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Sword of Ramasekva

The blade pulses in your hand.
Set
Call of the Wild
Type Subtype
Exploration Artifact
Sharp Melee Weapon
Damage 4
Card Text
ActionAttack a monster in your space. If you do not deal any damage to the monster, you are cursed.
AE-236: Sword of Ramasekva [U]
235px
Type Subtype
Support Attachment
Item
Faction Cost
Neutral 1
Card Text
Attach to a Cultist character.
Attached character gains +3 skill and gains CoCTCG-Icon CombatCoCTCG-Icon CombatCoCTCG-Icon Combat.

Sword of Ramasekva 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.

ArtworkEdit

AE-236 and the Mansions of Madness Exploration card for Sword of Ramasekva use an illustration[?] by John Goodenough.

Sword of St. Jerome
Set
Forbidden Alchemy
Type Subtype
Exploration Sharp Melee Weapon
Damage X
Card Text
ActionAttack a monster in your space. X equals your Lore −2 (minimum of 2). If you damage the monster, you may heal 1 damage.
AHTCG-Icon UniqueFR-136: Sword of St. Jerome [R]
The Martyr's Legacy
235px
In the name of God, we offer up this brokenhearted prayer to Reason.
Type Subtype
Support Artifact
Faction Cost
Neutral 4
Card Text
While it is Day, characters you control gain Willpower.

Sword of St. Jerome 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 Forbidden Relics.

ArtworkEdit

FR-136 use an illustration[?] by John Goodenough.

Symbol of the Elder Light
Set
The Silver Tablet
House of Fears
Type Subtype
Exploration Artifact
Card Text
Investigators may ignore darkness in your room.
Action: Test Lore.
Pass: Discard a darkness token from your room.
Fail: Nothing happens.

Symbol of the Elder Light is an Exploration Card that appears in the Mansions of Madness First Edition The Silver Tablet and House of Fears.

Tcho-Tcho Talisman
Set
The Silver Tablet
Til Death Do Us Part
House of Fears
Type Subtype
Exploration Artifact
Card Text
Gain +1 Luck.
Action: Test Lore.
Pass: Gain 2 skill points.
Fail: Keeper draws 1 Mythos or Trauma card.
FR-143: Tcho-Tcho Talisman [U]
235px
Type Subtype
Support Attachment
Item
Faction Cost
Neutral 1
Card Text
Attach to a character you control.
Attached character gains CoCTCG-Icon TerrorCoCTCG-Icon Terror.
Response: after Tcho-Tcho Talisman is placed into any discard pile from play, pay 1 to return it to its owner's hand.
CS-150: Tcho-Tcho Talisman [F]
Tcho-Tcho Talisman CS-150
Type Subtype
Support Attachment
Item
Faction Cost
Neutral 1
Card Text
Attach to a character you control.
Attached character gains CoCTCG-Icon TerrorCoCTCG-Icon Terror.
Response: After Tcho-Tcho Talisman is placed into any discard pile from play, pay 1 to return it to its owner's hand.

Tcho-Tcho Talisman is an Exploration Card that appears in the Mansions of Madness First Edition The Silver Tablet, Til Death Do Us Part, and House of Fears, and a Support Card that appears in the Call of Cthulhu: The Card Game Forbidden Relics and Core Set.

ArtworkEdit

FR-143, CS-150, and Mansions of Madness Exploration cards for Tonic of Inspiration use an illustration[?] by Lars Simkins.

The Cure
Set
Til Death Do Us Part
Type Subtype
Exploration Sharp Melee Weapon
Damage 5
Card Text
Gain +1 Strength.
ActionAttack a monster in your space. Deal +1 damage when attacking a shoggoth.

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


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.

The Fall of House Lynch
The room is empty except for the burnt outline of a human on the kitchen table.
Upon closer examination, you find a simple silver key hidden in the soot.
A trail of blackened footprints leads up the foyer stairs and right down the hall.
The Fall of House Lynch
The bloody mess of a man's body lies on the operating table. Rusted instruments and crude tools lie all around him.
The skinless man whispers to you in horror through his lipless mouth. "Oh god, he wanted my flesh..."
With his last breath he murmurs, "He let me stay the night..." and hands you a key.
The Fall of House Lynch
You find a journal entry dated July 5th 1918.
"My wife's condition has begun to deteriorate as of late. I know it is only a matter of time, and have prepared a place for her along with the other bodies deep within the ground."
The Fall of House Lynch
Your sight blurs and you collapse to the ground as a vision consumes you. A man whistles a cheerful tune as he drags a woman's limp body along the floor. You shiver as the body is dragged into the rain, through a muddy puddle. A shovel comes down on her head as the vision ends.
The Fall of House Lynch
You are consumed by a vision of Walter leading a seance to communicate with his dead son. You watch as an uninvited spirit wraps around his mind with one command: "FEED ME SOULS!"
Reveal Objective. The keeper places Walter within 2 spaces of any investigator. Walter is a maniac with +4 health per investigator.
The Fall of House Lynch
Somewhere in the house, Walter attempts to use your own flesh and blood to enact an ancient summoning.
The ground shakes, knocking books and trinkets off the shelves.

Reveal Objective. Then stun each shoggoth in play.
The Fall of House Lynch
Walter's voice echoes through the mansion: "WE MUST FEED IT!" Then a painful chorus of sickly groans fills the manor. It is an unnerving sound, almost, but not quite, human.
Reveal Objective. The keeper then places 1 zombie per investigator in different rooms not containing investigators.

The Fall of House Lynch is a scenario that appears in the Mansions of Madness First Edition Core Set.


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.

The Laboratory
The air flickers around you with blinding brilliance. When the light fades, you find yourself in a different place.
The keeper may immediately move you to any space in a room with at least 1 Portal.
The Laboratory
A strange, translucent horror steps through the wall and passes through you, as if you were nothing. You turn around quickly to catch a glimpse of the fiend, but it is gone.
Take 1 horror and 1 damage.
The Laboratory
The floor and walls glow with a sickly green light, and you feel an uncomfortable prickling of the skin.
Draw 1 Side Effect.
The Laboratory
The machine drones detestably, and you feel the air tremble and stir.
The keeper may open 1 Portal in your room.
The Laboratory
You find the housekeeper's clothes in an empty lump, as if her body was simply disintegrated leaving nothing behind but what she had been wearing.
Take 2 horror.

