Nyarlathotep - The Game

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Nyarlathotep - The Game
Edited by: Fixxxer on 07/28/2020 - 17:46
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For the people of Arkham and the surrounding towns, it's just another day. Slightly overcast with a nice breeze, a nice day for a walk in old fields or a picnic in a clearing. But for four unlucky souls, today is the beginning of a desperate fight against not only insanity, but the potential unraveling of existence itself. It begins in a sleepy, run-down village with a dark secret...

Mythos:
A gate to R'lyeh opens at Marsh Refinery, forever destroying the Clue that could have been discovered there. A Dhole comes slithering forth from the sudden tear in the fabric of reality. The Ancient One's Doom Track advances by 1.

Lightning Storm - Environment (weather)
At the start of each Upkeep Phase while this card is in play, roll a die. On a 1 or 2, the first player must choose an Investigator in a street area (if there are any). That Investigator loses a die of Stamina and moves to St. Mary's Hospital.

A clue appears at Y'ha-nthlei.

Movement:
Mandy Thompson heads to Historical Society, where she discovers a valuable Clue.

Norman Withers stays on campus, but moves to Science Building to find a Clue.

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Movement:
Gloria Goldberg heads to Hibb's Roadhouse, where she discovers a valuable Clue.

Rex Murphy leaves work and heads to Independence Squareto find a Clue.

Arkham Encounters:
Mandy Thompson draws a card.
Historical Society - Pass a Luck (-1)[2] check to gain insight into a skill while studying the old volumes of books. Draw 1 Skill, but stay here next turn.

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Arkham Encounters:
Norman Withers draws a card.
Science Building - You turn a corner and come face to face with a hideous beast! Make a Will (+0) check. If you fail, you faint in horror and hit your head, suffering a mild concussion. Discard 1 Spell or Skill of your choice. If you succeed, you realize that it is just a statue on loan from the "Legacy of the Pharaohs" exhibit, and your turn ends.

Norman Withers almost faints from fright, but realizes that the horror he sees is just a statue with some unfortunate shadows thrown across it.

Rex Murphy draws a card.
Independence Square - A gate and a monster appears!

A gate to The Dreamlands appears, drawing Rex unwillingly through and delaying him. Nyarlathotep's Doom Counter increases by 1. A Child of the Goat comes dancing through the gate afterward.

Other World Encounters:
Rex Murphy draws a card.
Other - Pass a [/b]Luck (-1) check[/b] to discover a vital document. Gain 2 Clue tokens.

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Other World Encounters:
Rex Murphy's luck isn't in as usual, and he walks past a potential Clue without noticing it.

Mythos:
Headline - Strange Sightings!
A monster surge occurs. However, no gates open this turn.

The first player gains 1 Clue token.

The Lightning Storm environment persists.
At the start of each Upkeep Phase while this card is in play, roll a die. On a 1 or 2, the first player must choose an Investigator in a street area (if there are any). That Investigator loses a die of Stamina and moves to St. Mary's Hospital.




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Mythos:
Norman Withers moves his Speed slider to 3.

Rex Murphy moves his Speed slider to 4.

Movement:
Norman Withers braves heading to The Unnamable, where he discovers another Clue.

Feeling equally brave, Gloria Goldberg goes to Graveyard, picking up another Clue.

Rex Murphy recovers from being delayed.

Mandy Thompson heads north, ducking into Library to avoid being caught out int he street.

Arkham Encounters:
Norman Withers draws a card.
The Unnamable - As you look out of an upstairs window, you see an unfamiliar cityscape with twin suns setting over strange towers. Gain 1 Clue token, but you must pass a Will (-2) check or lose 1 Sanity.

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Arkham Encounters:
Norman Withers is unable to mentally cope with the visions he sees accompanying his newfound Clue, even despite him trying to use it to block the visions. He loses 1 Sanity.

Gloria Goldberg draws a card.
Gravewayrd - Carefully stepping inside a mausoleum, you are horrified to hear the door slam shut behind you, locking you in with the corpses and coffins. All night you remain trapped, jumping at every soft scratching sound and low moan of the wind. Stay here next turn. In addition, you must pass a Will (-1) check or search the Madness deck for a Necrophobia card and take it.

Despite her revulsion at being trapped all night in an occupied mausoleum, Gloria Goldberg is able to stave off the permanent damage of necrophobia.

