"KEY","English"
"GENERAL_SIGHTS","{0} Place Sight tokens as indicated."
"GENERAL_SIGHT","{0} Place a Sight token as indicated."
"PLACE_TILE_SIGHT","{0} Discard this Sight token and place the {1} tile as indicated."
"PLACE_TILE_SIGHTS","{0} Place the {1} tile as indicated and discard all Sight tokens leading to it."
"PLACE_TILE_SIGHT_B","{0} Discard this Sight token and place the {1} and {2} tiles as indicated."
"PLACE_TILE_SIGHT_B_3A","{0} Discard this Sight token and place the {1}, {2}, and {3} tiles as indicated."
"PLACE_TILE_SIGHTS_B","{0} Place the {1} and {2} tiles as indicated and discard all Sight tokens leading to them."
"NEUTRAL_SIGHT","{0} An investigator in the {1} can reveal the adjacent area."
"RIVER_SIGHT","river rapids"
"BRIDGE_SIGHT","river crossing"
"BARN_SIGHT","barnyard"
"MARSH_SIGHT","marshland or grove"
"FOREST_SIGHT","forest"
"TYPICAL_ZEB_CANCEL","Leave Zebulon alone."
"PLACE_DUNGEON","You come to your senses in the dark. Place the {0} tile as indicated. Then place Darkness in each space of the {0} and {1}."
"PLACE_DUNGEON_B","You come to your senses in the dark, lying bound on a dirt floor. Place the {0} tile as indicated. Then place Darkness in each space of the {0} and {1}."
"PLACE_MORGUE","You come to your senses in the dark. Place the {0} tile and a Wall as indicated. Then place Darkness in the {1}."
"PLACE_MORGUE_B","You come to your senses in the dark, lying bound on a cold floor. Place the {0} tile and a Wall as indicated. Then place Darkness in the {1}."
"PLACE_INVESTIGATORS","When your eyes adjust to the gloom, you realize that you are locked in an underground dungeon. Place your investigator figures as indicated."
"PLACE_INVESTIGATORS_2A","When your eyes adjust to the gloom, you realize that you are locked in some sort of lab. Place your investigator figures as indicated."
"NO_HARM","While you gain your bearings in the dark, you find that your captors have not taken any of your possessions. You wonder how they could have been so careless and, moreover, what their plans for you might be."
"SNARK_ROPE","Your bindings slip when you try to stand, and you realize that your captors did not secure them properly. However, as you struggle free, one of your companions seems to be stuck. {0} gains the Rope Unique Item facedown."
"SNARK_ROPE_ALT","Your bindings slip when you try to stand, and you realize that your captors did not secure them properly. However, as you struggle free, one of your companions seems to be stuck. {0} gains the Rope Unique Item facedown."
"HELLO_ZEB","A small sound alerts you to another person locked in the cell with you. When you focus, you see a man slumped against the far wall cradling an arm close to his chest. He murmurs to you, ""Not dead yet then, eh?"" Place a Person token as indicated. This is Zebulon Whateley."
"HELLO_ZEB_2A","A small sound alerts you to another person locked in the room with you. When you focus, you see a man slumped against the far wall cradling an arm close to his chest. He murmurs to you, ""Not dead yet then, eh?"" Place a Person token as indicated. This is Zebulon Whateley."
"PLACE_CROWBAR","A faint purple glow draws your attention to a table just outside the cell. Place a Search token as indicated."
"PLACE_CROWBAR_2A","A faint purple glow draws your attention to a table placed near the door. Place a Search token as indicated."
"DUNGEON_BARRICADE","Scraps of wood and metal have been stacked to one side of the dungeon, and you think you could use it to block a door should the need arise. Place a Barricade as indicated."
"MORGUE_BARRICADE","A rusted gurney has been shoved to one side of the room, and you think you could use it to block a door should the need arise. Place a Barricade as indicated."
"PLACE_CELL_DOOR","The cell is locked with an impressively large padlock. Place an Explore token as indicated."
"PLACE_CELL_DOOR_2A","The room has only one door which is locked with an impressively large padlock. Place an Explore token as indicated."
"PLACE_TUNNEL_DOOR","You spy one door leading out of the dungeon. Place an Explore token as indicated."
"ZEB_RIDDLE","The man across from you seems to come to a decision, presenting you with his hand. ""Zebulon Whateley, fer what it may be worth. The way I see it, if any of us is to survive tonight, them that caught us need to be stopped. I got a plan for that if you want to hear it."""
"EXPLORE_CELL_DOOR","When you approach the cell bars you can tell the padlock is antiquated, and you might be able to disable it."
"EXPLORE_CELL_DOOR_2A","When you approach the lone exit you can tell the padlock is antiquated, and you might be able to disable it."
"PICK_LOCK"," Pick the lock."
"BREAK_LOCK"," Smash the lock."
"LOCKPICKING","The padlock chills your palm as you work the interior mechanisms. Tap to attempt the puzzle using ."
"LOCKPICKING_CONT","You can feel how several tumblers have shifted with your careful work. You can attempt the puzzle using  as an action."
"LOCK_SPRUNG","The padlock springs open, and you push open the door. Discard this Explore token."
"LOCKSMASHING","You pick up a loose stone from the cell floor and try to smash the padlock open ()."
"LOCKSMASHING_2A","You pick up a rusted implement from the floor and try to smash the padlock open ()."
"LOCKSMASHING_PASS","The padlock splits in two, clanging to the dirt floor of the dungeon. Discard this Explore token."
"LOCKSMASHING_PASS_2A","The padlock splits in two, clanging to the cold tile floor. Discard this Explore token."
"LOCKSMASHING_FAIL","You cannot quite get a good angle to break the lock."
"OUT_CELL","You may move 1 space into the {0}."
"SEARCH_CROWBAR","The table is stained, and sharp metal implements have been left arranged around a small object glowing faintly in the dark."
"WIL_CROWBAR","The glowing object twitches, and you count three twisted limbs covered in grey slime before the bile rises in your throat ()."
"FAIL_SKULL","The thing on the table stinks of gangrenous flesh and spent saltpeter. Suffer 1 facedown Horror."
"PASS_SKULL","The glow fades when you violently scatter everything on the bloody table to the floor. Whatever poor animal Whateley flayed must have been part of the experiment. Gain the Forensic Evidence Unique Item. Then discard this Search token."
"PASS_SKULL_F","The glow fades when you scatter everything on the bloody table to the floor. Some poor animal was flayed here, for a foul purpose. Maybe it has something to do with the plan Zebulon spoke of. Gain the Forensic Evidence Unique Item. Then discard this Search token."
"GAIN_SKULL","A small animal has been flayed on the table, twisted limbs pinned to small burned areas of the surface. When you lift the dead creature to inspect it, the glow fades and slime from its skin oozes between your fingers. You conclude that this was one of Old Whateley's experiment sites. Gain the Forensic Evidence Unique Item and 1 Clue. Then discard this Search token."
