatures that haunt Silas's nightmares...[26]

ArtworkEdit

Notes and referencesEdit


Silver Key
Set
Core Set
The Silver Tablet
House of Fears
Type Subtype
Exploration Key
Card Text
Discard this card when you attempt to move through a "Locked Door" to discard the Lock card.
Silver Key

Yog-Sothoth is the gate. Yog-Sothoth is the key and the guardian of the gate.
Set
Core Set
Type Subtype
Unique Item Key

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

ArtworkEdit

MythosEdit

The Silver Key first appeared in the story The Silver Key (H.P. Lovecraft, 1926).

Key of tarnished silver five inches long, carved with indecipherable hieroglyphics. The Silver Key was forged in the land of Hyperborea many years ago. Stolen in the Middle-East by the Crusader Geoffrey Carter, he passed it down through his family line. The Carter family passed down the key until the mystic Randolph Carter rediscovered it; he is believed to have taken it with him when he disappeared in 1928.

When certain words are spoken as the key is held up to the setting sun and rotated nine times, this device can physically transfer its user to any time desired. If the bearer is worthy, it may also be used to unlock the Ultimate Gate which Umr at-Tawil guards.[27]

Notes and referencesEdit


2
Silver Tablet

A dark voice says to break it.
Set
The Silver Tablet
Type Subtype
Exploration Artifact
Card Text
Action: Test Strength −4.
Pass: Discard this card and the "Unseen Wings" Keeper Action card.
Fail: Nothing happens.

Silver Tablet is an Exploration Card that appears in the Mansions of Madness First Edition The Silver Tablet.

Sinkhole
Set
Call of the Wild
Type Subtype
Exploration Event
Card Text
Immediately discard this card, take 1 damage, and your turn immediately ends.
If outdoors, also place a pit feature marker in your space.

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

Skeleton

Silently it emerged from the water and strode up the beach towards us. Although the bleached skeleton was picked free of flesh, still it moved with malignant purpose.
Set
Kingsport Horror [2X]
Dimension

Movement Type
AH-Icon Dim Moon

Aquatic Undead
EH-Icon Will EH-Icon Strength EH-Icon Observation
−1 −1 −2
Horror Damage Toughness
1EH-Icon Horror 2EH-Icon Damage 2
Abilities
Physical Resistance
Skeleton

Creaking and cracking, the bones that lay still for ages now roam at the command of dark forces.
Set
Streets of Arkham [2X]
Aware Horror Brawn
2 4 2

Keywords
Aquatic
Skeleton
Set
Core Set

EH-Icon Will EH-Icon Strength
+0 −2
Horror Damage Toughness
2EH-Icon Horror 1EH-Icon Damage 2
Effect
If you defeat this Monster during a Combat Encounter, recover 1 Sanity.

Skeleton is an Undead Monster that appears in the Arkham Horror Second Edition Kingsport Horror, and a Monster that appears in the Mansions of Madness Second Edition Streets of Arkham and Eldritch Horror Core Set.

ArtworkEdit

Notes and referencesEdit


Sledgehammer
Set
Core Set
Type Subtype
Exploration Blunt Melee Weapon
Damage X
Card Text
ActionAttack a monster in your space. X equals your Strength −2 (minimum of 1).
Sledgehammer
Set
Core Set
Type Subtype
Common Item Heavy Weapon
Range Melee Damage 2
Card Text
You may suffer 2 facedown Damage to convert all MoM2-Icon Investigation to MoM2-Icon Success while attacking with this card.
TYC-83: Sledgehammer [F]
235px
Trust me. I know what I'm doing.
Type Subtype
Support Attachment
Weapon
Faction Cost
The Agency 1
Card Text
Attach to a character you control.
Action: Sacrifice Sledgehammer to choose and destroy a Monster or Creature character with printed skill 3 or lower.

Sledgehammer 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-83 uses an illustration[?] by Tysen Johnson.
2

Smith & Wesson
Set
The Silver Tablet
Til Death Do Us Part
House of Fears
The Yellow Sign
Type Subtype
Exploration Ranged Weapon
Damage 3
Card Text
ActionAttack a monster within 3 range. Deal +1 damage when attacking a monster within 1 range.

Smith & Wesson 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.

Sniper
Set
Call of the Wild
Type Subtype
Exploration Ranged Weapon
Damage 4
Card Text
ActionAttack a monster within 3 range. You may not use this weapon to attack a monster in your space.

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

Spirit Dagger
Set
The Silver Tablet
Type Subtype
Exploration Sharp Melee Weapon
Damage 3
Card Text
ActionAttack a monster in your space.
Action: Test Lore.
Pass: Until your next turn, you may not be targeted by Unseen Wings.
Fail: Nothing happens.
TRotO-36: Spirit Dagger [F]
235px
Type Subtype
Support Attachment
Weapon
Faction Cost
The Order of the Silver Twilight 1
Card Text
Attach to a character you control.
Attached character gains "Response: After a character enters a discard pile from play, this character gains CoCTCG-Icon Combat until the end of the phase."