Mandy Thompson draws a card.
Library -The text you are reading is accompanied by a gruesome collection of medieval illustrations. Lose 1 Sanity.

Other World Encounters:
Rex Murphy draws a card.
Other - A large dog lopes alongside you for a time, warding you from harm. No encounter.

Mythos:
A gate to The City of the Great Race opens at Black Cave. The Ancient One's Doom Track advances by 1. A hideous Elder Thing shuffles forth from the new gate.

Rituals of Power - Environment (Mystic)
An arcane ritual increases the Stamina damage of all monsters by 1.

A Clue appears at Graveyard, and is immediately grabbed up by Gloria Goldberg.

Upkeep:
First Player Token moves from Norman Withers to Gloria Goldberg.

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Upkeep:
Rex Murphy moves his Lore slider up twice.

Movement:
Gloria Goldberg ceases being delayed.

Rex Murphy progresses further across The Dreamlands.

Mandy Thompson continues her trek to Train Station.

Norman Withers heads across the river to Unvisited Isle.

Arkham Encounters:
Gloria Goldberg draws a card.
Graveyard - You find the half-buried corpse of a strange being. Draw a monster from the cup and take it as a monster trophy, even if it has the Endless ability.

Gloria Goldberg draws a Servitor of the Outer Gods

Mandy Thompson draws a card.
Train Station - Bill Washington comes up to you and offers to sell you a rail pass. "Just $3, and you can ride the train all you want for a month." If you accept, pay $3 and take a Rail Pass card.

Mandy Thompson pays for the Rail Pass.

Norman Withers draws a card.
Unvisited Isle - Something calls to you from the island's heart... if only you could find it! Makes a Luck -2 check or exhaust the Find Gate spell, Dynamite item or Gate Box item to automatically pass. If you pass, you manage to create a tunnel down into the earth. Gain 1d6 Clue tokens. If you exhausted an item or spell to pass the check and gained more than 3 Clue tokens, you must discard the item or spell used.

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Arkham Encounters:
On instinct, Norman Withers calls forth the Find Gate spell. The effort burns the spell away completely, but he's rewarded with a plethora of knowledge about the Ancient One.

Other World Encounters:
Rex Murphy draws a card.
Other - Pass a Luck (-1) check to find something to defend yourself with. Take the first weapon from the Common Item deck.

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Other World Encounters:
Try as he might, Rex can't find a weapon to use in this frightening place. That's Murphy family luck for you, spelled Be Ay Dee.

Mythos:
A gate tries to open at Black Cave. All across Arkham and Innsmouth, hideous monsters spring forth from open gates. So many, in fact, that a Vampire heads to the Outskirts.

Headline - Scurrilous Stranger Scandal!
The Investigators may collectively spend 5 Clue tokens. If they do so, the first player draws a gate marker and claims it as a trophy.

The Rituals of Power Environment persists.
An arcane ritual increases the Stamina damage of all monsters by 1.

A Clue appears at Hibb's Road House.




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Upkeep:
First Player Token moves from Gloria Goldberg to Rex Murphy.

Mandy Thompson moves her Sneak slider up by 2.

Gloria Goldberg moves her Speed slider as high as it can go.

Movement:
Rex Murphy finds a path back and returns to Arkham, materializing suddenly at Independence Square.

Mandy flashes her Rail Pass and boards the train. After a transfer to a bus, she arrives at Joe Sargent's Bus Service. No sooner has the bus left than she's confronted by the horror of a Dhole. She quickly hides herself behind a convenient tree and allows the beast to pass without seeing her. Then she flees south to Innsmouth Shore.

Hoping to make a little money, Norman Withers heads to Newspaper.

Gloria Goldberg double-times it to South Church.

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Arkham Encounters:
Rex Murphy steels himself to face down the gate. He decides he'll try casting Revelation of Script, knowing it will expand his mind and make him more likely to succeed. But as luck would have it -and it always does- an errant trick of the light causes him to misread an import word and his attempt at harnessing the spell's power fails.

Committed, he directs all of his energy into willing the gate shut. At first, it stubbornly refuses to budge, he can almost hear laughter in his head. But just as Rex is about to give up lest he burst a blood vessel in his brain, the gate shrinks a bit and pops out of existence.