"GAIN_SKULL_F","A small animal has been flayed on the table, twisted limbs pinned to small burned areas of the surface. When you lift the dead creature to inspect it, the glow fades and slime from its skin oozes between your fingers. Perhaps this has something to do with the plan Zebulon spoke of. Gain the Forensic Evidence Unique Item and 1 Clue. Then discard this Search token."
"YES_PLAN","""That right there is one of Ol' Whateley's bloody experiments I was tellin' you about. Taking this one down ought to help to stop whatever is happening up the hill tonight."""
"NO_PLAN","""The same sort of glow was seen around the Whateley farm around the same time all the trouble started. Whatever is happening up on the hill tonight is unnatural like this bloody mess. Hope you have the stomach for it."""
"ZEB_MOVE_1","As you approach the mysterious glow, you hear a shuffling sound from behind you. Move Zebulon Whateley as indicated."
"YUCK_ZEB","With the gruesome evidence in your hand, Zebulon uses his good hand to cover his mouth and nose. ""What a stench! I hope the rest of Ol' Whateley's experiment ent quite so unpleasant."""
"NO_DOOR","The door out of the dungeon is far beyond your reach from inside the cell."
"NO_SEARCH","Whatever is glowing purple is blocked from your view by the giant lock on the cell door."
"LOCKED_DOOR","A strange design traced in oil shines on the door where a handle would normally be."
"UNLOCKED_DOOR","The door has a glowing silver glyph on it depicting a key. You can explore only if you have the Silver Key Unique Item."
"PLACE_TUNNEL","The opening door reveals a dark tunnel and a robed man standing guard. Discard this Explore token and place Darkness in each space of the {0}."
"PLACE_LAB","The opening door reveals a tiled morgue lit only by guttering torchlight and a robed man standing guard. Place Darkness in each space of the {0}."
"PLACE_DRUID","The man points one gnarled finger at you, screeching, ""The test subjects are escaping!"" You notice a silver glyph on the back of his hand flashing in the torchlight. Spawn a Dark Druid as indicated."
"PLACE_BLOODSTAINS","There is a strange pattern on the dirt floor of the tunnel. Place a Search token as indicated."
"PLACE_BLOODSTAINS_2A","There is a strange pattern on the tile floor of the morgue. Place a Search token as indicated."
"PLACE_DOOR_OUT","The tunnel slopes up to a door set in the rock wall. However, the door appears to have no handle! Place an Explore token as indicated."
"PLACE_DOOR_OUT_2A","The morgue has one exit, but the wooden door does not have a handle! Place an Explore token as indicated."
"EXPLORE_TUNNEL","From beneath the door you can see flickering torchlight."
"SEARCH_BLOODSTAINS","The dark streaks on the floor seem to be a pattern of burns."
"SEARCH_BLOODSTAINS_2A","The dark streaks on the floor seem to be a pattern of burns and blood."
"CLUE_STAINS_2A","The smell of saltpeter and ether lingers around the burns on the morgue floor. The sharp scent makes your eyes water and the pattern wavers for a moment, resolving into a collection of orbs and tendrils. Become Focused. Then discard this Search token."
"CLUE_STAINS","The sharp smell of saltpeter lingers around the burns on the tunnel floor. Beneath the burns you unearth a strange idol made of black stones smoothed into bulbous orbs. Something about the strange idol sharpens your mind, even as it crumbles into dust. Become Focused. Then discard this Search token."
"PLACE_TORCH","A metal ring in the wall holds a large torch, providing light in the tunnel. Place the Torch Common Item as indicated."
"PLACE_TORCH_2A","A metal ring in the wall holds a large torch, providing crude light in the morgue. Place the Torch Common Item as indicated."
"PLACE_CAVE_ENTRANCE","The cool night air is welcome after the dank underground. You recognize your surroundings and gather that you have been imprisoned in the hills outside Dunwich. Discard this Explore token and place the {0} and {1} tiles as indicated."
"PLACE_CAVE_ENTRANCE_3A","The cool night air is welcome after the dank underground. You recognize your surroundings and gather that you have been imprisoned in the hills outside Dunwich. Discard this Explore token and place the {0}, {1}, and {2} tiles and a Door as indicated."
"PLACE_CAVE_ENTRANCE_2A","The cool night air is welcome after the chemical smell of the morgue. You recognize your surroundings and gather that you have been imprisoned in the hills outside Dunwich. Discard this Explore token and place the {0} and {1} tiles as indicated."
"PLACE_SPELL_TREE","Across from the tunnel mouth, an impressive silver maple has had something carved into its trunk. Place a Search token as indicated."
"PLACE_SPELL_TREE_2A","Across from the morgue door, an impressive silver maple has had something carved into its trunk. Place a Search token as indicated."
"PLACE_BARN_DOORS","A large barn stands ramshackle in the starlight. Place Explore tokens as indicated."
"PLACE_BRIDGE_DARK","Ahead you can see the covered bridge that crosses Bishop's Brook, though the inside is deeply shadowed. Place Darkness in each space of the {0}."
"PLACE_UNDER_BRIDGE","The prow of a rotting boat has been sunk into the muddy bank beneath the bridge. Place a Search token as indicated."
"PLACE_UNDER_BRIDGE_B","A boat is overturned on the riverbank under the bridge. Something is glowing through the holes in the hull with purple light. Place a Search token as indicated."
"PLACE_SCARECROW","In the far field you spot an old scarecrow that has been knocked over. Something beneath it is glowing with violet light. Overhead circle a flock of small brown birds. Place a Search token as indicated."
"PLACE_SCARECROW_B","In the far field, something has knocked over a scarecrow, and a flock of small brown birds are circling overhead. Place a Search token as indicated."
"PLACE_CLUE_TREE","Another tree over the river seems worse for wear. Place a Search token as indicated."
"PLACE_CLUE_BARN","The wooden floorboards look worse for wear under a pile of hay bales. Place a Search token as indicated."
"PLACE_BRIDGE_SIGHTS","The stars above fail to illuminate more than your immediate surroundings."
"SEARCH_TREE_SPELL","The bark of this maple has been carved to convey some meaning, but the symbols do not look familiar."
"TEST_TREE_SPELL","The carving is reminiscent of an opening door, but while you examine it your mind is grabbed by some other power ()."
"FAIL_TREE_SPELL","You recoil from the horrible presence in your mind."
"PASS_TREE_SPELL","The pattern suddenly makes sense, and you know the carving was meant to unlock human potential. Suffer 1 facedown Horror and gain the Feed the Mind Spell. Then discard this Search token."
"NEXT_TREE_SPELL","The pattern suddenly makes sense, and you know the carving was meant to unlock human potential. The power that invaded your mind is now yours to control. Gain the Feed the Mind Spell. Then discard this Search token."
"SIGHT_TREE","The forest thins out a bit further this way."
"OLD_OAK","One giant oak tree stretches its bare branches above the rest of the forest in a small clearing."