The Laboratory is a scenario that appears in the Mansions of Madness First Edition The Laboratory.

Portal cardsEdit

Portal Effect
City of the Great Race Voices whisper in your mind as an inhuman intellect scans your brain.
When this Portal is opened, the keeper moves each investigator and monster in this room and each adjacent room 1 space.
Action: Test Intellect −2.
Pass: Close this Portal. Then each investigator may move 1 space.
Fail: The keeper may move a monster 1 space.
Dreamlands The world has become your dream, and all your dreams are nightmares.
At the start of the keeper's turn, he places 1 additional damage token on the objective card.
Action: Test Luck +4.
Pass: Close this Portal. Then the keeper removes 1 damage token from the objective card.
Fail: The keeper draws 1 Mythos card.
Library of Celeano You hear the rustling of infinite pages, all promising unfathomable secrets.
Investigators cannot spend Skill tokens while in this room or in an adjacent room.
Action: Test Lore.
Pass: Close this Portal. Then gain 1 skill token.
Fail: Discard 1 skill token.
R'lyeh There is only terror.
If an investigator is in this room or an adjacent room at the beginning of his turn, he must either take 1 horror or let the keeper gain 1 threat.
Action: Take any combination of 4 horror and/or damage to close this Portal.
The Abyss Darkness leaks out from the air, permeating the area.
When this Portal is opened, the keeper places 1 darkness marker in this room and in each adjacent room.
Action: Test Willpower −2.
Pass: Close this Portal. Then remove all darkness markers from this room and each adjacent room.
Fail: The keeper places 1 darkness marker in any room.
The Underworld The stench of the dead permeates the walls; their wailing cries pierce your mind.
When this Portal is opened, each investigator in this room must take either 1 horror 1 damage.
Action: Test Strength −3.
Pass: Close this Portal. Then the keeper must discard 1 Mythos card of his choice.
Fail: The keeper draws 1 Trauma card.
Yuggoth Cold void surrounds you, and you hear the skittering of some alien creature.
Using the "From Beyond" Keeper Action card to place monsters in this room costs the keeper 1 fewer threat.
Action: Test Dexterity.
Pass: Close this Portal. Then deal 3 damage to all monsters in this room.
Fail: The keeper gains 1 threat.

ArtworkEdit


The Lost Reel
Set
House of Fears
Type Subtype
Exploration Key
Equipment
Card Text
Gain +1 Willpower.
Discard this card when you explore a "Missing Reel" to discard the Obstacle card.

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

The Necronomicon
Set
The Yellow Sign
Type Subtype
Exploration Tome
Card Text
Action: Test Intellect −1.
Pass: Take 2 horror, discard this card, and gain 1 card of a Spell type of your choice.
Fail: Nothing happens.
AHTCG-Icon UniqueAE-55: The Necronomicon [R]
The Book of the Mad Arab
235px
Type Subtype
Support Tome
Faction Cost
Miskatonic University 4
Card Text
Action: exhaust and pay 3 to choose a character. Take control of that character until the end of the phase.
AHTCG-Icon UniqueSoA-9: The Necronomicon [F]
The Book of the Mad Arab
The Necronomicon SoA-9
Type Subtype
Support Tome
Faction Cost
Miskatonic University 4
Card Text
Action: Exhaust and pay 3 to choose a character. Take control of that character until the end of the phase.
AHTCG-Icon UniqueR-85: The Necronomicon [F]
Owlswick Translation
The Necronomicon R-85
Type Subtype
Support Tome
Relic
Attachment
Faction Cost
Cthulhu 2
Card Text
Attach to a character you control. Shuffle all other copies of The Necronomicon back into their owners' decks.
Action: Sacrifice attached character and shuffle The Necronomicon into your deck to have each player sacrifice each character with a lower cost than attached character.
AHTCG-Icon UniqueR-90: The Necronomicon [F]
Al Azif
The Necronomicon R-90
Type Subtype
Support Tome
Relic
Attachment
Faction Cost
Miskatonic University 3
Card Text
Attach to a character you control. Shuffle all other copies of The Necronomicon back into their owners' decks.
Response: After you place a success token on a story at which attached character is committed, sacrifice that character and shuffle The Necronomicon back into your deck. Then, place 1 success token on each story.
AHTCG-Icon UniqueR-95: The Necronomicon [F]
John Dee Translation
235px
Type Subtype
Support Tome
Relic
Attachment
Faction Cost
The Order of the Silver Twilight 3
Card Text
Attach to a character you control. Shuffle all other copies of The Necronomicon back into their owners' decks.
Action: If you have fewer cards in your hand than each opponent, return attached character to your hand and shuffle The Necronomicon into your deck to have each opponent choose a character he controls and return it to his hand.
AHTCG-Icon UniqueR-99: The Necronomicon [F]
Theodorus Philetas Translation
235px
Type Subtype
Support Tome
Relic
Attachment
Faction Cost
Yog-Sothoth 2
Card Text
Attach to a character you control. Shuffle all other copies of The Necronomicon back into their owners' decks.
Response: After you succeed at a story, sacrifice attached character and shuffle The Necronomicon back into your deck to have each opponent discard 5 cards from the top of his deck.
AHTCG-Icon UniqueR-103: The Necronomicon [F]
Simon Translation
The Necronomicon R-103
Type Subtype
Support Tome
Relic
Attachment
Faction Cost
The Agency 3
Card Text
Attach to a character you control. Shuffle all other copies of The Necronomicon back into their owners' decks.
Response: After you win a CoCTCG-Icon Combat struggle at a story where attached character is committed, sacrifice attached character and shuffle The Necronomicon back into your deck to wound each character committed to each story with skill lower than attached character.
AHTCG-Icon UniqueR-108: The Necronomicon [F]
Petrus de Dacia Translation
The Necronomicon R-108
Type Subtype
Support Tome
Relic
Attachment
Faction Cost
Hastur 2
Card Text
Attach to a character you control. Shuffle all other copies of The Necronomicon back into their owners' decks.
Disrupt: When attached character would become insane, shuffle The Necronomicon to make each character with lower skill than the attached character also go insane.
AHTCG-Icon UniqueR-112: The Necronomicon [F]
Olaus Wormius Translation
The Necronomicon R-112
Type Subtype
Support Tome
Relic
Attachment
Faction Cost
Shub-Niggurath 3
Card Text
Attach to a character you control. Shuffle all other copies of The Necronomicon back into their owners' decks.
Action: Sacrifice attached character and shuffle The Necronomicon back into your deck to put into play all characters from your discard pile with less skill than the attached character.
AHTCG-Icon UniqueR-117: The Necronomicon [F]
George Hay Translation
235px
Type Subtype
Support Tome
Relic
Attachment
Faction Cost
The Syndicate 3
Card Text
Attach to a character you control. Shuffle all other copies of The Necronomicon back into their owners' decks.
Action: Sacrifice attached character and shuffle The Necronomicon back into your deck to exhaust all characters with lower skill than attached character.
CS-9: The Necronomicon
John Dee Translation
235px
Type Subtype
Asset Item
Tome
Faction

