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劇本流:The Labyrinths of LunacyThe Labyrinths of Lunacy

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The Labyrinths of Lunacy

Scenario
Standard L: -1. Reveal another token. M: -3. If you fail, place 1 of your clues on your location. N: -4. If you fail, lose 2 resources. O: -4. If you fail, discard a random card from your hand.

↶ Flip Side

Hard L: -1. Reveal another token. If you fail, you must either take 1 damage or 1 horror. M: -3. Place 1 of your clues on your location. N: -4. Lose 2 resources. O: -4. Discard a random card from your hand.
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The Labyrinths of Lunacy

劇本
Standard L: -1. Reveal another token. M: -3. If you fail, place 1 of your clues on your location. N: -4. If you fail, lose 2 resources. O: -4. If you fail, discard a random card from your hand.

背面資訊

Hard L: -1. Reveal another token. If you fail, you must either take 1 damage or 1 horror. M: -3. Place 1 of your clues on your location. N: -4. Lose 2 resources. O: -4. Discard a random card from your hand.

The Mastermind

Agenda 3L 7
You rush into the next chamber, hoping to find an exit to this nightmare. The locked steel gate before you crushes that hope. Cryptic symbols are etched into the walls, and a sigil on the floor ebbs with power. Just then, a figure exits from the shadows.
Each Distortion location gains: "T E4+1< T %2M+: <+@2 H <@6@~+ G9 EIXODOLON. (Group limit once per game.)" Objective - If each investigator is defeated, advance this agenda.

↶ Flip Side

The mastermind's distorted voice crackles with what one might call laughter. "Your pain is powerful," the voice explains. "To be lifted from safety and brought into misery, and yet retain hope… Only to have that hope dashed and crushed." The runes on the floor of the abandoned warehouse glow brightly, blood seeping through cracks in the concrete and dripping down the walls. I know it isn't fair," the voice offers. But nothing ever truly is."
In this timeline, the ritual is complete. If you are playing in Epic Multiplayer Mode, move all damage from Eixodolon to another group's copy of Eixodolon. Each investigator in this group is killed. (→R1)
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The Mastermind

密謀 3L 7
You rush into the next chamber, hoping to find an exit to this nightmare. The locked steel gate before you crushes that hope. Cryptic symbols are etched into the walls, and a sigil on the floor ebbs with power. Just then, a figure exits from the shadows.
Each distortion location gains: "T E4+1< T %2M+: <+@2 H <@6@~+ G9 EIXODOLON. (Group limit once per game.)" Objective - If each investigator is defeated, advance this agenda.

背面資訊

The mastermind's distored voice crackles with what one might call laughter. “Your pain is powerful,” the voice explains. “To be lifted from safety and brought into misery, and yet retain hope… Only to have that hope dashed and crushed.” The runes on the floor of the abandoned warehouse glow brightly, blood seeping through cracks in the concrete and dripping down the walls. I know it isn't fair,” the voice offers. But nothing ever truly is.”
In this timeline, the ritual is complete. If you are playing in Epic Multiplayer Mode, move all damage from Eixodolon to another group's copy of Eixodolon. Each investigator in this group is killed. (→R1)

Sealed In (Group A)

Act 1 2
"You have one hour to discover the way out," your note reads, "or you will breathe in death."
Timed - Do not advance this act until you are instructed. By the time the agenda advances, investigators must possess the Key of Mysteries and the requisite number of clues. (Beware - If the agenda advances and you do not meet this condition, each investigator in this group will be killed.)

↶ Flip Side

If the investigators possess the Key of Mysteries and 2 R clues:
You push the key into the lock, and the wall of the chamber opens up, leading into a dark, narrow corridor of corrugated metal and concrete. The whistling of the pipes all around you dampens to a faint whimper.
The investigators spend 2 R clues, as a group. Remove the Key of Mysteries from the game. Resolve Act 2 Setup.
If the investigators do not possess the Key of Mysteries and/or 2 R clues:
A powerful, noxious gas spews forth from the vents and fills the room. Your vision grows hazy and you collapse to the ground. "The fate that inevitably awaits us all," a sinister voice explains. Everything goes dark.
Each investigator in this group is killed. (→R1)
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Sealed In (Group A)

推進 1 2
“You have one hour to discover the way out,” your note reads, “or you will breathe in death.”
Timed - Do not advance this act until you are instructed. By the time the agenda advances, investigators must possess the Key of Mysteries and the requisite number of clues. (Beware— If the agenda advanced and you do not meet this condition, each investigator in this group will be killed.)