"PLACE_CRAWLING_ONE","With a moan and a lurch, an abomination reveals itself on the bridge. Its limbs are mismatched, and its skin is slick with grey slime. Spawn a Crawling One as indicated."
"PLACE_GOAT_SPAWN","With a harsh braying, a fusion of animal and man reveals itself on the bridge. Spawn a Goat Spawn as indicated."
"PLACE_GOAT_SPAWN_3A","With a harsh braying, a fusion of animal and man prowls around the corner of the barn. Spawn a Goat Spawn as indicated."
"SIGHT_RIVER","The river continues in this direction, moving swiftly into a deep gorge."
"SIGHT_RIVER_3A","You can hear the lapping of water from this direction."
"RIVER_RAPIDS","Bishop's Brook sends up silver plumes of spray in the narrow gorge."
"RIVER_RAPIDS_3A","A low meadow in the forest has filled with water to form a marshland, surface rippling and dark in the night."
"SIGHT_FOREST","The forest thickens in this direction."
"SIGHT_FOREST_3A","On the wind you hear splashing water and the creaking of old wood."
"OLD_FOREST","After a gulch of bare ground, the forest begins in earnest with evergreens and silver maples packed shoulder to shoulder."
"OLD_FOREST_3A","Another building in disrepair looms over the forest, wind whistling through gaps in the wooden walls."
"SEARCH_CLUE_TREE","A hawthorn tree has had several branches snapped off close to the crown."
"HAWTHORNE","The thorns on this old tree are at least an inch long, and the fallen branches are covered in a sticky grey ooze that smells of something long since dead. Suffer 1 facedown Horror and gain 2 Clues. Then discard this Search token."
"SEARCH_CLUE_BARN","Deep gouges in the barn floor reveal damp earth beneath."
"CLUE_BARN","The ragged gouges in the wood planks are large enough to have been made by a plow, but they are coated with a thick grey slime that smells of rotting flesh. Suffer 1 facedown Horror and gain 2 Clues. Then discard this Search token."
"SEARCH_UNDER_BRIDGE","An old rowboat is tied to one of the bridge supports."
"SEARCH_UNDER_BRIDGE_B","A wavering violet glow reflects off of the river beneath the bridge."
"TEST_BOAT","The boat is too old to be of use, but something is trapped beneath the hull. You attempt to lift the boat to investigate beneath it ()."
"TEST_BOAT_B","The glow is coming from beneath a rotting old rowboat, overturned on the riverbank. You attempt to lift the boat to investigate beneath it ()."
"PASS_BOAT","The boat slides down into the river, immediately sinking beneath the rushing water. In the riverbank where the boat was moored, you find a weapon wrapped in red cloth. Gain the {0} Common Item. Then discard this Search token."
"PASS_BOAT_B","You flip the boat over, revealing a small altar with several eldritch diagrams reverently displayed. The diagrams seem to be a Whateley family lineage, but mixed with a lineage of other beasts.  When you lift the document from the altar, the violet glow fades. Gain the Old Journal Unique Item and 1 Clue. Then discard this Search token."
"FAIL_BOAT","The mud sucks at the bottom of the boat, and the hull seems to be caught on something."
"FAIL_BOAT_B","In a critical moment, a shaft of arcane light dazzles your eyes, and you drop the boat heavily on your foot. Suffer 2 facedown Damage."
"FAIL_BOAT_2","Sheltered where the boat was overturned is a small altar with the Whateley family lineage faintly glowing upon it. When the eldritch glow fades, you realize that Old Whateley has annotated the lineage with the pairings of various animals for some mad reason. Gain the Old Journal Unique Item. Then discard this Search token."
"PLACE_JOURNAL","A book has been left on the planks of the bridge. Place a Search token as indicated."
"PLACE_JOURNAL_B_3A","A book has been left on the stone mill floor. Place a Search token as indicated."
"PLACE_JOURNAL_B","A book has been left on the planks of the bridge, pages glowing violet in the shadows. Place a Search token as indicated."
"PLACE_JOURNAL_3A","A book has been left on the stone floor of the mill, pages glowing violet. Place a Search token as indicated."
"SEARCH_JOURNAL","The book is ancient, its pages consumed by rot."
"TEST_JOURNAL","The book is so old and damaged that it nearly crumbles in your hands ()."
"SEARCH_JOURNAL_B","The book is glowing, its light difficult to look at for long."
"TEST_JOURNAL_B","The pages of the book are covered in glowing script, the words some sort of obscure cipher. ()."
"PASS_JOURNAL","Delicately turning the pages reveals passages printed in blackletter script and disturbing diagrams of animal anatomy. Near the center, the ink has been carefully scraped off and overwritten with notes. ""My experiments with base animals succeeded, and now I have knowledge of One Beyond. With this power I can not only bend living things to my will, but also enslave creatures not yet seen by man!"" Gain 2 Clues. Then discard this Search token."
"NULL_JOURNAL","Delicately turning the pages reveals passages printed in blackletter script and disturbing diagrams of animal anatomy. The center of the book has swelled with water damage, and you cannot pry further into its secrets. Gain 1 Clue. Then discard this Search token."
"FAIL_JOURNAL","The corners of the book disintegrate with your handling, smearing your hands with brown rot. When you drop the book in disgust, it crumbles to dust and blows away in the wind. Discard this Search token."
"PASS_JOURNAL_B","Translating the script causes the glow to fade, revealing disturbing diagrams of animal anatomy. Near the center, the ink has been carefully scraped off and overwritten with notes. ""My experiments with base animals succeeded, and now I have knowledge of One Beyond. With this power I can not only bend living things to my will, but also enslave creatures not yet seen by man!"" Gain the Old Journal Unique Item and 2 Clues. Then discard this Search token."
"NULL_JOURNAL_B","Struggling through translating the strange writing causes the glow to fade, and eventually you can see disturbing diagrams and notes written by Old Whateley, ""My experiments with base animals succeeded, and now I have knowledge of One Beyond. With this power I can not only bend living things to my will, but also enslave creatures not yet seen by man!"" Gain the Old Journal Unique Item. Then discard this Search token."
"FAIL_JOURNAL_B","The light bores into your retinas, causing a splitting headache before you can translate the script. Suffer 1 facedown Damage."
"EXPLORE_BARN","The barn door is solid but not latched."
"PLACE_BARN_DARK","You push open the barn door to reveal heavy shadows within. Place Darkness in each space of the {0} and discard any Explore tokens leading to it."
"PLACE_FIRE","An old forge is tucked into the back of the barn with some smoke still rising from the hearth. Place a Search token as indicated."
"PLACE_FIRE_B","In the back of the barn an old forge still has some smoke rising from the hearth. A weak violet light has replaced the normal warm glow from the dying coals. Place a Search token as indicated."
"SEARCH_FIRE","The old barn forge has some smoke rising from its dark hearth."
"SEARCH_FIRE_B","The hearth in the barn has a violet glow emanating from beneath its coals."
"TEST_FIRE","You lift a rusting poker and use it to rummage under the dying coals in the hearth. However, the rough iron starts to grow unnaturally hot beneath your fingers ()."