Without a moment's hesitation, he scrawls a few designs and arranges some items to act as a weird lock using the twisted laws of the universe. It's unlikely another gate will open here.

Norman Withers draws a card.
Newspaper - "You may be on to something about that new play. See what you can find out." If you do not already have a Retainer card, you may spend a Clue token to gain one.

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Arkham Encounters:
Norman Withers agrees with the editor that he might be on to something. Norman Withers knows he's on to something. How dare the editor even suggest Norman Withers might not be on to something? Norman Withers will take your money, but he doesn't have to like you. Insufferable slag.

Knowing that buying one's way into the grace of God is the best way to do it, Gloria Goldberg offers up the aborted gate she took as a trophy. Elsewhere, Rex feels like something has changed. He can't put his finger on why, but he feels like maybe his luck is in for once.

Mythos:
A gate appears at Esoteric Order of Dagon, swallowing forever the Clue that was there. The Bloated Woman steps forth. The Doom Track advances by 1.

The Dhole shuffles off the street and into a vortex. The Deep Ones Rising track advances by 1.

The Veil is Strong - Environment (Mystic)
While this card is in play, it takes one more open gate than usual to awaken the Ancient One.

A Clue appears at Devil Reef. Another appears at South Church, and is immediately grabbed by Gloria Goldberg.

Upkeep:
First Player Token passes from Rex Murphy to Mandy Thompson.

Rex Murphy's Revelation of Script spell becomes available again.

Norman Withers collects his first paycheck as a freelance reporter.

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Movement:
Having dealt with some of the worst monsters in town, Rex Murphy feels confident he can handle the Dark Druid. He pulls out his Ritual Blade and squares up, but is surprised to find that something int he Dark Druid's countenance disturbs him deeply and unravels at the already-frayed edges of his Sanity. Despite this, he leaps for the man, knife held high. The Dark Druid side steps his attack easily and kicks Rex in the face. Rex does what he can to shake away the stars he sees and attacks again. The Dark Druid steps back from the blade and kicks Rex in the balls. Hard. Rex nearly collapses, but as his knees buckle, he redirects his energies and stabs upward, catching the Dark Druid by surprise and sticking the Ritual Blade through his throat.

Arkham Encounters:
Gloria Goldberg draws a card.
Silver Twilight Lodge - "Tut, tut," says Carl Sanford. "A sound mind is essential for membership, I'm afraid. For each point of Sanity you have, you may roll a die. If you roll any successes, you may draw a Twilight Lodge Membership card. For each unsuccessful die you roll, you lose 1 Sanity.

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Arkham Encounters:
Gloria Goldberg feels the intrusion into her mind and steels herself against it. Though her mind burns mercilessly, she gives this dickhead no satisfaction, maintaining eye contact the whole time. In the end he chuckles and informs her she's part of the Inner Circle now.

Rex Murphy draws a card.
A gate and a monster appear!

Fortunately for Rex, and for Arkham as a whole, the area has been sealed against gate incursion, so nothing happens.

Mythos:
A gate to Yggoth appears at Devil Reef, swallowing forever the Clues that were there. A High Priest steps forth. The Doom Track advances by 1.

Sailor Take Warning - Environment (Mystic)
While this card is in play, any Investigator who enters an aquatic location must past a Fight (-1) check or lose 2 Stamina.

A Clue appears at Esoteric Order of Dagon, but is immediately swallowed up by the gate.

Upkeep:
First Player Token moves from Mandy Thompson to Norman Withers.

Mandy Thompson pays $2 for her Elephant Gun to become available again.

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Upkeep:
Norman Withers gains $2 from his Retainer.

Gloria Goldberg increases her Speed slider to 4.

Movement:
Gainfully employed, Norman Withers pops into General Store to browse.

Gloria Goldberg bravely charges into the streets and squares up with the Elder Thing. She expects to have her mind twisted a little bit at the sight of something so ancient and alien, and she's does. What she doesn't expect is to get her ass so thoroughly beaten. She doesn't remember most of the event when she wakes up in St. Mary's Hospital later with very little left to her name and a set of seriously cracked ribs.

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Movement:
Rex Murphy stays put for now.

Mandy Thompson makes her way out of the streets and heads into First National Grocery.

Arkham Encounters:
Norman Withers browses for a while and decides on spending some money on a .38 Revolver.

