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劇本流:谷中宿命Fate of the Vale

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Fate of the Vale

Scenario
Easy / Standard L: -X. X is 1 more than the current act number. M: -4. If you fail, discard 1 card at random from your hand. N: -5. You may place 1 doom on your investigator card to treat this token's modifier as 0, instead. O: -2. If this is a fight or evasion attempt against Cosmic Emissary, reveal another token.

↶ Flip Side

Hard / Expert L: -X. X is the number of Colour enemies in play. M: -6. Discard 1 card at random from your hand. N: -8. You may place 1 doom on your investigator card to treat this token's modifier as -3, instead. O: -5. If this is a fight or evasion attempt against Cosmic Emissary, you automatically fail instead.
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Fate of the Vale

劇本
East / Standard L: -X. X is 1 more than the current act number. M: -4. If you fail, discard 1 card at random from your hand. N: -5. You may place 1 doom on your investigator card to treat this token's modifier as 0, instead. O: -2. If this is a fight or evasion attempt against a Cosmic Emissary, reveal another token.

背面資訊

Hard / Expert L: -X. X is the number of Colour enemies in play. M: -6. Discard 1 card at random from your hand. N: -8. You may place 1 doom on your investigator card to treat this token's modifier as -3, instead. O: -5. If this is a fight or evasion attempt against a Cosmic Emissary, you automatically fail instead.

The Silence

Agenda 1L 6
A hoary shape flickers in spiraling gas.
If you look at the Cosmic Emissary enemy for more than 15 seconds at a time, you are driven insane. Forced - When you would draw 1 or more cards from the encounter deck: Instead, reveal cards from the bottom of The Abyss until a card with an encounter card back is revealed and draw it (all other revealed cards are placed on top of The Abyss).

↶ Flip Side

You feel whispers in your head, speaking an alien language of clicks and whirs and strange, lilting music. It sounds familiar. A vague shape emerges from the roiling mist and reaches out to you. As you feel your mind begin to empty, you can't help but laugh. What was it that you forgot, exactly? It must not matter.
Each investigator tests G or H (4). For each point they fail by, they must either take 1 horror or shuffle the top card of their deck into The Abyss.
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The Silence

密謀 1L 6
A hoary shape flickers in spiraling gas.
If you look at the Cosmic Emissary enemy for more than 15 seconds at a time, you are driven insane. Forced - When you would draw 1 or more cards from the encounter deck: Instead, reveal cards from the bottom of The Abyss until a card with an encounter card back is revealed and draw it (all other revealed cards are placed on top of The Abyss).

背面資訊

You feel whispers in your head, speaking an alien language of clicks and whirs and strange, lilting music. It sounds familiar. A vague shape emerges from the roiling mist and reaches out to you. As you feel your mind begin to empty, you can't help but laugh. What was it that you forgot, exactly? It must not matter.
Each investigator tests G or H (4). For each point they fail by, they must either take 1 horror or shuffle the top card of their deck into The Abyss.

The Miasma

Agenda 2L 5
Nightmarish shapes coalesce in the mist.
If you look at the Cosmic Emissary enemy for more than 15 seconds at a time, you are driven insane. Forced - When you would draw 1 or more cards from the encounter deck: Instead, reveal cards from the bottom of The Abyss until a card with an encounter card back is revealed and draw it (all other revealed cards are placed on top of The Abyss).

↶ Flip Side

Vapors rise from the ground, coalescing into harsh, corporeal shapes. A jagged, crystalline form juts out of the ground as you stumble forward in a daze. The longer you breathe the poisonous gas around you, the weaker you feel. Your life and vigor are being drained away.
Each investigator tests I or J (4). For each point they fail by, they must either take 1 damage or shuffle the top card of their deck into The Abyss.
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The Miasma

密謀 2L 5
Nightmarish shapes coalesce in the mist.
If you look at the Cosmic Emissary enemy for more than 15 seconds at a time, you are driven insane. Forced - When you would draw 1 or more cards from the encounter deck: Instead, reveal cards from the bottom of The Abyss until a card with an encounter card back is revealed and draw it (all other revealed cards are placed on top of The Abyss).