"TAKE_FIRE","The coals are all dead, but you find some remnants of saltpeter and grey slime on the sides of the hearth. Gain 1 Clue. Then discard this Search token."
"PASS_FIRE","Though the iron poker is hot enough to sear your hand, you manage to unearth a slate only scorched a little. The soft stone has etchings on both sides, detailing the Whateley family lineage and noting breeding patterns for other beasts. Gain the Old Journal Unique Item and 1 Clue. Then discard this Search token."
"FAIL_FIRE","The iron heats quickly under your grip, and the smoke rising from the hearth starts to smell like cooking meat. Suffer 1 facedown Damage and 1 facedown Horror."
"PLACE_DYNOMITE","A watertight pack has been abandoned on the riverbank. Place a Search token as indicated."
"PLACE_RIVER_SIGHT","On the far side of the river, the ground begins to slope upward."
"SEARCH_DYNOMITE","A small bundle has been left on the riverbank, twine holding the oiled leather closed with swollen knots."
"TEST_DYNOMITE","The knots holding the pack closed have been swollen together by the mist from the rapids. You attempt to untie the knotted twine (). Roll 2 extra dice if you have a [i]Bladed Weapon[/i]."
"PASS_DYNOMITE","The twine unravels to reveal a pack filled with sticks of dynamite and a shredded fishing net. Gain the Dynamite Common Item. Then discard this Search token."
"FAIL_DYNOMITE","It is difficult to gain a purchase on the oiled leather, now slick with river spray. "
"PLACE_ALTAR","In the center of the ring of standing stones is an altar. Something upon the altar is glowing violet. Place a Search token as indicated."
"HILL_SIGHTS","Wind whips down the steep slopes of Sentinel Hill into the surrounding wilderness."
"PUZZLE_ALTAR","The altar is a solid slab of white river stone, but the center has been worn into a bowl. Around the edges are glowing purple runes that seem to swirl and move before your eyes. An investigator can tap to attempt the puzzle using  only if they have at least 2 [i]Evidence[/i]."
"ALTAR_CONT","The runes seem to revolve around the altar. You can attempt the puzzle using  as an action only if you have at least 2 [i]Evidence[/i]."
"PASS_ALTAR","The symbols circling the altar flare bright white, and the very ground of Sentinel Hill begins to tremble. Fractures in the altar begin to form, spiderwebbing out from the center. Something seems to be embedded inside the altar. An investigator can tap to attempt the puzzle using  only if they have at least 3 [i]Evidence[/i]."
"PUZZLE_ALTAR_2","The white river stone is cracking, giving you a glimpse of something within its heart. You can attempt the puzzle using  as an action only if you have at least 3 [i]Evidence[/i]."
"PASS_ALTAR_2","With Sentinel Hill shaking around you, you clear away enough of the stone to reveal several wrought iron keys and trails of black powder. As soon as your fingers brush against one of the keys, a great clap of thunder startles you, and the altar splits in two! Gain the Ritual Components Unique Item and 1 Clue. Then discard this Search token."
"PLACE_HILL","Down one side of Sentinel Hill is a dark streak, as if Death drew his finger through the grass there. Place a Search token as indicated."
"SEARCH_HILL","There is a perfect dark line from the top of Sentinel Hill to its base where no grass has grown."
"BLOOD_HILL","The streak of dead grass is still wet where the blood of countless animals has flowed from the circle of standing stones. Gain 1 Clue. Then discard this Search token."
"PLACE_WHIPPOORWILL","Every branch of a large oak is lined with wide-eyed whippoorwills, and their distinctive song fills the night. Place a Search token as indicated."
"PLACE_WHIPPOORWILL_B","Every branch of a large oak is lined with lilting whippoorwills, and the starlight glints violet off of something beneath the tree. Place a Search token as indicated."
"PLACE_MARSH","Violet light wavers and glints from beneath the water on the far side of the wetland. Place a Search token as indicated."
"PLACE_MARCH_B","On the far side of the swampy meadow a hawthorne tree has toppled into the water. Place a Search token as indicated."
"SEARCH_MARSH","Under a toppled hawthorne tree a giant footprint has been left in the swampy earth of the marsh."
"SEARCH_MARSH_B","Violet light wavers beneath the marsh water."
"TEST_MARSH","The water is murky enough that you cannot see what is producing the light without bringing the object to the surface. You hesitate for an instant before plunging your hands into the cold waters ()."
"FAIL_MARSH","Your stomach twists when your fingers tangle in a slimy grip beneath the water. Suffer 2 facedown Horror."
"PASS_MARSH","You draw forth a silver locket streaming muddy water and strands of swamp grass. When you clean it off the glow fades, and you see that the same key glyph you saw in the dungeon is carved into the back of the locket. Gain the Cult Sigil Unique Item and 1 Clue. Then discard this Search token."
"SEARCH_OAK","The branches of the oak are bare of leaves but covered in lilting whippoorwills."
"SEARCH_OAK_B","The wide-eyed whippoorwills grow silent as you approach the violen glow beneath the ancient oak tree."
"SEARCH_SCARECROW","The field might have once held crops but now the rotted scarecrow is facedown in overgrown weeds. A circle of whippoorwills circling overhead look hungry."
"SEARCH_SCARECROW_B","The flock of whippoorwills circling overhead grows silent as you approach whatever is glowing beneath the old scarecrow."
"TEST_SCARECROW_B","As you approach the faint purple glow, the flock of birds turn as one and dive for your head ()."
"TEST_SCARECROW","The wide-eyed birds dive at you while you try to free what looks like a useful tool from beneath the scarecrow ()."
"FAIL_SCARECROW","The birds attacking your eyes and hands drive you back for now."
"PASS_SCARECROW","Using one arm to wave the screaming whippoorwills away, you pull a heavy pickaxe from beneath the straw-stuffed guard. Gain the {0} Common Item. Then discard this Search token."
"PASS_SCARECROW_B","Dodging beneath the screaming whippoorwills, you flip the scarecrow over to reveal a silver locket caught on the shirt buttons. The glow fades when you retrieve the locket, and you notice the back is marked with the same key glyph you saw in the dungeon. Gain the Cult Sigil Unique Item and 1 Clue. Then discard this Search token."
"FAIL_SCARECROW_B","The wide-eyed whippoorwills score a dozen shallow cuts on the arm you use to shield against their attack. Suffer 2 facedown Damage."
"NULL_SCARECROW_B","As the birds continue to savage any exposed skin, you flip the scarecrow over to find a silver locket hooked on its shirt buttons. When you snatch it up to retreat, the glow fades, revealing the same key glyph you saw in the dungeon carved into the locket's back. Gain the Cult Sigil Unique Item. Then discard this Search token."
"CLIMB_TREE","The birds flutter just out of reach, jeering at you. You recall a story you heard once, about these birds being servants of a greater power. Flip 2 Horror faceup and gain 2 Clues. Then discard this Search token."