Cost Slot
Weakness

AHTCG-Icon 1 Hand Slot
Card Text
Daisy Walker deck only.
Revelation ⁠— Put The Necronomicon into play in your threat area, with 3 horror on it. It cannot leave play while it has 1 or more horror on it.
Treat each AHTCG-Icon Elder Sign you reveal on a chaos token as a AHTCG-Icon Auto-fail.
AHTCG-Icon Action: Move 1 horror from The Necronomicon to Daisy Walker. Then, if The Necronomicon has no horror on it, discard it.

The Necronomicon is an Exploration Card that appears in the Mansions of Madness First Edition The Yellow Sign, a Support Card that appears in the Call of Cthulhu: The Card Game Arkham Edition, Secrets of Arkham, and Revelations, and an Asset Card that appears in the Arkham Horror: The Card Game Core Set.

AvailabilityEdit

SoA-9 appears in the Necronomicon Draft Pack.

ArtworkEdit

AE-55, SoA-9, and the Mansions of Madness Exploration card for The Necronomicon use an illustration[?] by John Goodenough.

R-85 uses an illustration[?] by Dimitri Bielak.

R-90 uses an illustration[?] by Dimitri Bielak.

R-95 and CS-9 uses an illustration[?] by Shane M. Tyree/Jesse Mead.[citation needed]

R-99 uses an illustration[?] by Jesse Mead.

R-103 uses an illustration[?] by Jesse Mead.

R-108 uses an illustration[?] by Dimitri Bielak.

R-112 uses an illustration[?] by Jesse Mead.

R-117 uses an illustration[?] by Shane M. Tyree.

The Script
Set
The Yellow Sign
Type Subtype
Exploration Story Item
Card Text
Action: Test Intellect +1.
Pass: Move 1 cultist up to 2 spaces. Then, discard 1 King's Court card from an investigator in his space.
Fail: Nothing happens.

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

The Understudy
Set
The Yellow Sign
Type Subtype
Exploration Ally
Card Text
Discard this card when you explore "Act 1 Scene 7" to discard the Obstacle card.

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


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.

The Yellow Sign
You find a large tome, secured with a lock. A voice calls from outside. "Why would he leave his notes in that old book?!...[muffled response] No, I've checked the front porch and the shelf is empty!"
Place 1 time token on the Event deck. If the number of time tokens on the deck equals the time number on the next Event card, resolve the card.
The Yellow Sign
On the table, among the moldy food, you find a hefty tome. There's a lock preventing you from opening it. Suddenly, you hear a panicked voice from somewhere else in the house, "Hurry, go check the shelves in the corner hall! How do you expect to cover our lead actor if you don't read his notes!"
The Yellow Sign
The wild-eyed man that you saw rush into the house earlier suddenly storms into the room, a bundle of clothes under one arm. "Ah! Good, you've found my notes! I'll study those, you take these. Hurry, to the worship set!"
You receive the "Costume" Exploration card.
The Yellow Sign
The man you saw sprinting to the house earlier appears and snatches the unlocked tome. "The notes! I'll take those! Here, put this on. Come on, we need to find the key! Julian keeps it in the front room near his gardening gloves..."
You receive the "Costume" Exploration card.
The Yellow Sign
You are drawn into the understudy's portrayal of the King's advisor. He produces a shining key and says, "Wash yourself of sin in isolation, and bathe in my eternal majesty..." The understudy loses himself to the role and starts weeping, giving you a chance to swipe the key.
The Yellow Sign
You watch as the understudy reads his lines; his insane rambling soon becomes a violent diatribe. Suddenly, he produces an elegant key and shouts, "Far, down below! The door to salvation opens. The stairs lead to paradise!" Losing himself in his role, he doesn't notice dropping the key.
The Yellow Sign
Just touching Julian's twisted work infects you with immeasurable dread. You have to rid the world of this thing. You try tearing it up, but the paper feels indestructible! There has to be a way to quickly dispose of this horrid fairy tale...
Reveal Objective.
The Yellow Sign
Now that you have Julian's script, you discover that the anti-hero in the story could stop the vile King by burning his scripture, his mask, and his treasured amulet. Perhaps destroying these items will convince Julian's followers that his story is not real...
Reveal Objective.
The Yellow Sign
In Julian's morbid shrine devoted to his lord Hastur, you find his so-called masterpiece. You pick it up and read a few lines. However, there seem to be a few pages missing. You'll have to catch Julian before he escapes and subjects another town to his sickening story.
Reveal Objective.

The Yellow Sign is a scenario that appears in the Mansions of Madness First Edition The Yellow Sign.

King's Court cardsEdit

Name Effect
The Gleeman You receive −1 Luck (to a minimum of 1).
Cultists cannot damage you.
Keeper Action: The keeper may spend up to 3 threat to move you an equal number of spaces. He cannot move you into a locked room.
Then discard this card.
The High Councilor You cannot attack Cult Leaders.
Cultists cannot damage you.
Keeper Action: The keeper may discard this card to make each other investigator in your room test Willpower.
Pass: Nothing happens.
Fail: He takes 1 horror.
The King's Champion You receive −1 Luck (to a minimum of 1).
Cultists cannot damage you.
Keeper Action: The keeper may spend 1 threat to choose an investigator for you to attack as if he were a humanoid monster. The keeper chooses which of your weapons to use[sic]
Then discard this card.
The Pale Priest You receive −1 Luck (to a minimum of 1).
Cultists cannot damage you.
Keeper Action: The keeper may spend 1 threat and kill 1 cultist in your room to place 1 maniac in your room.
Then discard this card.