背面資訊

If the investigators possess the Key of Mysteries and 2[per investigator] clues:
You push the key into the lock, and the wall of the chamber opens up, leading into a dark, narrow corridor of corrugated metal and concrete. The whistling of the pipes all around you dampens to a faint whimper.
< The investigators spend 2R clues, as a group. Remove the Key of Mysteries from the game. Resolve Act 2 Setup.
If the investigators do not possess the Key of Mysteries and/or 2R clues:
A powerful, noxious gas spews forth from the vents and fills the room. Your vision grow hazy and you collapse to the ground. "The fate that inevitably awaits us all," a sinister voice explains. Everything goes dark.
Each investigator in this group is killed. (→R1)

Watery Grave (Group B)

Act 1 2
One member of your group is trapped inside one of this chamber's many tanks. A mechanism above the tank springs to life, and water pours into the tank from above. "You have one hour to find the means to free your companion," your note reads, "or their fate is sealed."
Timed - Do not advance this act until you are instructed. By the time the agenda advances, investigators at the same location must possess the requisite number of clues. (Beware - If the agenda advances and you do not meet this condition, the investigator in the Chamber of Rain will be killed.)

↶ Flip Side

If investigators at the same location possess 2 R clues:
You breath a sigh of relief as the water drains harmlessly.
Investigators at the same location spend 2 R clues, as a group. Resolve Act 2 Setup.
If investigators at the same location do not possess 2 R clues:
The water level continues to rise. It fills the tank and then your lungs. You struggle in futility against the glass. Freedom is so close, and yet so far.
Each investigator loses each of his or her clues. The investigator in the Chamber of Rain is killed. Resolve Act 2 Setup.
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Watery Grave (Group B)

推進 1 2
One member of your group is trapped inside one of this chamber’s many tanks. A mechanism above the tank springs to life, and water pours into the tank from above. “You have one hour to find the means to free your companion,” your note reads, “or their fate is sealed.”
Timed - Do not advance this act until you are instructed. By the time the agenda advances, investigators at the same location must possess the requisite number of clues. (Beware— If the agenda advances and you do not meet this condition, the investigator in the Chamber of Rain will be killed.)

背面資訊

If investigators at the same location possess 2R clues:
You breath a sigh of relief as the water drains harmlessly.
Investigators at the same location spend 2R clues, as a group. Resolve Act 2 Setup.
If investigators at the same location do not possess 2R clues:
The water level continues to rise. It fills the tank and then your lungs. You struggle in futility against the glass. Freedom is so close, and yet so far.
Each investigator loses each of his or her clues. The investigator in the Chamber of Rain is killed. Resolve Act 2 Setup.

Distortions in Time (Group A)

Act 2
Glowing words continue to appear on your note. "Time flows differently in the next chamber," it reads. "If you do not act quickly, you will decay into ash."
Timed - Do not advance this act until you are instructed. When the agenda advances, there must be at least 11 doom in play. (Beware - If the agenda advances and you do not meet this condition, each investigator in this group will be killed.)

↶ Flip Side

If there was at least 11 doom in play when the agenda advanced:
You spin the dial on the device to its maximum value, struggling to keep hold of it as your muscles tighten and you begin to decay. The dial stops with a click, then slowly you are able to continue turning it in the same direction. You are in intense pain as it slowly turns, round and round, finally making it way back where it began. The air thins, and time returns to its original pace.
Resolve Act 3 Setup.
If there was less than 11 doom in play when the agenda advanced:
Your muscles and skin tighten, and you feel your body draining of energy. You try to scream, but no air escapes your throat. Your organs shrivel and decay. "The fate that inevitably awaits us all," a sinister voice explains. Within minutes, you are naught but dust.
Each investigator in this group is killed. (→R1)
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Distortions in Time (Group A)

推進 2
Glowing words continue to appear on your note. “Time flows differently in the next chamber,” it reads. “If you do not act quickly, you will decay into ash.”
Timed - Do not advance this act until you are instructed. When the agenda advances, there must be at least 11 doom in play. (Beware— If the agenda advances and you do not meet this condition, each invesigator in this group will be killed.)