"TEST_BIRD","The birds burst into flight as you approach, whirling around you in a confusion of beaks and feathers. You struggle to press on through their assault (). Roll 2 extra dice if you have suffered no Damage."
"FAIL_BIRD","The manic birds drive you back, and you end up farther from the tree than you started. Move 1 space away from the {0}."
"PASS_BIRD","You duck beneath the screaming birds and reach the trunk of the tree. Hung on a low branch is a flashing pendant, glowing with violet energy. You lift the necklace to see a familiar key symbol etched into its back, and the glow fades. Gain the Cult Sigil Unique Item. Then discard this Search token."
"PLACE_WRECK","A swathe of trees has been bent or broken, leaving a trail of destruction through the woods. Place a Search token as indicated."
"PLACE_WRECK_2A","A few graves sit at the foot of Sentinel Hill, headstones unmarked and recently toppled by something large passing though. Place a Search token as indicated."
"SEARCH_WRECK","Some of the trees in this copse have been bent or broken along a path, but something has been discarded just outside the destruction."
"SEARCH_WRECK_2A","You can smell the damp earth of the forest, exposed by the toppled grave markers. Something glints in the starlight near the worst of the damage."
"TREES_WRECK","The heavy trunks of the spruce trees have been snapped and bent, as if a tornado ran through this portion of the forest. At the edge of the destruction you find a tool covered in some sort of grey slime. Gain the {0} Common Item. Then discard this Search token."
"TREES_WRECK_2A","Next to an overturned headstone, a tool has been half-buried by soil and covered in grey slime. Gain the {0} Common Item. Then discard this Search token."
"PLACE_MILL_EXPLORE","The old water mill looks like it was recently in use, light flickering through the gaps in the derelict walls. Place Explore tokens as indicated."
"EXPLORE_MILL","Light leaks out from behind the old mill door."
"DISCARD_MILL_EXPLORE","Opening the door to the old sawmill kicks up a cloud of sawdust that makes you sneeze. Discard any Explore tokens leading to the {0}."
"PLACE_FOREST_SIGHTS","The forest stretches out all around you."
"PLACE_LIGHTING","From the clear sky comes a slash of lightning, nearly destroying a tree near you! While the thunder rolls away, the split tree crashes to the forest floor, igniting the dead leaves with its heat. Place Fire as indicated."
"PLACE_LIGHTING_3A","From the clear sky comes a slash of lightning, splitting the rickety waterwheel away from the building! While the thunder rolls away, the wheel crashes into the river, shedding embers into the dry leaves of the surrounding trees. Place Fire as indicated."
"SIGHT_SENTINEL","The ground slopes steadily higher in this direction."
"SENTINEL_HILL","Out of the forest rises a steep hill, capped with a strange circle of standing stones."
"PLACE_SHOTGUN","Some past hunter left his gear beneath a tree. Place a Search token as indicated."
"PLACE_SHOTGUN_3A","Someone has left a gun leaning against the wall of the building. Place a Search token as indicated."
"PLACE_BOOK","A man-sized puddle of tarry black is seeping into the forest floor. In the center of the mess is an abandoned book. Place the {0} Common Item as indicated."
"PLACE_BOOK_3A","Black ooze is floating in the water beneath a stunted birch tree. In a low branch of the tree is an abandoned book. Place the {0} Common Item as indicated."
"PLACE_FEET","In the damp bowl of the meadow is one perfect footprint, though it is improbably large. Place a Search token as indicated."
"PLACE_FEET_B","In the damp bowl of the meadow is one giant footprint, its edges glowing a sick violet. Place a Search token as indicated."
"SEARCH_FEET","Something left an enormous footprint in the soft loam of the meadow."
"SEARCH_FEET_B","An enormous footprint in the soft loam of the meadow is glowing faintly."
"NO_DOG_FEET","Whatever left this track left it recently. Gain 1 Clue. Then discard this Search token."
"TEST_FOOT","Drawing close to the footprint, your vision seems to fog, and you hear a faint voice calling your name ()."
"FAIL_FOOT","The voice is one of great comfort, and you let it lull you into a peaceful dream. When you awake, you are not sure how much time has passed, but your hands have grown stiff and cold pressed to the damp ground. Suffer 2 facedown Horror."
"GAIN_RITUAL_FOOT","In the center of the giant print, a cold silver locket is embedded in the earth. When you pry it free, the glow fades, letting the shadows creep closer. The back of the locket is rough with an engraving, and under inspection you recognize the same key glyph you saw in the dungeon. Gain the Cult Sigil Unique Item and 1 Clue. Then discard this Search token."
"GAIN_RITUAL_FOOT_2A","In the center of the giant print, a cold silver locket is embedded in the earth. When you pry it free, the glow fades, letting the shadows creep closer. The back of the locket is rough with an engraving, and under inspection you recognize the same key glyph you saw in the morgue. Gain the Cult Sigil Unique Item and 1 Clue. Then discard this Search token."
"PLACE_PAPERS","A tall evergreen has a dark hollow in its trunk. Place a Search token as indicated."
"PLACE_PAPERS_3A","A rusted saw blade has been jammed with twigs and crumpled papers. Place a Search token as indicated."
"SEARCH_PAPERS","A hollowed portion of tree trunk has been lined with twigs and crumpled papers to form a nest for some small mammal."
"SEARCH_PAPERS_3A","Some small animal has built its nest in the hollow between saw blade and table."
"REVEAL_PAPERS","The papers seem to be a list of times and animals. When you notice red smudges in the corners of the pages, you realize this is a feeding schedule for something truly enormous. Gain 2 Clues. Then discard this Search token."
"SEARCH_SHOTGUN","A hunter's gun and smashed canteen have been left in the fallen leaves beneath a toppled tree."
"SEARCH_SHOTGUN_3A","A hunter's gun and smashed canteen have been left on the porch of the sawmill."
"GAIN_SHOTGUN","The gun could not have been there long, since the barrel is still hot to the touch. You are certain that several rounds were fired just prior to the gun being discarded. Gain the {0} Common Item. Then discard this Search token."
"CELL_ZEB","Zebulon is slumped against the wall, cradling one arm to his chest and watching you expectantly."
"WHATS_THE_PLAN","Zebulon said he had a plan to stop the cult that has been causing trouble."
"ZEB_PART_1","Watching Bishop's Brook rush past, Zebulon grumbles, ""Always hated this area of the woods. Nothin' good ever happened here, and them that come out here mean no good to no one."""
"ZEB_PART_1_3A","Zebulon grumbles, ""Always hated this area of the woods. Nothin' good ever happened here, and them that come out here mean no good to no one."""
"ZEB_PART_2","Zebulon stands gazing at the stars, ignoring all else around him. ""You know, this sky ent right. I shoulda known somethin' like this would happen with stars like those."""
"ZEB_PART_3","Zebulon is leaning against a fallen tree, examining the exposed roots. ""Blast! Old Whateley's done it now. I always knew he would turn sour on us. This creature of his ought to be put down quick, before any more damage is done."""