背面資訊

Vapors rise from the ground, coalescing into harsh, corporeal shapes. A jagged, crystalline form juts out of the ground as you stumble forward in a daze. The longer you breathe the poisonous gas around you, the weaker you feel. Your life and vigor are being drained away.
Each investigator tests I or J (4). For each point they fail by, they must either take 1 damage or shuffle the top card of their deck into The Abyss.

The Spiral

Agenda 3L 4
Your vision refracts like broken glass.
If you look at the Cosmic Emissary enemy for more than 15 seconds at a time, you are driven insane. Forced - When you would draw 1 or more cards from the encounter deck: Instead, reveal cards from the bottom of The Abyss until a card with an encounter card back is revealed and draw it (all other revealed cards are placed on top of The Abyss).

↶ Flip Side

The rippling air stops, then churns into myriad faces, shapes, and forms. You struggle to breathe as the air is sucked out of your lungs and drawn into a pillar of light. The brilliance ascends into the night sky like a falling star in reverse, reducing everything around you to dust. Trees wither and desiccate, and fleeing wildlife are turned to bone and ash. Your body sublimates, rising into the blinding brilliance along with everything else on Hemlock Isle. You have learned your place in infinity.
All of Hemlock Isle has been transfigured in the great ascendance. Each investigator is devoured by the Colour Out of Space (they are killed).
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The Spiral

密謀 3L 4
Your vision refracts like broken glass.
If you look at the Cosmic Emissary enemy for more than 15 seconds at a time, you are driven insane. Forced - When you would draw 1 or more cards from the encounter deck: Instead, reveal cards from the bottom of The Abyss until a card with an encounter card back is revealed and draw it (all other revealed cards are placed on top of The Abyss).

背面資訊

The rippling air stops, then churns into myriad faces, shapes, and forms. You struggle to breathe as the air is sucked out of your lungs and drawn into a pillar of light. The brilliance ascends into the night sky like a falling star in reverse, reducing everything around you to dust. Trees wither and desiccate, and fleeing wildlife are turned to bone and ash. Your body sublimates, rising into the blinding brilliance along with everything else on Hemlock Isle. You have learned your place in infinity.
All of Hemlock Isle has been transfigured in the great ascendance. Each investigator is devoured by the Colour Out of Space (they are killed).

Shattered Memories

Act 1
Why Ii sii Tso Obr ig htT aml drEa Min G?
U After you succeed at a skill test at a Lair location during your turn: Reveal cards from the bottom of The Abyss for each point you succeed by. Draw 1 of them, shuffle the rest, and place them on top of The Abyss. [fast] Spend 1 clue: You get +2 skill value for this skill test. Objective - If each player has their "true" investigator card, advance.

↶ Flip Side

As you come to your senses, you look up at the starry sky and blood-red moon high up above. You may be able to find a path back up to the surface.
Place clues on each revealed location up to its clue value. Check the Campaign Log and gather the set-aside Residents encounter set and set-aside Cave locations. - Mother Rachel has been devoured. Cross out Mother Rachel's name. - Shuffle each resident whose name is crossed out into The Abyss, along with each Cave location. - Each investigator may choose 1 resident at Relationship Level 4 or higher to put into play under their control, asset side faceup. - Set each remaining card from the Residents encounter set aside, out of play.
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Shattered Memories

推進 1
Why Ii sii Tso Obr ig htT aml drEa Min G?
U After you succeed at a skill test at a Lair location during your turn: Reveal cards from the bottom of The Abyss for each point you succeed by. Draw 1 of them, shuffle the rest, and place them on top of The Abyss. [fast] Spend 1 clue: You get +2 skill value for this skill test. Objective - If each player has their "true" investigator card, advance.