Spirit Dagger is an Exploration Card that appears in the Mansions of Madness First Edition The Silver Tablet, and a Support Card that appears in the Call of Cthulhu: The Card Game The Rituals of the Order.

ArtworkEdit

TRotO-36 uses an illustration[?] by Chelsea Conlin.

Star Spawn

The bosun was the only one left alive. We dragged him screaming from the cargo hold. "That thing!" he wept, "Not a whale... not an island..."
Set
Core Set [2X]
Dimension

Movement
AH-Icon Dim Plus

Normal
EH-Icon Will EH-Icon Strength EH-Icon Observation
−3 −3 −1
Horror Damage Toughness
2EH-Icon Horror 3EH-Icon Damage 3
Star Spawn

Huge and alien, this creature's rubbery skin and tentacled mouth hint at an undersea ancestry, but its wings and claws suggest something much worse.
Set
Core Set [2X]
Aware Horror Brawn
5 8 5

Keywords
Flying
Star Spawn
Set
Core Set

EH-Icon Will EH-Icon Strength
−1 −3
Horror Damage Toughness
3EH-Icon Horror 3EH-Icon Damage 5
Reckoning
Roll 1 die. On a 1 or 2, advance Doom by 1.

Star Spawn is a Monster that appears in the Arkham Horror Second Edition Core Set, Mansions of Madness Second Edition Core Set, and Eldritch Horror Core Set.

ArtworkEdit

MythosEdit

The Star-Spawn of Cthulhu, also called Cthulhi, first appeared in the story At the Mountains of Madness (H.P. Lovecraft, 1931).

The Star-Spawn of Cthulhu are beings that came to earth with Cthulhu and dream with their master in the corpse-city of R'lyeh. They resemble their master to some degree; indeed, they may all be descended from him.

The Cthulhu-spawn arrived on earth many eons ago, building a great city on the newly-risen continent of R'lyeh. The Elder Things of the Antarctic resisted this incursion, but the star-spawn beat them back into the ocean. Peace was finally declared, and both races settled back into their cities. In the end, however, R'lyeh sank beneath the waves, trapping Cthulhu and all of his spawn.

Presumably the Cthulhi will awaken with their master when R'lyeh rises above the ocean. A few of these beings may still be free.[28]

Notes and referencesEdit


Star Vampire
Set
Dunwich Horror
Dimension

Movement
AH-Icon Dim Star

Stalker
EH-Icon Will EH-Icon Strength EH-Icon Observation
−3 −3 −3
Horror Damage Toughness
3EH-Icon Horror 3EH-Icon Damage 3
Abilities
Physical Resistance
Star Vampire

The blood the star vampire feasts on will temporarily color its limbs, making the beast visible until it is ready to hunt again.
Set
Streets of Arkham [2X]
Aware Horror Brawn
4 6 3

Keywords
Phasing
Star Vampire

I found the source of the unnerving laughter. It was monstrous, reaching for me with its red tentacles.
Set
Unseen Forces

Trophy Battle Task
3 ES-Icon Peril TaskES-Icon 1 Stamina Task
Star Vampire
Set
Strange Remnants

EH-Icon Will EH-Icon Strength
−1 −2
Horror Damage Toughness
3EH-Icon Horror 2EH-Icon Damage 4
Spawn
When this Monster is spawned, advance the Omen by 1 unless investigators as a group spend 2 Clues.

Star Vampire is a Monster that appears in the Arkham Horror Second Edition Dunwich Horror, Mansions of Madness Second Edition Streets of Arkham, Elder Sign Unseen Forces, and Eldritch Horror Strange Remnants.

ArtworkEdit

MythosEdit

Star Vampires first appeared in the story The Shambler from the Stars (Robert Bloch, 1935).

Star Vampires are a species of interstellar beings who most commonly appear when summoned. Star vampires are completely transparent, save for a brief time after they drink the blood of a victim. Then they appear as masses of sharp talons and waving suckers.

A star vampire may be summoned by reading a book with the spell (such as De Vermis Mysteriis) at night under a cloudless sky.[29]

Notes and referencesEdit


Startling Evidence
Set
Core Set
Type Subtype
Exploration Equipment
Card Text
Action: Discard this card and take 2 horror. The keeper must then tell you which room the next clue card is in.

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

ArtworkEdit


Stradivarius
Set
The Laboratory
Type Subtype
Exploration Equipment
Card Text
Action: Test Dexterity −1.
Pass: Move 1 monster 1 space towards you.
Fail: Nothing happens.

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

Strange Elixir
Set
The Laboratory
Type Subtype
Exploration Item
Card Text
Action: Test Strength −1.
Pass: Discard this card to heal all your damage and horror and discard all your trauma cards.
Fail: Discard this card and draw 1 Side Effect.

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

Surgical Tools
Set
Forbidden Alchemy
Type Subtype
Exploration Equipment
Card Text
Action: Take 1 horror to discard up to 2 mutation tokens from an investigator in your space.

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

ArtworkEdit



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