"ZEB_PART_4","Zebulon screams into the night, ""Whateley! Wherever you are, you better come out and face me! You caint hide forever you faithless cully!"""
"ZEB_PART_6","""I said get, you evil varmint! Old Whateley might have promised you deaths to feed on in the past, but that all stops tonight!"""
"RIDDLE_ZEB"," ""What is your plan?"""
"ZEB_RIDDLE_1","Smiling, Zebulon begins to explain. ""See, the cult that formed in Dunwich is led by a relative o' mine, and Ol' Whateley is a bit mad. Wants to call up powers what need to stay buried. He set up the whole of Sentinel Hill for the experiment scheduled tonight."""
"ZEB_RIDDLE_1B","The old man gestures across the dark dungeon. ""See that glow? The same sort of light was seen around the Whateley farm when the troubles started. He found some way to infuse beasts with unnatural strength, and since then, his experimenting has disrupted the weather 'round these parts."""
"ZEB_RIDDLE_1B_2A","The old man gestures across the dark room. ""See that glow? The same sort of light was seen around the Whateley farm when the troubles started. He found some way to infuse beasts with unnatural strength, and since then, his experimenting has disrupted the weather 'round these parts."""
"ZEB_RIDDLE_2","""If we can escape this hole, then we could stop his latest experiment before somethin' awful happens. It ought not be too hard, and I can follow behind even with my injuries. That is, if you think you can manage it."" Gain 2 Clues."
"ZEB_PLAN","""Good to see you found a way out. You know I can keep up even with my injuries, but it will be very difficult to stop Ol' Whateley on your own. Especially with all the abominations he made loose in the forest. We ought to stop this experiment quickly."""
"ZEB_PLAN_B","""Ah, you found a way out already. Even with my injuries I can keep up, but you ought to look out. Ol' Whateley has abominations and experiment sites all over this forest. There was even one back in the dungeon, with that evil glow that was spotted around the old Whateley farm around the time all of this trouble started."""
"ZEB_PLAN_B_2A","""Ah, you found a way out already. Even with my injuries I can keep up, but you ought to look out. Ol' Whateley has abominations and experiment sites all over this forest. There was even one back in the lab, with that evil glow that was spotted around the old Whateley farm around the time all of this trouble started."""
"OKAY_ZEB"," ""Is your arm all right?"""
"INVISIBLE_ZEB"," ""What is the experiment meant to do?"""
"QUIET_ZEB","Zebulon waves his good hand at you. ""Much as I like a good gab, we have work to do. See if you can find a way out of here."""
"ZEB_OKAY","Zebulon guffaws, ""You ought not worry about me! The years made me tougher than you, no doubt. And besides"" – here the old man lowers his voice to a growl – ""if a Whateley is goin' to mess with what lies beyond, I figure a Whateley has to be the one to put it right again, too."""
"ZEB_INVISIBLE","""Well, Ol' Whateley has always had a fascination with making animals bigger and wilder. But nature will only allow so much. Then somethin' changed, and suddenly Ol' Whateley could make any kind of monster you could dream up. The experiment tonight is meant to reach beyond the natural and bring somethin' truly awful into this world."" Gain 2 Clues."
"MONSTERS_ZEB"," ""It is dangerous out here, Zebulon."""
"INSIDE_ZEB"," ""What are you looking at?"""
"QUIET_ZEB_1","""Why are we still gabbing here? If Ol' Whateley is changing the very sky, we need to stop him!"""
"ZEB_MONSTERS","From his homespun shirt, Zebulon withdraws a stone pendant etched with some arcane symbol. ""This was given to me by my family, and if it fails me, then I still got enough fight in me to get by, I expect."" His wicked smile and brave words ease your concern. Discard 1 Horror."
"ZEB_INSIDE","Zebulon glares at you. ""Caint you listen? I grew up in these hills, but I never saw stars like this. I suppose you see nothin' wrong?"" You examine the sky, but the stars appear as they always do, even if they do seem unnaturally close. Gain 1 Clue."
"PAST_ZEB"," ""Has this sort of thing happened before?"""
"TREE_ZEB"," ""What could have done this?"""
"QUIET_ZEB_2","""Look, my arm hurts somethin' fierce, and I would thank you to keep your focus on stopping the experiment. We can talk all we want after."""
"ZEB_PAST","Zebulon looks uncomfortable. ""You mean the experiment? Ol' Whateley has a slew of ancient tomes that detail how to go about it. With how old those books are it ent too surprising to me if someone used this old hill for dark purpose before, but I never seen a man with power like this before."" Gain 1 Clue."
"ZEB_TREE","Zebulon peers around into the dark, as if something could be lurking just out of sight. ""Plenty of these woods been knocked down by lightning or earthquakes. But this is more'n that. It looks to me like an enormous beast of some kind rampaged through here. Ol' Whateley surely has made somethin' powerful this time around."" Gain 1 Clue."
"ANSWER_ZEB"," ""What will happen when we stop this experiment?"""
"FINAL_ZEB"," ""Where is Old Whateley?"""
"QUIET_ZEB_4","""If my gut is right, we have a big fight comin' for us tonight. Better stop this chat and get ready for that."""
"ZEB_ANSWER","Zebulon smiles. ""Good, I like confidence. When all of the components are disrupted, it should force Ol' Whateley to face us. But if he already controls some sort of supreme beast, I trust you to be prepared."" Become Focused."
"ZEB_FINAL","""No way to tell, but I fear that he has already created somethin' of terrible power. We know he must stay close to Sentinel Hill, to finish his work."" Zebulon spits on the ground to show what he thinks about that. Gain 1 Clue."
"ZEB_ESCAPE","Zebulon pushes out of the dungeon behind you, breathing deeply in the cool night. Move Zebulon Whateley as indicated."
"ZEB_ESCAPE_2A","Zebulon pushes out of the morgue behind you, breathing deeply in the cool night. Move Zebulon Whateley as indicated."
"ZEB_ESCAPE_B","""Good job gettin' us out of there. We ought to move fast to find the rest of the experiment and destroy it, before Ol' Whateley realizes we escaped."""
"ZEB_RIVER","Zebulon walks over to the river and sticks his injured arm under the water with a hiss of pain. Move Zebulon Whateley as indicated."
"ZEB_RIVER_B","After soaking his arm, Zebulon crows into the night, ""Whateley you wicked old rat! Your experiment is comin' down tonight!"""
"ZEB_BARN","Zebulon pushes into the barn and sticks his injured arm into the slack tub full of water with a hiss of pain. Move Zebulon Whateley as indicated."
"ZEB_MILL","Zebulon clambers into the barn, looking spry as a tomcat, and starts searching the piles of lumber for something."
"ZEB_MILL_B","""We must be close to finishing this cursed work. Now if only I could find a weapon to do some damage with, even with only one good arm."""
"ZEB_INVESTIGATES","Zebulon catches sight of the purple glow over by Bishop's Brook and hurries to investigate. Move Zebulon Whateley as indicated."