背面資訊

As you come to your senses, you look up at the starry sky and blood-red moon high up above. You may be able to find a path back up to the surface.
Place clues on each revealed location up to its clue value. Check the Campaign Log and gather the set-aside Residents encounter set and set-aside Cave locations. - Mother Rachel has been devoured. Cross out Mother Rachel's name. - Shuffle each resident whose name is crossed out into The Abyss, along with each Cave location. - Each investigator may choose 1 resident at Relationship Level 4 or higher to put into play under their control, asset side faceup. - Set each remaining card from the Residents encounter set aside, out of play.

Lost Self

Act 2
You must find a way back to the Vale!
U After you succeed at a skill test at a Lair location during your turn: Reveal cards from the bottom of The Abyss for each point you succeed by. Draw 1 of them, shuffle the rest, and place them on top of The Abyss. [fast] Spend 1 clue: You get +2 skill value for this skill test. Objective - At the end of the round, if there are 3 or more revealed Cave locations in play with no clues on them, advance.

↶ Flip Side

Dr. Marquez points up to a precarious shelf of ascending rock that leads back up to the surface. With a clear path out of the shining chamber, you must consider what to do next.
Each investigator loses all of their clues. Check the Campaign Log and proceed to Scenario Interlude: Fate of the Vale (page 64). The investigators must decide their course of action (choose one): - "Let's end this." (You may only choose this option if Dr. Marquez has a hunch and Dr. Marquez has a plan. You may also choose this option if Gideon finished the tale of the Annabelle Lee.) Proceed to Fate of the Vale 1. - "Save the Vale!" (You may only choose this option if The Hemlock Family made a truce and/or The Peters family was reunited.) Proceed to Fate of the Vale 2. - "Burn it all." (You may only choose this option if The Vale is full of fireworks.) Proceed to Fate of the Vale 3. - "Escape with our lives." Proceed to Fate of the Vale 4.
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Lost Self

推進 2
You must find a way back to the Vale!
U After you succeed at a skill test at a Lair location during your turn: Reveal cards from the bottom of The Abyss for each point you succeed by. Draw 1 of them, shuffle the rest, and place them on top of The Abyss. [fast] Spend 1 clue: You get +2 skill value for this skill test. Objective - At the end of the round, if there are 3 or more revealed Cave locations in play with no clues on them, advance.

背面資訊

Dr. Marquez points up to a precarious shelf of ascending rock that leads back up to the surface. With a clear path out of the shining chamber, you must consider what to do next.
Each investigator loses all of their clues. Check the Campaign Log and proceed to Scenario Interlude: Fate of the Vale (page 64). The investigators must decide their course of action (choose one): - "Let's end this." (You may only choose this option if Dr. Marquez has a hunch and Dr. Marquez has a plan. You may also choose this option if Gideon finished the tale of the Annabelle Lee.) Proceed to Fate of the Vale 1. - "Save the Vale!" (You may only choose this option if The Hemlock Family made a truce and/or The Peters family was reunited.) Proceed to Fate of the Vale 2. - "Burn it all." (You may only choose this option if The Vale is full of fireworks.) Proceed to Fate of the Vale 3. - "Escape with our lives." Proceed to Fate of the Vale 4.

Fate of the Vale (v.I)

Act 3 2
Dr. Marquez needs your help to save the Vale!
U After you succeed at a skill test at a Lair location during your turn: Reveal cards from the bottom of The Abyss for each point you succeed by. Draw each single-sided enemy card revealed by this effect. Remove each other revealed card from the game. [fast] Spend 1 clue: You get +2 skill value for this skill test. Objective - At the end of the round, if each surviving investigator is at The Abyss, investigators may spend the requisite clues, as a group, to advance.