Gloria Goldberg draws a card.
St. Mary's Hospital - The cafeteria food, while tasteless, is quite nutritious. Gain 1 Stamina.

Rex Murphy draws a card.
Independence Square - Make a Will (-1) check. If you pass it, Anna Kaslow the fortune teller offers her help in your investigation. Take her Ally card if it is still available. Otherwise, gain 2 Clue tokens. If you fail, nothing happens.

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Arkham Encounters:
Rex Murphy easily manages to convince Anna Kaslow to help in his investigation. She's able to unlock a few Clues that will likely provide useful in the future.

Mandy Thompson draws a card.
First National Grocery - A conversation with the teenaged manager gives you a much better grasp of the lay of the land. Search the Common Item deck for a Map of Arkham.

Mythos:
A gate tries to appear at Devil Reef, but another gate already exists there. The world seems to bloat and thump briefly and monsters begin pouring from portals.

A High Priest dives into a vortex. The Deep Ones Rising Track increases.

Headline - Footprints on Shore!
It seems that 2 monsters have come ashore in the Innsmouth Shore streets.

The Sailor Take Warning environment persists.

A Clue appears at Esoteric Order of Dagon, but is immediately swallowed up by the gate.

Upkeep:
First Player Token moves from Norman Withers to Gloria Goldberg.

Mandy Thompson spends 2 Clue tokens to populate the Deep Ones Rising Track.

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Upkeep:
Norman Withers collects his $2 paycheck.

Movement:
With a new lease on life, Gloria Goldberg makes it most of the way across town, pausing at Northside streets.

Knowing there are bad things about, Rex Murphy stays put.

Mandy Thompson is having none of this dead walking the streets shit, and steps out of the grocer to deal with the Zombie she sees. She's not 100% prepared for the horror of the thing up close, and her Sanity twists and rebels in fear. But she soldiers up, draws her Cavalry Saber, and swings for the fences. The old blade easily decapitates the foul thing, sending it back to death for real. Mandy takes a gristly trophy.

Norman Withers hangs around, hoping to see new merchandise.

Arkham Encounters:
Rex Murphy draws a card.
Independence Square - You learn that cultists are bribing the mayor with stolen items from the "Legacy of the Pharaohs" exhibit, and often drop them off on his doorstep. If you would like to try to re-appropriate them, make a Sneak (-1) check. If you fail, you are arrested. If you roll 1 success, you get away, but empty-handed. If you roll 2 successes, you get away with the package: draw 1 Unique Item or Exhibit Item.

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Arkham Encounters:
Rex Murphy manages to get away from his pursuers, but drops the package in the process.

After looking for a time, Norman Withers resurrects some of the joy of his boyhood playing with sticks near the creek and buys a Cavalry Saber.

Mythos:
A to Another Dimension appears at Woods. A Dimensional Shambler steps through. The Ancient One's Doom Track advances. Obviously agitated, the citizens of Innsmouth step up their aggression to outsiders, and signs reading "don't let the sun shine on you" appear in windows and storefronts.

Headline - Another Time, Another Place!
Every open gate leading to Another Dimension or Another Time releases one monster into its location. A Dark Young gets burped forth from the Woods gate.

The Sailor Take Warning environment persists.

A Clue appears at Newspaper, and another at Historical Society.

Upkeep:
First Player Token moves from Gloria Goldberg to Rex Murphy.


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Upkeep:
Gloria Goldberg moves her Speed slider to 2.

Norman Withers reduces his Speed slider to 2. He gains $2, but his boss informs him that his services will no longer be required. Something about showing up to work drunk and touching his coworkers, Norman wasn't really listening.

Rex Murphy moves his Fight slider to the max.

Movement:
Rex gets tired of hiding and steps out int he street with a purpose. Gripping his Ritual Blade tightly, he sneaks up behind the Child of the Goat and sticks it in her back like Christopher Lee executing a Nazi. For all her hippy preaching, her crystals and chakra do exactly jack shit to keep her from folding up like a wet towel and collapsing.

Emboldened, Rex turns his attention to the ancient and hideous Elder Thing approaching him. Only his extremely strong will keeps him from being driven mad just looking at it, but he powers through and sticks it not once, but twice with his Ritual Blade, doing enough damage to trap it inside the totally-not-evil Soul Gem he's carrying around.