ArtworkEdit


Thrall

With control of this body passed to a greater power, the will of this creature is as alien and terrifying as its form has become.
Set
Beyond the Threshold [4X]
Aware Horror Brawn
3 4 2

Thrall is a Monster that appears in the Mansions of Madness Second Edition Beyond the Threshold.

ArtworkEdit

Notes and referencesEdit


Tillinghast's Notes
Set
The Laboratory
Type Subtype
Exploration Tome
Card Text
Action: Test Intellect.
Pass: Discard this card to have each investigator gain 1 skill token.
Fail: Drop this card.

Tillinghast's Notes is an Exploration Card that appears in the Mansions of Madness First Edition The Laboratory.

Time Machine
Set
Forbidden Alchemy
Type Subtype
Exploration Story Item
Card Text
Action: Travel to a different time period of your choice (see the special rules for this story).

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

ArtworkEdit


Tommy Muldoon
The Rookie Cop
Set
Streets of Arkham
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
2 4 3
Special Ability
You begin the game with the Becky Unique Item.
Tommy Muldoon
The Rookie Cop
Set
Gates of Arkham
Sanity Stamina
4 6
Special Ability
Heroic Sacrifice: Each time another investigator loses stamina, Tommy may lose any amount of that stamina instead. Each time he loses any amount of stamina in this way, he regains 1 sanity.
Starting Items
ES-Icon Reward Common ItemES-Icon Reward Common ItemES-Icon Reward Clue

Tommy Muldoon is an Investigator that appears in the Arkham Horror Second Edition Innsmouth Horror, Mansions of Madness Second Edition Streets of Arkham and Elder Sign Gates of Arkham.

FictionEdit

The Story So FarEdit

Tommy Muldoon wasn't sure what was going on in this crazy city. He'd no sooner graduated from the Police Academy in Boston than he'd been loaned out to the Arkham Sheriff's department. That wouldn't have been so bad, except that some of the stuff going on in Arkham was right out of a bad horror novel. Weird creatures in the woods, people found turned inside out, and worse.

Still, Tommy had sworn to protect and serve, and he would do his best to live up to those vows, no matter what. Besides, he had his trusty rifle, Becky. what could go wrong?

Standing in front of the Police Station, Tommy feels a shiver run down his back at the thought. "Ok, Tommy," he mutters to himself, "Time to be a hero."[1]

Tommy Muldoon arrived in Arkham fresh from police training in Boston, eager to make a difference. Even though his whole family in in law enforcement, Tommy found he was not prepared for the bizarre crimes cropping up in Arkham. But whether the crime scene is a smoky speakeasy or a blood-stained altar, Tommy will not rest until he can bring the culprit to justice. And with his trusty rifle Becky by his side, Tommy feels ready to face even the most hopeless of situations.[2]

ArtworkEdit

Notes and referencesEdit


Tonic of Inspiration
Set
The Yellow Sign
Type Subtype
Exploration Artifact
Card Text
You may discard this card on your turn to roll a die.
1–6: Heal 2 damage or 2 horror.
7–10: Gain 1 random King's Court card from the supply.

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

Trip Wire
Set
Forbidden Alchemy
Type Subtype
Exploration Trap
Card Text
Immediately discard this card. Then test your Dexterity.
Pass: Nothing happens.
Fail: Take 1 damage and you are stunned.

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

ArtworkEdit


Trish Scarborough
The Spy
Set
Horrific Journeys
Health Sanity
8 6
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
4 4 5
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
2 3 3
Special Ability
Once per round, you may convert up to two MoM2-Icon Investigation to MoM2-Icon Success while performing a Search action.
Trish Scarborough
The Spy
Set
Gates of Arkham
Sanity Stamina
5 5
Special Ability
Breaking the Limits: When Trish fails to complete a task, she may lose 1 sanity and 1 stamina instead of setting aside a die.
Starting Items
ES-Icon Reward Common ItemES-Icon Reward Clue

Trish Scarborough is an Investigator that appears in the Arkham Horror Second Edition Innsmouth Horror, Mansions of Madness Second Edition Horrific Journeys, and Elder Sign Gates of Arkham.

FictionEdit

The Story So FarEdit

It seemed so surreal when she was approached by a recruiter after one of her gymnastic meets all those years ago. Somehow, she had come to the attention of a nameless agency working for the government to protect the country. Never one to turn down a new challenge, Trish had eagerly signed up.

One of the first things that they taught her is that there is strength in focus - in joining the mind to the body to exceed the whole. With her agile body and formidable mind, she was soon one of their best spies.

But recently, Trish has begun to wonder at the motives of the organization she works for. Are they really tied to the government, or is she working for some sort of shadow society ruling the country from behind the scenes? Her quiet inquiries eventually led her to the small city of Arkham, Massachusetts.

Normally, newspaper buildings are something that Trish avoids like the plague in her line of work. But standing in front of the Arkham Advertiser, she knows that this is her last lead. If the information she needs is anywhere, it'll be here.[3]

Trish always excelled in matters of both body and mind, her unwavering focus on excellence and fearless disposition a winning combination. With her stellar academic and athletic records, everyone expected to see her become something great.

Instead, Trish took a job at a commercial code company. The initial shock of her humble work eventually wore off, and the exceptional Trish Scarborough faded into obscurity. This suited Trish just fine, as it made it harder for anyone to realize the turth: her job was a cover for her true work with the Black Chamber, the Bureau's code-breaking agency. As a spy, Trish crosses the globe, trading on information better left undiscovered.[4]

ArtworkEdit

Notes and referencesEdit


True Magick
Set
Forbidden Alchemy
Type Subtype
Exploration Tome
Card Text
Action: Test Intellect −1.
Pass: Take 1 horror, discard this card, and gain either a "Plague of Locusts" or a "Mists of Releh" Spell card.
Fail: Nothing happens.
AE-240: True Magick [U]
Theophilus Wren's Taxonomy
235px
Type Subtype
Support Tome
Faction Cost
Neutral 2
Card Text
Response: after you succeed at a story with double the total skill of the opposing player, exhaust to put a success token on that story.

True Magick 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 Arkham Edition

ArtworkEdit

AE-240 uses an illustration[?] by John Goodenough.

MythosEdit

True Magick first appeared in the story The Seventh Incantation (Joseph Payne Brennan, 1973).