"ZEB_INVESTIGATES_B","Zebulon catches sight of the purple glow through the branches of the forest, and hurries to investigate. Move Zebulon Whateley as indicated."
"ZEB_DUNGEON"," ""Why is that dungeon here?"""
"ZEB_MORGUE"," ""Why is that lab here?"""
"DUNGEON_ZEB","""Ol' Whateley needed a place to perform his biggest experiment, and I bet being close to Sentinel Hill was important. There have always been stories about that cursed hill."" Gain 1 Clue."
"ZEB_CAPTURE"," ""Why did the cult capture you?"""
"CAPTURE_ZEB","Zebulon chuckles a bit under his breath and furtively looks around. ""I pretended to be interested in their goings-on, to find out what they were planning. Well, when I heard talk of the monsters, and even saw some for myself, I threw a bundle of poison sumac on their bonfire and hoofed it out of there! They caught up to me, but you should have seen the rashes they had!"" Laughing with the old man is good for your nerves. Discard 1 Horror."
"QUIET_ZEB_3","""Talkin' like this is fun, but if we want to stay alive we better get back to work."""
"ZEB_FOREST","Zebulon ducks under low hanging branches to get a closer look at the destruction around Sentinel Hill. Move Zebulon Whateley as indicated."
"ZEB_FOREST_B","""It is a shame to see these woods terrorized like this. Seems that Ol' Whateley must be strengthening whatever beast he made to do this. The sooner we face them both the better. We should be close now to the end."""
"ZEB_BIRDS","Zebulon seems drawn by the flock of whippoorwills, but when he is near enough you see that he is throwing stones at the birds to drive them away. Move Zebulon Whateley as indicated."
"ZEB_BIRDS_B","""Always hated these vermin. They steal a man's last breath if they can catch hold of it. We should be close to the end of this nightmare, and you have done well up till now. No losing hope!"""
"WHIPPOORWILL_ZEB"," ""Why do you hate these birds?"""
"ZEB_WHIPPOORWILL","""My family is an old one, and everyone knows that the whippoorwills will come for you when your time is up. With so many in one place, makes me think that the beasts are waiting for the death of somethin' very important."" Gain 1 Clue."
"DUNWICH_ZEB"," ""Do the locals know about the cult?"""
"ZEB_DUNWICH","Zebulon's eyes narrow, and he studies your face carefully before answering. ""Folks in Dunwich have learned not to talk to them that caint understand our ways. Some things are better not talked about."" To offset his harsh words, Zebulon pats you roughly on the shoulder, bolstering your confidence. Discard 1 Horror."
"QUIET_ZEB_5","""You may not know much about things 'round here, but you have helped a lot with my cracked relation. Now, as my ma always said, the work caint wait."""
"ZEB_STORY_1","""You know, Ol' Whateley was always fascinated with animals, an' how their bodies worked. The turning of a bird's wing was beautiful to him. Pity he let greed twist that love to somethin' monstrous."""
"ZEB_MEANDER","You see Zebulon duck through the underbrush of the forest, moving quicker than you thought he was capable of. Move Zebulon Whateley as indicated."
"ZEB_STORY_2","""Right here! Yes, this is where Ol' Whateley said he found proof of a power larger than anything in this world, so large that it has to exist in a different space. I thought the man was mad. But then he showed me one of his twisted beasts, and I thought I had gone mad."""
"ZEB_FINDS","After a bit of muttering and obscured gestures, the arcane glow fades, and Zebulon chuckles to himself. ""One step closer to stopping Ol' Whateley!"" Discard the Search token in the {0} as indicated."
"ZEB_ARM","Zebulon is massaging his arm, muttering, ""My old mam would know what to do about this. Locked in a dungeon out in the woods by my own kin! Just my cursed luck."""
"ZEB_ARM_2A","Zebulon is massaging his arm, muttering, ""My old mam would know what to do about this. Locked in a morgue out in the woods by my own kin! Just my cursed luck."""
"ZEB_EXPERIMENT","Zebulon's gaze goes unfocused, as if looking at some point in the far distance. ""I wonder when Old Whateley started planning this experiment. Now that I think of it...I should have seen it long past."""
"ZEB_STARS","""No, no, no. I caint understand how Old Whateley could change the very sky! This is worse than I thought."" Zebulon is pacing and becoming more agitated with every passing moment."
"ZEB_GO_AWAY","Zebulon is so engrossed with his muttering that you doubt he would flinch even if a nightmare stood nose-to-nose with him."
"ZEB_FAERIES","Zebulon stoops low to drop a pebble into the water. ""This chill night is no good for my bones. An old man like me should be home in bed, not tossed into a damp cell and then forced to run the hills like a child after faeries."""
"ZEB_FAERIES_2A","Zebulon stoops low to throw a pebble into the water. ""This chill night is no good for my bones. An old man like me should be home in bed, not tossed into a cold lab and then forced to run the hills like a child after faeries."""
"ZEB_JOKE","Suddenly, Zebulon laughs aloud at some remembered joke. ""They ent going to forget me, no sir!"""
"ZEB_BROKEN","""Tsk, this old tree shoulda stood for fifty more years! Such a shame."" Zebulon growls curses under his breath at those who dare to hurt the forest around Dunwich."
"ZEB_BAD_SEED","""Nothin' can stop a Whateley once we get it into our heads to do somethin', no matter how harebrained and impossible the thing."" Zebulon shakes his head sharply, hurriedly inspecting something else in the forest cover."
"ZEB_EXPLAIN_THINGS","Zebulon crouches to the ground, tracing indecipherable diagrams in the damp earth. ""See, Old Whateley ent considered that I got an inside look before they threw me in that cell. I think we got a good chance of stopping things tonight."""
"ZEB_EXPLAIN_THINGS_2A","Zebulon crouches to the ground, tracing indecipherable diagrams in the damp earth. ""See, Old Whateley ent considered that I got an inside look before they threw me in that lab. I think we got a good chance of stopping things tonight."""
"ZEB_DISGRACE","""This old oak used to have the thickest foliage of anything on this hill, but there ent a single leaf on it now. Disgraceful."" Zebulon spits angrily on the ground."
"ZEB_HALFMAD","Zebulon searches for larger stones to hurl at the unnerving birds in the dead oak tree. ""I have half a mind to trek back to Dunwich just to get Curtis's old tractor and pull this whole tree up by the roots! That would scare them away for good."""
"ZEB_DISGRACE_3A","""This land has belonged to the Whateley family for generations. Used to be good farmland, but now..."" Zebulon spits angrily on the ground."
"ZEB_HALFMAD_3A","Zebulon searches for larger stones to hurl at the unnerving birds circling overhead. ""I have half a mind to trek back to Dunwich just to get Curtis an' his old turkey gun! That would scare them away for good."""
"ZEB_SEARCHES","Zebulon is kicking through a pile of lumber, looking for something he can use as a weapon. ""I ent facing whatever monster Ol' Whateley has cooked up barehanded, no sir!"" An investigator can discard a [i]Bladed Weapon[/i] to give Zebulon Whateley a weapon."