背面資訊

If there was at least 11 doom in play when the agenda advanced:
You spin the dial on the device to its maximum value, struggling to keep hold of it as your muscles tighten and you begin to decay. The dial stops with a click, then slowly you are able to continue turning it in the same direction. You are in intense pain as it slowly turns, round and round, finally making it way back where it began. The air thins, and time returns to its original pace.
Resolve Act 3 Setup.
b>If there was less than 11 doom in play when the agenda advanced:
Your muscles and skin tighten, and you feel your body draining of energy. You try to scream, but no air escapes your throat. Your organs shrivel and decay. “The fate that inevitably awaits us all,” a sinister voice explains. Within minutes, you are naught but dust.
Each investigator in this group is killed. (→R1)

Seeping Death (Group B)

Act 2
Glowing words continue to appear on your note. "The Chamber of Poison awaits," it reads. "One of you must open the way," your note reads. "A sacrifice, for the greater good."
Timed - Do not advance this act until you are instructed. Before the agenda advances, one investigator must activate the T ability on the Chamber of Poison.

↶ Flip Side

If an investigator activated the T ability on the Chamber of Poison, that investigator reads the following: - If you have "been injected," the sludge is disgusting but harmless. Resolve Act 3 Setup. - If you have not "been injected," the poison seeps through your skin, devouring your organs from inside. You are killed. Resolve Act 3 Setup.
If no investigator activated the T ability on the Chamber of Poison:
The floors and walls of the entire labyrinth shift and turn, and you lose your balance. Sliding along the floor as gravity twists, you are knocked into the poisonous pit.
Move each investigator to the Chamber of Poison. Each investigator in this group who has not "been injected" is killed. Resolve Act 3 Setup.
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Seeping Death (Group B)

推進 2
Glowing words continue to appear on your note. “The Chamber of Poison awaits,” it reads. “One of you must open the way,” your note reads. “A sacrifice, for the greater good.”
Timed - Do not advance this act until you are instructed. Before the agenda advances, one investigator must activate the T ability on the Chamber of Poison.

背面資訊

If an investigator activated the T ability on the Chamber of Poison, that investigator reads the following: — If you have “been injected,” the sludge is disgusting but harmless. Resolve Act 3 Setup. — If you have not “been injected,” its poison seeps through your skin, devouring your organs from inside. You are killed. Resolve Act 3 Setup.
If no investigator activated the T ability on the Chamber of Poison:
The floors and walls of the entire labyrinth shift and turn, and you lose your balance. Sliding along the floor as gravity twists, you are knocked into the poisonous pit.
Move each investigator to the Chamber of Poison. Each investigator in this group who has not “been injected” is killed. Resolve Act 3 Setup.

The Pet (Group C)

Act 2
Glowing words continue to appear on your note. "In the chamber ahead lives my precious pet," it reads. "He is very hungry. Perhaps you should open his gate and allow him to feed."
Timed - Do not advance this act until you are instructed. Find a way to deal with Eixodolon's Pet before the agenda advances. (Beware - If the creature is still "locked away" when the agenda advances, it will break free.)

↶ Flip Side

If you "sent Eixodolon's Pet to another group": Choose another group, at random. At the end of the current round, that group spawns their set-aside copy of Eixodolon's Pet in one of their Labyrinthine Halls. Resolve Act 3 Setup.
If Eixodolon's Pet is in the victory display:
You breathe a sigh of relief as the creature crumples lifelessly to the ground.
Resolve Act 3 Setup.
If neither of the above are true:
The creature smashes through the glass of its terrarium and lashes out hungrily at anyone nearby.
Move Eixodolon's Pet to Chamber of Hunger. It attacks each investigator in the Chamber of Hunger, in player order. Resolve Act 3 Setup.
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The Pet (Group C)

推進 2
Glowing words continue to appear on your note. “In the chamber ahead lives my precious pet,” it reads. “He is very hungry. Perhaps you should open his gate and allow him to feed.”
Timed - Do not advance this act until you are instructed. Find a way to deal with Eixodolon's Pet before the agenda advances. (Beware— If the creature is still “locked away” when the agenda advances, it will break free.)

背面資訊

If you “sent Eixodolon's Pet to another group”: Choose another group, at random. At the end of the current round, that group spawns their set-aside copy of Eixodolon's Pet in one of their Labyrinthine Halls. Resolve Act 3 Setup.
If Eixodolon's Pet is in the victory display:
You breathe a sigh of relief as the creature crumples lifelessly to the ground.
Resolve Act 3 Setup.
If neither of the above are true:
The creature smashes through the glass of its terrarium and lashes out hungrily at anyone nearby.
Move Eixodolon's Pet to Chamber of Hunger. It attacks each investigator in the Chamber of Hunger, in player order. Resolve Act 3 Setup.