True Magick is a book written by a sorcerer named Theophilus Wenn (most likely a pseudonym).

The book is often dated to the 17th century, though research indicates that it might have turned up at the University of Salamanca in medieval times.

In addition to the usual references to demons, vampires, and the like, the book also contains seven incantations of great power. Three of these are for the creation of various protective charms, and another three may be used against the wizard's enemies. The seventh, which summons a hideous demon, is especially perilous, as it requires a blood sacrifice made at an altar to the Great Old Ones in exchange for great wealth.[5]

Notes and referencesEdit


Truth Serum
Set
Call of the Wild
Type Subtype
Exploration Key
Attack
Card Text
Action: If there is a humanoid monster in your space, place 1 horror token on this card.
If there are 3 tokens on this card, discard this card and gain the "Password" from the reserves.

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

Uncontrolled Blaze
Set
Call of the Wild
Type Subtype
Exploration Event
Card Text
Immediately discard this card and place a fire token in your room.

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

Unreflecting Mirror
Set
House of Fears
Type Subtype
Exploration Artifact
Card Text
Action: Choose 1 revealed Lost Soul card in your room and move it to an adjacent room.

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

Unstable Rift
Set
The Laboratory
Type Subtype
Exploration Trap
Card Text
Immediately test your Lore −1.
Pass: Discard this card.
Fail: The keeper opens 1 Portal in this room and then discards this card.

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

Vault Key
Set
House of Fears
Type Subtype
Exploration Key
Card Text
Discard this card when you attempt to move through an "Archive Vault" to discard the Lock card.

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

Vivian Davis

"This is so unprofessional! Where's the director? I'm gonna make sure you never work in this town again!"
Set
House of Fears
Type Subtype
Exploration Lost Soul

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

Warding Tools
Set
Call of the Wild
Type Subtype
Exploration Equipment
Card Text
Action: Test Lore.
Pass: Discard up to 2 threat tokens from your space.
Fail: Nothing happens.

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

Warlock
Set
Core Set [2X]
Dimension

Movement
AH-Icon Dim Circle

Stationary
EH-Icon Will EH-Icon Strength EH-Icon Observation
−1 −3 −2
Horror Damage Toughness
1EH-Icon Horror 1EH-Icon Damage 2
Abilities
Magical Immunity
Effect
If you pass a Combat check against Warlock, return it to the box and gain 2 Clue tokens.
Warlock

Knowledgeable in both the latest fashions and the oldest spellcraft, warlocks are the dangerous result of combining mere mortals with devastating powers.
Set
Horrific Journeys [2X]
Aware Horror Brawn
3 3 2
Warlock
Set
Core Set

Ability
Return this marker to the cup and gain 2 clue tokens.
Trophy Battle Task
0 ES-Icon Locked Red DiePeril/Terror TaskPeril/Terror Task
Warlock
Set
Core Set

EH-Icon Will EH-Icon Strength
+0 −1
Horror Damage Toughness
1EH-Icon Horror 1EH-Icon Damage 1
Effect
If you fail the EH-Icon Strength test, lose 1 Health.
Reckoning
Roll 1 die. On a 1 or 2, the nearest investigator gains a Cursed Condition.

Warlock is a Monster that appears in the Arkham Horror Second Edition Core Set, Mansions of Madness Second Edition Horrific Journeys, Elder Sign Core Set, and Eldritch Horror Core Set.

ArtworkEdit

Notes and referencesEdit


Wendy Adams
The Urchin
Set
Core Set
Health Sanity
6 8
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
3 5 4
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
3 3 3
Special Ability
You cannot become Stunned or Restrained.
Wendy Adams
The Urchin
Wendy Adams ~ Elder Sign - Omens of Ice
Set
Omens of Ice
Sanity Stamina
7 3
Special Ability
Blessed Child: Once per roll during her turn, Wendy may spend 1 sanity to turn a die showing a ES-Icon Terror result to a result of her choice.
Starting Items
ES-Icon Reward Unique ItemES-Icon Reward Clue
AHTCG-Icon UniqueCS-5: Wendy Adams
The Urchin
235px
Type Subtype
Investigator Drifter
Faction AHTCG-Icon Health AHTCG-Icon Sanity
Survivor 7 7
AHTCG-Icon Willpower 2 AHTCG-Icon Intellect 2 AHTCG-Icon Combat 2 AHTCG-Icon Agility 2
4 3 1 4
Ability
AHTCG-Icon ReactionWhen you reveal a chaos token, choose and discard 1 card from your hand: Cancel that chaos token and return it to the bag. Reveal a new chaos token. (Limit once per test/ability.)
AHTCG-Icon Elder Sign effect
+0. If Wendy's Amulet is in play, you automatically succeed instead.
Deck
Size: 30
Options: Survivor cards (AHTCG-Icon Survivor) level 0–5, Rogue cards (AHTCG-Icon Rogue) level 0–2, Neutral cards level 0–5.
Requirements: Wendy's Amulet, Abandoned and Alone, 1 random basic weakness.

Wendy Adams is an Investigator that appears in the Arkham Horror Second Edition Kingsport Horror, Mansions of Madness Second Edition Core Set, Elder Sign Omens of Ice, and Arkham Horror: The Card Game Core Set.

The Story So FarEdit

Mama used to let Wendy play with her necklace when she was small. The strange eye-in-star design was one of her earliest memories. Mama would tell her stories and Wendy would spin the necklace and watch as it glittered.

Then, word came that her father had been lost at sea, and Mama started acting strange. She drew unusual symbols in chalk all over the house and read bizarre and terrible books. Wendy went to the orphanage. Before they took her away, Mama gave her the necklace. "Keep this close, Wendy. It'll protect you when I can't. Always remember that your Mama loves you."

Wendy stayed in the orphanage for several years before running away, finally deciding that she could take better care of herself the state could.

Now, Wendy stands in front of the bank, staring at the photograph someone dropped into her cup when she wasn't looking - a photograph of her father, with an even more mysterious message written on the back, "Soon the Red Tide rises. Stay safe, my little girl."