Feeling remarkably good about his efforts, Rex turns to the last challenger, a Yithian. Who proceeds to not only damage his psyche, but sends him tumbling mind and body through the far reaches of the universe and beyond. Rex is Lost In Time and Space.

Mandy Thompson heads to Marsh Refinery, where she draws a goddamn Cavalry Saber and uses it to butcher a hippy Child of the Goat who had taken up residence there, probably in a Greenpeace protest against the refinery. Whatever. Hippy.

Norman Withers moves through the Rivertown Streets, knowing that something there watches him, but it remains hidden and he continues on to Black Cave.

Gloria Goldberg heads to Train Station and catches a bus for Innsmouth. She's not ten minutes off the bus before she gets accosted by a Cultist. She's got no weapon and is recently up from a set of cracked ribs, but she's never been one to shirk a fight. Gloria pummels the robed man with her bare fists until he collapses to the pavement.

Looking up from her efforts, Gloria spies an extraordinary figure, The Black Man. True to his name, his skin is a deep ebony and his clothing is dark as night, from his black boots to the black buckle cap made from an unidentified leather. Gloria sniffs once and stares the figure full int he eyes. Perhaps he respects her, or perhaps he has somewhere else to be. Regardless of the reason, the Black Man tips his hat and offers a word of advice before disappearing into thin air. Gloria gains 2 Clue tokens.

The street finally clear, Gloria easily evades the clumsy popo driving slowly up the street, just itching to arrest someone.

Arkham Encounters:
Mandy Thompson steps through the gate and into the lost city of R'lyeh.

Norman Withers steps through his own gate, emerging in City of the Great Race.

Other World Encounters:
Mandy Thompson draws a card.
Other - You find a number of old barrels, lost from some bygone century. Make a Luck (-1) check. If you pass, you discover something worthwhile. Gain a Common Item. If you fail, the barrels' rotten contents nauseate you. Lose 1 Stamina.

Mandy loses 1 Stamina.

Norman Withers draws a card.
"It's not too late," whispers the voice in the darkness. If the Terror Level is less than 6, draw a Spell.

Mythos:
A dual gate appears at Hibb's Roadhouse, destroying forever the Clue that was there. A Shoggoth comes crawling through. The Ancient One's Doom Track advances by 1.

Raining Cats and Dogs - Environment (weather)
Speed checks in Arkham are made at a -1 penalty and players recieve 1 less movement point during the Movement Phase.

Sneak checks in Arkham are made at a +1 bonus.

Return any Fire Vampires in play to the cup. If a Fire Vampire enters play, return it to the cup and draw a different monster.

A Clue appears at Independence Square.

Upkeep:
First Player Token moves from Rex Murphy to Mandy Thompson.

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Movement:
Mandy Thompson continues to make her way through R'lyeh.

Norman Withers does likewise in City of the Great Race.

Justifiably cocky after her last fight, Gloria Goldberg figures there's no way she's going to let a simple Tcho-Tcho take her down. She's wrong. The spooky little midget beats her ass like a redheaded stepchild, bad enough that she wakes up at St. Mary's Hospital, where a doctor explains to her that she's suffered irreversible nerve damage.

Arkham Encounters:
Gloria Goldberg draws a card.
St. Mary's Hospital - One of the doctors tells you about an experimental treatment that might help you. It's expensive, however. You may pay $5 to roll a die. On a success, discard one of your Injury cards. On a failure, gain 2 Stamina.

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Arkham Encounters:
Ever the brave one, Gloria Goldberg coughs up the dough for the treatment and makes it work. Her "irreversible" nerve damage slinks away, like the bitch it is.

Other World Encounters:
Mandy Thompson draws a card.
Other - This area is filled with discarded antiques from Earth. Most of it is junk, but some of it might be worth something. Gain $3.

Norman Withers draws a card.
Other - Pass a Luck (-1) check to find the gate back. If so, immediately return to Arkham.

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Other World Encounters:
Norman Withers discovers his luck is in and he finds a gate that brings him back to Arkham.