↶ Flip Side

You stand next to Dr. Marquez at the base of a mound of desiccated bodies. Above, the Abyss flickers in the still, cold air. A hazy humanoid shape reaches toward you as the brilliance flares again, blindingly bright. "It's no good. We need to disrupt it. Feed it something it can't 'digest,'" Dr. Marquez says soberly. She hands you her satchel filled with survey notes and samples. "I want you to have this." You ask why. "Someone needs to tell Dr. Armitage the story of this..." her eyes narrow, staring up at the flickering iridescence. "...this colour out of space."
The investigators must decide (choose one): - Let Dr. Marquez carry out her plan (→R1) (page 66). - Do it ourselves (→R2) (page 67). (You may only choose this if an investigator controls Prismatic Shard story asset.)
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Fate of the Vale (v.I)

推進 3 2
Dr. Marquez needs your help to save the Vale!
U After you succeed at a skill test at a Lair location during your turn: Reveal cards from the bottom of The Abyss for each point you succeed by. Draw each single-sided enemy card revealed by this effect. Remove each other revealed card from the game. [fast] Spend 1 clue: You get +2 skill value for this skill test. Objective - At the end of the round, if each surviving investigator is at The Abyss, investigators may spend the requisite clues, as a group, to advance.

背面資訊

You stand next to Dr. Marquez at the base of a mound of desiccated bodies. Above, the Abyss flickers in the still, cold air. A hazy humanoid shape reaches toward you as the brilliance flares again, blindingly bright. "It's no good. We need to disrupt it. Feed it something it can't 'digest,'" Dr. Marquez says soberly. She hands you her satchel filled with survey notes and samples. "I want you to have this." You ask why. "Someone needs to tell Dr. Armitage the story of this..." her eyes narrow, staring up at the flickering iridescence. "...this colour out of space."
The investigators must decide (choose one): - Let Dr. Marquez carry out her plan (→R1) (page 66). - Do it ourselves (→R2) (page 67). (You may only choose this if an investigator controls Prismatic Shard story asset.)

Fate of the Vale (v.II)

Act 3 3
You'll have to either talk sense into the frenzied residents... or knock it out of them.
T Choose and discard 1 card from your hand: Parley. Test G or H (3). If you succeed, draw the Resident card beneath your location, enemy side faceup. You may spend 1 R clues to put it into play exhausted. Objective - If no Resident enemies are beneath locations or in play, you may spend the requisite clues, as a group, to advance.

↶ Flip Side

"Get in the truck!" A resident waves a crowd of dazed locals onto the vehicle. The remaining survivors pile into trucks and weather-beaten bikes and drive down the winding southern road. As you pass the dilapidated harbor, a pillar of pure light shoots up from the village center followed by an oily, viscous cloud. The train of survivors have just taken refuge in the southern lighthouse when a shockwave of hot air tears across the island with a hurricane force.
(→R3) (page 67).
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Fate of the Vale (v.II)

推進 3 3
You'll have to either talk sense into the frenzied residents... or knock it out of them.
T Choose and discard 1 card from your hand: Parley. Test G or H (3). If you succeed, draw the Resident card beneath your location, enemy side faceup. You may spend 1 R clues to put it into play exhausted. Objective - If no Resident enemies are beneath locations or in play, you may spend the requisite clues, as a group, to advance.

背面資訊

"Get in the truck!" A resident waves a crowd of dazed locals onto the vehicle. The remaining survivors pile into trucks and weather-beaten bikes and drive down the winding southern road. As you pass the dilapidated harbor, a pillar of pure light shoots up from the village center followed by an oily, viscous cloud. The train of survivors have just taken refuge in the southern lighthouse when a shockwave of hot air tears across the island with a hurricane force.
(→R3) (page 67).