Looking up, Wendy feels something welling up inside her that she hasn't felt for many years - hope.[6]

Wendy's Mama gave her that necklace when she was small. She would tell her stories while Wendy watched its strange eye-and-star design spinning in the air. Then Papa went missing, lost at sea, and Mama got strange. She drew arcane symbols in chalk all over the house, read bizarre books, and spoke in dead languages. Eventually, they came and took Mama to an Asylum and Wendy to an orphanage. But Wendy was not an orphan, she would point out to anyone who would listen—her Mama was crazy, not dead, and no one ever found Papa's body so he might not be dead either.

The orphanage could not hold Wendy for long, not after the picture of her father came in the mail. So she left, and now she is looking. Looking for her Papa, looking for her Mama, looking for some sense from the eye-and-star symbol that she still wears around her neck.[7]

Mama used to let Wendy play with her necklace when she was small. Mama would tell her stories, and Wendy would spin the necklace and watch as it glittered. Then, word came that her father had been lost at sea, and Mama started acting strange, drawing unusual symbols in chalk all over the house. They took Mama to the asylum, and Wendy went to the orphanage. Before they took her away, Mama gave her the necklace, to "protect her." Wendy stayed in the orphanage for several years before running away, deciding that she could take better care of herself on her own.[8]

ArtworkEdit

Notes and referencesEdit


Whateley's Diary
Set
Core Set
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 "Bind Monster" Spell card.
Fail: Nothing happens.
AHTCG-Icon UniqueFL-77: Whateley's Diary [F]
Cryptic Text
Whateley's Diary FL-77
Type Subtype
Support Attachment
Tome
Faction Cost
Neutral 3
Card Text
Attach to a character you control.
Action: Pay 4 and sacrifice Whateley's Diary to redistribute in any manner all of your success tokens onto stories among your side of the story cards in play.

Whateley's Diary is an Exploration Card that appears in the Mansions of Madness First Edition Core Set and Til Death Do Us Part, and a Support Card that appears in the Call of Cthulhu: The Card Game Forgotten Lore.

ArtworkEdit

FL-77 uses an illustration[?] by Tim Arney-O'Neil.

Whiskey
Set
Core Set
The Silver Tablet
Til Death Do Us Part
House of Fears
The Yellow Sign
The Laboratory
Type Subtype
Exploration Equipment
Card Text
Gain +1 Willpower.
Action: Discard this card to heal up to 2 horror.

Whiskey
Set
Core Set
Type Subtype
Common Item Equipment
Card Text
Action: Discard up to 2 facedown Horror. Then flip this card.

Broken Bottle

You smash the bottle. It is crude, but it will make a good enough weapon if you get into trouble.
Set
Core Set
Type Subtype
Common Item
Range Melee Damage 1
Card Text
Treat this card as a Bladed Weapon.

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

ArtworkEdit


2

William Yorick
The Gravedigger
Set
Core Set
Health Sanity
7 7
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
4 3 4
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
3 3 4
Special Ability
Whenever a monster is defeated, gain 1 Clue.
William Yorick
The Gravedigger
William Yorick ~ Elder Sign - Gates of Arkham
Set
Gates of Arkham
Sanity Stamina
4 6
Special Ability
Gifts from the Dead: William begins the game with 1 random monster trophy from the cup.
At the start of his Resolution phase, William may discard a monster trophy to add the red and yellow dice to his dice pool.
Starting Items
ES-Icon Reward Common ItemES-Icon Reward Unique Item
AHTCG-Icon UniqueTPtC-5: William Yorick
The Gravedigger
235px
"I am but a simple player in this drama, but if I am lucky, I'll live to see the curtains fall."
Type Subtype
Investigator Warden
Faction AHTCG-Icon Health AHTCG-Icon Sanity
Survivor 8 6
AHTCG-Icon Willpower 2 AHTCG-Icon Intellect 2 AHTCG-Icon Combat 2 AHTCG-Icon Agility 2
3 2 4 3
Ability
AHTCG-Icon Reaction After you defeat an enemy: Play an asset from your discard pile (paying its cost). (Limit once per round.)
AHTCG-Icon Elder Sign effect
+2. If this test is successful, return 1 card from your discard pile to your hand.
Deck
Size: 30
Options: Survivor cards (AHTCG-Icon Survivor) level 0–5, Neutral cards level 0–5, Guardian cards (AHTCG-Icon Guardian) level 0–2.
Requirements: Bury Them Deep, Graveyard Ghouls, 1 random basic weakness.

William Yorick is an Investigator that appears in the Arkham Horror Second Edition Innsmouth Horror, Mansions of Madness Second Edition Core Set, Elder Sign Gates of Arkham, and Arkham Horror: The Card Game The Path to Carcosa.

FictionEdit

The Story So FarEdit

If all the world truly was a stage, then William Yorick felt he had a bit part at best. After studying for years to become a Shakespearean actor, he found that dramatic monologues didn't put bread on the table. So, desperate for work, he had accepted a job as a gravedigger.

He figured that while gravedigging was an unusual job, there wasn't really anything wrong with it. After all, one of Shakespeare's best scenes involved a gravedigger. Sure, the work was hard and dirty, but William had never shied away from honest labor before.

That, of course, was before the weird corpses began turning up. Strange, inhuman things, they caused William's flesh to crawl and his palms to sweat. He began to see strangers watching him wherever he went, and he knew instinctively that taking the corpses to the University would be the last mistake he ever made.

Which is why William find himself in the pews at South Church. While he has never been a particularly religious man, he finds that Father Michael usually has good advice. Today, William feels like that could make all the difference in the world.[9]

William Yorick never wanted to be a gravedigger. He had wanted to be an actor and had worked for years in Boston, taking whatever parts were available. Shakespeare was the best stuff, of course, and William's focus was in Shakespearean acting, but after many years and hardly any roles he was forced to admit that the stage was not his destiny.