Mythos:
A gate appears at The Witch House. This gate proves to be the final straw that break the camel's back. The walls of reality begin to buckle and the laws of physics begins to stretch and go funny. Though his family's curse has finally been cured, Rex Murphy's luck is not in. Being Lost In Time and Space, he finds himself devoured mind, body and soul as Nyarlathotep enters the physical realm. The birthing screen that Nyarlathotep lets loose as it steps foot into the mortal realm is like a death knell for the world itself.

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Upkeep:
First Player Token moves from Mandy Thompson to Norman Withers.

Norman Withers collects money from everyone and an Elephant Gun from Mandy Thompson. Gloria Goldberg collects a Cavalry Saber from Mandy Thompson and another from Norman Withers. Mandy Thompson collects a .38 Revolver from Norman Withers.

Norman Withers moves his Fight and Lore sliders all the way up.

Gloria Goldberg moves her Speed and Lore sliders all the way up.

Mandy Thompson moves her Fight and Lore sliders all the way up.

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Final Battle:
Norman Withers loads his Elephant Gun like a boss. He takes aim at the insect-like body and fires, sending a load of heavy lead shot through the creature and dealing 2 damage.

Like some fantastical desert warrior of old, Gloria Goldberg wades in with a sword in each hand. She chops frantically and doesn't let up for a second, dealing 1 damage.

Mandy Thompson opens up and unloads her .38 Revolver into the horrid creature, but it's unclear if her attack deals any damage to the beast at all.

Waves of psychic energy radiate from Nyarlathotep, assaulting the Investigators' senses. All three Investigators easily manage to resist whatever this offensive attack is.

Upkeep:
First Player Token moves from Norman Withers to Gloria Goldberg.

Norman reloads his Elephant Gun with more $2 shells.

Final Battle:
Gloria Goldberg moves to a stabbing motion and manages to sink one of her blades to the hilt, dealing 1 damage and knocking a Doom Token off the track.

Mandy Thompson unloads her .38 Revolver again, managing to hit Nyarlathotep in one of its many eyes, dealing 1 damage.

Norman Withers levels his Elephant Gun again. The blast deals another 2 damage.

Again, the Investigators feel a terrible assault on their psyche. Norman and Gloria easily manage to repel it. Mandy manages to stave it off, but only barely.

Upkeep:
First Player Token moves from Gloria Goldberg to Mandy Thompson.

Norman reloads his Elephant Gun with more $2 shells.

Final Battle:
Mandy unloads her nigh-useless revolver again. It deals 1 damage, removing another Doom Token from the track. Perhaps not totally useless after all.

Norman manages this time to put a blast directly into what he thinks might be the creature's face, dealing 3 damage.

Gloria follows up with another deep stab, dealing 1 damage and removing a Doom Token from the track.

With the terrible power continuing to radiate off of the creature, the Investigators feel an even more pressing attack into their senses. They each manage to resist, but it's very obviously getting tougher to do so.

Upkeep:
First Player Token moves from Mandy Thompson to Norman Withers.

Norman reloads his Elephant Gun with more $2 shells. He also manages to successfully cast Voice of Ra, though he pays for it with his own Sanity.

Final Battle:
With an odd prescience he seems to have picked up from his spellcasting, Norman Withers aims his Elephant Gun again and fires, dealing 3 damage.

Having left the blade in place the last time she stabbed the creature, Gloria works it in and out wickedly, dealing 1 damage and removing a Doom Token from the track.

Mandy takes aim and unloads again with her revolver, but her attacks are completely ineffective.

Again, the Investigators feel their senses under siege. Norman and Mandy are able to resist, but Gloria becomes the first casualty. She loses a Clue Token.

Upkeep:
First Player Token moves from Norman Withers to Gloria Goldberg.

Norman reloads his Elephant Gun with more $2 shells. He also manages to successfully cast Voice of Ra, though he loses another bit of his Sanity to do so.

Final Battle:
Gloria's frantic sawing finds a nerve, dealing 2 damage.

Mandy unloads another barrage of shots with her revolver, dealing 1 damage.

Norman fires another wall of heavy shot, dealing 1 damage and removing a Doom Token from the track. 1 damage is wasted.

The power radiating from the creature grows in intensity. Norman manages to stave it off, but Gloria and Mandy are both overcome and lose a Clue Token. Mandy, suddenly robbed of all knowledge of events remains still long enough to be completely consumed by the creature, devoured mind, body and soul for all eternity.