Fate of the Vale (v.III)

Act 3
Your only hope of stopping this thing is to burn this accursed island. All of it.
T Spend X R clues: Place X resources on your location, as kindling (you may spend 5 resources or discard an Item asset you control to place 1 additional kindling). T If your location has kindling on it equal to or greater than its shroud value, remove all kindling from it: Draw 1 set-aside Fire! treachery. (Group limit once per location.) Objective - When the round ends, if there are 5 copies of Fire! in play, immediately advance.

↶ Flip Side

Fireworks shoot up into the sky as Hemlock Vale is consumed in the blaze. The whizzing lights and loud crackles almost distract from the devastating inferno as it devours the landscape. Poms of red, yellow, and blue fireworks launch into the air to explode in the night sky. You and Dr. Marquez join the few remaining survivors on a trek to the island's southern reach to take refuge in a crumbling lighthouse. As you watch the inferno from a smudged window, a thread of thin, gray light shoots up from the village center, then winks out. A small, phosphorescent light plummets back into the blaze like a fallen star.
(→R4) (page 67).
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Fate of the Vale (v.III)

推進 3
Your only hope of stopping this thing is to burn this accursed island. All of it.
T Spend X R clues: Place X resources on your location, as kindling (you may spend 5 resources or discard an Item asset you control to place 1 additional kindling). T If your location has kindling on it equal to or greater than its shroud value, remove all kindling from it: Draw 1 set-aside Fire! treachery. (Group limit once per location.) Objective - When the round ends, if there are 5 copies of Fire! in play, immediately advance.

背面資訊

Fireworks shoot up into the sky as Hemlock Vale is consumed in the blaze. The whizzing lights and loud crackles almost distract from the devastating inferno as it devours the landscape. Poms of red, yellow, and blue fireworks launch into the air to explode in the night sky. You and Dr. Marquez join the few remaining survivors on a trek to the island's southern reach to take refuge in a crumbling lighthouse. As you watch the inferno from a smudged window, a thread of thin, gray light shoots up from the village center, then winks out. A small, phosphorescent light plummets back into the blaze like a fallen star.
(→R4) (page 67).

Fate of the Vale (v.IV)

Act 3
You must escape with your lives!
T If at least 5 of the following are true (the investigators found gas, the investigators found Theo's truck, the road is clear, the survey notes were recovered, Bertie is fleeing, the samples were found): Resign. You flee the Vale. Objective - Escape with your lives! If each undefeated investigator has resigned, advance.

↶ Flip Side

With Dr. Marquez in tow, you gather the few survivors that remain and pile into Theo's sky blue truck. The locals shout directions as you drive south down a winding road to the southernmost point of the island. Shaking from the adrenaline, your small band of survivors takes refuge in the crumbling lighthouse. Before you enter, you turn to see a sight you will never forget. A pillar of pure light shoots up from the Vale, drawing the oily viscous cloud in its wake. A shockwave tears across the island, and you fall to your knees, exhausted, as though years of your life were stolen from you in a single moment. You are transfixed by the dazzling light as it launches up through the stratosphere and into space.
(→R5) (page 67).
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Fate of the Vale (v.IV)

推進 3
You must escape with your lives!
T If at least 5 of the following are true (the investigators found gas, the investigators found Theo's truck, the road is clear, the survey notes were recovered, Bertie is fleeing, the samples were found): Resign. You flee the Vale. Objective - Escape with your lives! If each undefeated investigator has resigned, advance.

背面資訊

With Dr. Marquez in tow, you gather the few survivors that remain and pile into Theo's sky blue truck. The locals shout directions as you drive south down a winding road to the southernmost point of the island. Shaking from the adrenaline, your small band of survivors takes refuge in the crumbling lighthouse. Before you enter, you turn to see a sight you will never forget. A pillar of pure light shoots up from the Vale, drawing the oily viscous cloud in its wake. A shockwave tears across the island, and you fall to your knees, exhausted, as though years of your life were stolen from you in a single moment. You are transfixed by the dazzling light as it launches up through the stratosphere and into space.
(→R5) (page 67).