Gravedigging was tedious work, but the dead made for an excellent audience and William always did love a soliloquy. But the job took a turn for the strange when odd and inhuman corpses started turning up—and then vanishing. When William asked around at the University, all he got was shrugs and strange people following him home at night. Ever since, he had been looking into all manner of bizarre occurrence, disappearance, or strange sighting. It seems as if a new act is beginning.[10]

William Yorick never wanted to be a gravedigger. He had trained to be an actor and had worked for years in Boston, taking whatever parts were available. Shakespeare was the best stuff, of course, but after many years and hardly any roles, he was forced to admit that the stage was not his destiny. Digging graves was tedious work, but the dead made for an excellent audience, and William always did love a soliloquy. The job took a dark turn when he found degenerate creatures eating the dead in their graves. Ever since that night, Yorick has kept the creatures at bay, using whatever means he can to protect the dead.[11]

The Investigators of Arkham HorrorEdit

William Yorick is the gravedigger at Arkham's Graveyard.[12]

ArtworkEdit

Notes and referencesEdit


Wilson Richards
The Handyman
Set
Beyond the Threshold
Health Sanity
8 6
MoM2-Icon Strength MoM2-Icon Agility MoM2-Icon Observation
5 4 3
MoM2-Icon Lore MoM2-Icon Influence MoM2-Icon Will
2 4 3
Special Ability
After you resolve a horror check, become Focused.
Wilson Richards
The Handyman
Set
Unseen Forces
Sanity Stamina
5 5
Special Ability
Jack of All Trades: After Wilson rolls the yellow die, he may change its result to any other result on that die.
Starting Items
ES-Icon Reward Common ItemES-Icon Reward Clue

Wilson Richards is an Investigator that appears in the Arkham Horror Second Edition Dunwich Horror, Mansions of Madness Second Edition Beyond the Threshold, and Elder Sign Unseen Forces.

FictionEdit

The Story So FarEdit

You see a lot of strange things on the road, and Wilson has been traveling for many years now. Wandering from town to town, he's earned his keep by taking various odd jobs - but he's never seen anything like the events occurring in Arkham.

Something's just not right here, and when you're a loner and a drifter by trade, you develop a certain sixth sense about people and places. Right now Wilson's sixth sense is telling him to get out of town, and fast. But for some reason his curiosity is greater than his fear, and he has a weird feeling that the job he needs to do in Arkham may be a little bigger than mending a step or painting a fence.[13]

Wilson Richards has always been good with his hands. He has a certain knack for fixing all things broken, busted, or trashed. Wilson goes where the work calls him, moving from job to job as he is needed. He finds that if he offers folks a fair deal, they will treat him fairly enough in return. Still, he has seen some strange things on the road, and the abandoned and dilapidated houses are not the only places where he has felt his skin crawl. Those great big mansions sometimes have more wrong with them than just a leaky roof. Wilson Richards knows he cannot fix everything, but when a man is fortunate enough to know his calling, he also knows better than to ignore it.[14]

ArtworkEdit

Notes and referencesEdit


Witch

She was lovely and terrible all at once. A strange light shone in her eyes as she chanted, "Iä! Iä! Shub-Niggurath! The Goat with a Thousand Young!"
Set
Core Set [2X]
Dimension

Movement
AH-Icon Dim Circle

Normal
EH-Icon Will EH-Icon Strength EH-Icon Observation
−3 −1
Horror Damage Toughness
EH-Icon Horror 2EH-Icon Damage 1
Abilities
Magical Resistance
Witch
Set
Core Set
Type Evade Horror
Humanoid −2 +1

Damage Stamina
2 5
Special Attack
She utters some unspeakable words.
Test Lore.
Pass: You cover your ears.
The witch heals 1 damage.
Fail: You are strangely drawn towards her.
Take 2 damage and you are stunned.
Damage Stamina
1 6
Special Attack
The witch tries to seduce you.
Test Willpower −1.
Pass: You barely control your urges.
No effect.
Fail: She embraces you and scratches a bloody pentagram into your back.
Take 3 damage.
Witch

From the outside, there is no trace of evidence that this being has made a pact with infernal powers. True corruption must lie within.
Set
Recurring Nightmares [2X]
Aware Horror Brawn
3 2 2
Witch

She crumpled the leaves into the glass vial and the room began to go dark.
Set
Core Set

Trophy Battle Task
1 ES-Icon Peril TaskES-Icon Peril Task
Witch
Set
Core Set

EH-Icon Will EH-Icon Strength
−1 −1
Horror Damage Toughness
0EH-Icon Horror 1EH-Icon Damage 1
Effect
If you fail the EH-Icon Will test, gain a Cursed Condition.
Reckoning
Each investigator who has a Cursed Condition loses 1 Health.

Witch 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


Witch-Cult in Western Europe
Set
Season of the Witch
Type Subtype
Exploration Tome
Card Text
Action: Test Intellect.
Pass: Remove 1 Mark of the Witch from any investigator in your space.
Fail: Keeper gains 1 threat.

Witch-Cult in Western Europe is an Exploration Card that appears in the Mansions of Madness First Edition Season of the Witch.

Wizard
Set
Call of the Wild
Type Evade Horror
Humanoid −1 0
Damage Stamina
1 6
Special Attack
He speaks in a strong, unknown tongue and you quickly attempt to dispel the magic.
Test Lore.
Pass: Nothing happens.
Fail: A terrible abomination of man and creature bursts out of the ground.
Place a goat spawn in your space.
Wizard

There have always been stories of ordinary men and women who, through study or eldritch pacts with demons, wield great mystical power. Tragically, these stories are true.
Set
Suppressed Memories
Aware Horror Brawn
4 3 2

Wizard is a Monster that appears in the Mansions of Madness First Edition Call of the Wild and Mansions of Madness Second Edition Suppressed Memories.

ArtworkEdit

Notes and referencesEdit


Wraith
Set
Dunwich Horror [2X]
Dimension

Movement Type
AH-Icon Dim Moon

Flying Undead
EH-Icon Will EH-Icon Strength EH-Icon Observation
−2 −2 +0
Horror Damage Toughness
1EH-Icon Horror 2EH-Icon Damage 3
Abilities
Physical Immunity
Overwhelming 1
Nightmarish 1
Wraith

Wraiths prowl the mortal world, restless in death. Primal rage and pain twist them into spectral predators who seek terror and violence.
Set
Sanctum of Twilight [2X]
Aware Horror Brawn
2 6 1

Keywords
Phasing
Wraith

The apparition glared at me, and a sickly glow sputtered from the hollow space where its eyes should have been.
Set
Unseen Forces

Trophy Battle Task
2 ES-Icon Locked Red DieES-Icon Locked Yellow Die4 Investigation Task
Wraith
Set
Core Set

EH-Icon Will EH-Icon Strength
−1 −1
Horror Damage Toughness
2EH-Icon Horror 2EH-Icon Damage 3
Spawn
When this Monster is spawned, the Lead Investigator gains a Cursed Condition.
Effect
When this Monster is defeated, an investigator may discard a Cursed Condition.
TYC-67: Wraith [F]
235px
Type Subtype
Character Monster
Faction Cost Skill
Hastur 2 1
CoCTCG-Icon Terror 2 CoCTCG-Icon Combat 2 CoCTCG-Icon Arcane 2 CoCTCG-Icon Investigation 2
1 0 0 0
Card Text
Forced Response: After Wraith enters your discard pile from play, your opponent must discard 1 random card from his hand.