Upkeep:
First Player Token moves from Gloria Goldberg to Norman Withers.

Norman reloads his Elephant Gun with more $2 shells. He also manages to successfully cast Voice of Ra, though he loses another bit of his Sanity to do so.

Final Battle:
Norman Withers puts another round of shot into the creature, dealing 2 damage.

Gloria withdraws her blade finally, dealing 1 damage in the process.

Both Norman and Gloria are able, with monumental effort, to resist the beast's awesome psychic power, but they can tell that its grown to a crescendo they might not be able to resist in the future.

Upkeep:
First Player Token moves from Norman Withers to Gloria Goldberg.

Norman reloads his Elephant Gun with more $2 shells. He also manages to successfully cast Voice of Ra, though he loses another bit of his Sanity to do so.

Final Battle:
Gloria slashes again at the horrendous creature, but her blade bounces off ineffectually.

Norman shoots again, dealing 4 damage, removing a Doom Token and wasting 3 damage.

Both Gloria and Norman find they're unable to resist the creature's mental attacks any longer. Both lose a Clue Token to the barrage.

Upkeep:
First Player Token moves from Gloria Goldberg to Norman Withers.

Norman reloads his Elephant Gun with the last of his $2 shells. He knows his Sanity is shredded beyond any ability to cast further spells.

Knowing she's reached her end, Gloria presses her Cavalry Sabers on Norman.

Final Battle:
Norman fires the last of his shells at the creature, dealing 2 damage.

Gloria decides to go out the way she lived, kicking viciously and screaming obscenities. Her efforts don't seem to harm the creature at all.

Norman feels the creature's energies stripping his senses. He loses a Clue Token. Gloria is stripped of form. It's unclear whether her screams and obscenities are any worse than when she was simply battering the creature with her hands.

Upkeep:
Norman.... yeah.

Final Battle:
Out of shells, Norman takes up brave Gloria's swords. Inexperienced as he is with them, he still manages to deal 1 damage.

Norman loses another Clue Token to the creature's blistering attack.

Upkeep:
Norman.... yeah.

Final Battle:
Norman continues attacking with his new Cavalry Sabers, dealing 1 damage and removing a Doom Token from the track.

Norman loses another Clue Token to the creature's blistering attack.

Upkeep:
Norman.... yeah.

Final Battle:
Norman continues attacking with his new Cavalry Sabers, dealing 1 damage.

Norman loses another Clue Token to the creature's blistering attack.

Upkeep:
Norman.... yeah.

Final Battle:
Norman continues attacking with his new Cavalry Sabers, dealing 1 damage.

Norman loses another Clue Token to the creature's blistering attack.

Upkeep:
Norman.... yeah.

Final Battle:
Norman continues attacking with his new Cavalry Sabers, dealing 2 damage and removing a Doom Token from the track.

Norman loses another Clue Token to the creature's blistering attack.

Upkeep:
Norman.... yeah.

Final Battle:
Norman continues attacking with his new Cavalry Sabers, dealing an amazing 3 damage.

Norman loses another Clue Token to the creature's blistering attack.

Upkeep:
Norman.... yeah.

Final Battle:
Norman continues attacking with his new Cavalry Sabers, dealing 1 damage and removing a Doom Token from the track.

Norman loses another Clue Token to the creature's blistering attack.

Upkeep:
Norman.... yeah.

Final Battle:
Norman continues attacking with his new Cavalry Sabers, dealing no damage.

Norman loses another Clue Token to the creature's blistering attack.

Upkeep:
Norman.... yeah.

Final Battle:
Norman continues attacking with his new Cavalry Sabers, dealing 2 damage.

Norman loses another Clue Token to the creature's blistering attack.

Upkeep:
Norman.... yeah.

Final Battle:
Norman continues attacking with his new Cavalry Sabers, dealing 1 damage.

Norman loses another Clue Token to the creature's blistering attack.

Upkeep:
Norman.... yeah.

Final Battle:
Norman continues attacking with his new Cavalry Sabers, dealing 2 damage, removing a Doom Token from the track and wasting 1 damage.

Under the constant waves of psychic energy, Norman Withers finally loses his last Clue Token and collapses prior to being devoured by the beast. The Investigators have failed in their task. If there's any consolation to them, they never have to witness the twisting not only of the world, but of the very reality of the universe.