Wraith is an Undead Monster that appears in the Arkham Horror Second Edition Dunwich Horror, a Monster that appears in the Mansions of Madness Second Edition Sanctum of Twilight, Elder Sign Unseen Forces, and Eldritch Horror Core Set, and a Character Card that appears in the Call of Cthulhu: The Card Game The Yuggoth Contract.

ArtworkEdit

TYC-67 uses an illustration[?] by Amanda M. Sartor.

Notes and referencesEdit


Yellow Mask
Set
The Yellow Sign
Type Subtype
Exploration Artifact
Card Text
When you receive this card, heal 1 horror and the keeper may give you 1 random King's Court card from his supply.

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

Yellow Matter
Set
Forbidden Alchemy
Type Subtype
Exploration Story Item
Card Text
When you receive this card, draw 1 Side Effect card. Then discard 1 mutation token from each investigator.

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

ArtworkEdit


Yellow Sign
Set
The Yellow Sign [4X]
Type Subtype
Exploration Event
Card Text
Immediately receive 1 random King's Court card from the keeper's supply. Then discard this Exploration card.

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

MythosEdit

The Yellow Sign first appeared in the story The Yellow Sign (Robert W. Chambers, 1895).

The Yellow Sign is a symbol that is a focus for the power of Hastur, the Unspeakable One. This sign is usually useless until the arrival of the King in Yellow into our world. Then this sign will warp the dreams of everyone that saw it, sending visions of the city of Carcosa on the Lake of Hali. This sign is the major symbol of the cult of Hastur.[15]

Notes and referencesEdit


Zanthu Tablet
Set
Forbidden Alchemy
Type Subtype
Exploration Artifact
Card Text
Action: Test Lore.
Pass: Choose to have the keeper discard either 2 threat or 2 random Mythos cards.
Fail: Take 1 horror.
FR-145: Zanthu Tablet [U]
235px
Type Subtype
Support Attachment
Item
Faction Cost
Neutral 1
Card Text
Attach to a character you control.
Attached character gains CoCTCG-Icon ArcaneCoCTCG-Icon Arcane.
Response: after Zanthu Tablet is placed into any discard pile from play, pay 1 to return it to its owner's hand.

Zanthu Tablet 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 Forbidden Relics.

ArtworkEdit

FR-145 uses an illustration[?] by Lars Simkins.

MythosEdit

Zanthu Tablets first appeared in the story The Dweller in the Tomb (Lin Carter, 1971).

The Zanthu Tablets are ten (or twelve) black pieces of jade inscribed in hieratic Naacal by a high priest of Mu named Zanthu. This Zanthu, who according to some brought down the wrath of the gods upon Mu and caused its destruction, fled to the Plateau of Tsang in central Asia, where he later died.

In 1913, the controversial anthropologist Harold Hadley Copeland, following the instructions given in the Ponape Scripture, mounted an Asian expedition to discover the tomb of Zanthu and reclaim the tablets. Three months after he set out, Copeland walked into an outpost in Mongolia, raving of the things he had seen and having no idea of the other members' fates. Following his recovery from this ordeal, Copeland worked on his translation of the tablets. He published his findings at San Francisco in 1916 in a privately published thirty-two page pamphlet, The Zanthu Tablets: A Conjectural Translation. Both the public and the scientific community denounced this work. Two years after its publication, Copeland was committed to an asylum.

The original tablets were held at the Sanbourne Institute in California until stolen in 1933. Copies of Copeland's pamphlet may still be found in various collections. Scholars have noted the similarities among them, the Celaeno Fragments, and the Pnakotic Manuscripts.

The Tablets contain the writings of Zanthu, including how the great wizard destroyed the continent of Mu through his summoning of Ythogtha.[16]

Notes and referencesEdit


Zombie

She screamed and fired again, but still the thing shambled on, teeth dripping as it groaned its horrible cry.
Set
Core Set [3X]
Dimension

Movement Type
AH-Icon Dim Moon

Normal Undead
EH-Icon Will EH-Icon Strength EH-Icon Observation
−1 −1 +1
Horror Damage Toughness
1EH-Icon Horror 2EH-Icon Damage 1
Zombie
Set
Core Set
Type Evade Horror
Humanoid +1 −1

Damage Stamina
1 5
Special Attack
His arms close around you like a vise.
Test Strength.
Pass: During the struggle you rip off one of its arms.
Deal 2 damage.
Fail: He begins to suffocate you.
Take 2 damage and you are stunned.
Damage Stamina
2 6
Special Attack
The zombie lunges at your face.
Test Dexterity.
Pass: You barely avoid his decaying grasp.
No effect.
Fail: He grabs onto you and starts violently gnawing your face.
Take 3 damage.
Damage Stamina
2 7
Special Attack
The zombie groans and turns towards you.
Test Dexterity +1.
Pass: You turn and run like hell.
You may move once.
Fail: He violently grabs your arm and takes a giant bite out of it.
Take 3 damage.
Damage Stamina
2 7
Special Attack
The zombie shambles towards you.
Test Dexterity +1.
Pass: He grabs your leg.
You are stunned.
Fail: You back away, but slip and crash to the floor.
Take 1 damage, 1 horror and you are stunned.
Zombie

A shambling corpse that was once a human being, the zombie possesses impossible strength but only a shred of its former speed and grace.
Set
Recurring Nightmares [4X]
Aware Horror Brawn
2 4 2
Zombie

The figure shambled forward, its dead arms reaching toward me.
Set
Core Set

Trophy Battle Task
1 Peril/Terror Task
Zombie
Set
Core Set

EH-Icon Will EH-Icon Strength
+0 −1
Horror Damage Toughness
1EH-Icon Horror 2EH-Icon Damage 2
Reckoning
Discard this Monster and spawn the Zombie Horde Epic Monster on this space.

Zombie is an Undead Monster that appears in the Arkham Horror Second Edition Core Set, and a Monster that appears in the 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



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