"ZEB_WEAPON"," Give Zebulon a [i]Bladed Weapon[/i]."
"NO_ZEBULON","Ignore Zebulon."
"WEAPON_ZEB","You offer Zebulon a weapon you had on you, and he looks you square in the eye before taking it. ""This will do nicely, and I know you already have done more than your share of this gruesome work. Here."" Zebulon pulls a carven stone from around his neck. Gain the {0} Common Item."
"NO_WEAPON_ZEB","You hear Zebulon curse beneath his breath as his search continues, finding nothing of use."
"YES_WEAPON_ZEB","Zebulon is practicing with his new weapon, slicing the air in front of him and displaying a surprising grace with a blade. ""Right grateful I am for this kindness, and I caint let it go to waste."""
"HORROR_1_TARGET","This mythos event affects the investigator with the lowest Sanity."
"HORROR_1","You suddenly become aware of an invisible presence closing in on you (; 2). If you pass, you keep your head and soon the unnerving feeling passes. If you fail, you feel a wet limb shove you aside. Suffer 1 facedown Damage and 1 facedown Horror."
"HORROR_2_TARGET","This mythos event affects the investigator in an outdoor space with the highest ."
"HORROR_2","In the wan starlight you see the trees part, splintering and bowing away from...nothing! There is nothing there! Suffer 3 facedown Horror (+1 negates)."
"HORROR_3","You hear a cracked voice screaming into the night, ""Iä, Yog-Sothoth! Iä! Iä!"" Behind the voice you hear something else echoing off of the trees, a moaning that seems to come from everywhere at once. Each investigator in an outdoor space suffers 3 Horror ( negates). Then each investigator in an outdoor space who suffered no Horror gains 1 Clue."
"LIGHTNING_TARGET","This mythos event affects the investigator in an outdoor space with the most Health."
"LIGHTNING","The air fills with crackling needles of static crawling over your skin. The building charge breaks all at once, sending several lightning bolts crashing to earth around you. Suffer 3 Damage (+1 negates). The lightning leaves scorch marks that flare orange in the wind. Place Fire in your space."
"HORROR_4_TARGET","This mythos event affects the investigator with the most [i]Evidence[/i]."
"HORROR_4","As the pieces fall into place, you start to understand that Old Whateley has made a beast of enormous power and has yet to perfect its presence in this world. As if thinking about it called its attention to you, a great, invisible limb bowls you over onto the ground! Suffer 1 Damage and 1 Horror ( negates)."
"HORROR_5_TARGET","This mythos event affects the investigator in an outdoor space with the highest ."
"HORROR_5","Squinting into the night, you are able to discern a faint warping of the air before you. Suddenly, the air solidifies into a writhing mass of tentacles as large as a house! One pale limb flings you into a nearby tree, but just as abruptly as the abomination appeared, it fades into starlight. Suffer 2 facedown Damage and 2 facedown Horror ( negates)."
"HORROR_6","From upstream comes a terrifying rush of water carrying uprooted trees and clods of earth ripped from the riverbank. Each investigator in a [i]River[/i] space suffers 3 Damage ( negates)."
"HORROR_6_3A","From upstream comes a terrifying rush of water carrying uprooted trees and clods of earth ripped from the riverbank. Each investigator in the {0} and {1} suffers 3 Damage ( negates)."
"PLACE_HORROR","Old Whateley raises both hands in silence, and the sky answers with an enormous peal of thunder. You feel the rumble in your bones, and with growing horror you realize the rumble is due to more than the weather. An impossible beast materializes over Old Whateley, the size of it dwarfing even the hill itself. Spawn the Dunwich Horror as indicated."
"MOOK_1","A pale, young woman emerges from behind a tree, wiping something dark from her lips. Spawn a {0} as indicated."
"MELEE_SPAWN","A cult member bearing a silver key glyph on their hand melts out of the dark forest. Spawn a {0} as indicated."
"MELEE_SPAWN_B","There were more cult members in Dunwich than you could have possibly anticipated. Spawn a {0} as indicated."
"FLYING_SPAWN","A monster bearing the twisted appearance of an Old Whateley creation slips free of the forest shadows! Spawn a {0} as indicated."
"FLYING_SPAWN_B","Another of the cult's monsters forces its way through the underbrush toward you. Spawn a {0} as indicated."
"SENTINEL_HILL_B","Out of the forest comes an unearthly howling, broken by the sound of thunder and flash of lightning."
"NO_SIGHT","A sound that could be snapping tree branches comes from afar, stretching your nerves to their limit. Each investigator suffers 2 facedown Horror ( negates)."
"FEARFUL_ZEB","Zebulon seems to fall into a trance, and he climbs to the peak of Sentinel Hill to stand by the carven altar. Move Zebulon Whateley as indicated."
"TIMER_WIZARD","A sickening purple light grows over Sentinel Hill, and you can faintly see a thin man silhouetted against the thunderous sky. Spawn a Wizard as indicated. This is Old Whateley."
"HORROR_SUMMON","A heavy look passes from the wizard to his battered relation. Then you see Old Whateley raise one hand clenched into a fist, and Zebulon screams as his ribs explode in gore. The altar receives most of the blood, collected in the worn center. Discard Zebulon Whateley and the Search token in the {0}."
"HORROR_SUMMON_B","A heavy look passes from the wizard to his battered relation. Then you see Old Whateley raise one hand clenched into a fist, and Zebulon screams as his ribs explode in gore. The altar receives most of the blood, collected in the worn center. Discard Zebulon Whateley."
"WHATELEY_MONOLOGUE","You catch only a bit of what Old Whateley mutters over the spilled blood, but his words settle a deep dread in your bones. ""While I wish I could have used the outsiders as the final blood for the strengthening, perhaps it is better that it was a Whateley that gave me control over the beast at last."""
"RIDDLES_SOLVED","With a crash of lightning, a thin man appears atop Sentinel Hill. He snarls at you, ""You fools, now no one can control it! I was so close!"" Spawn a Wizard as indicated. This is Old Whateley."
"ZEB_SOLVED","When the light fades, Zebulon sprints up the hill to confront his relation, looking far younger than his white hair would suggest. Move Zebulon Whateley as indicated."
"BY_WHATELEY_HANDS","You hear Zebulon shout under a peal of thunder, ""What was done by Whateley hands, let Whateley hands undo!"" He reaches for Old Whateley at the same time as Sentinel Hill disappears in the flash of sudden lightning raining down on the forest. You hear the screams of horrible creatures all around you. Discard all monsters."
"DYING_ZEB","When the air finally clears, Sentinel Hill stands empty, both old Whateley men nowhere to be seen. Discard Zebulon Whateley."
"MOANING_HORROR","A terrible howl echoes off of the near trees, building to a crescendo of pain. The night air seems to draw together into tentacles the size of tree trunks, wriggling around a human face large enough to eclipse the full moon. It seems to be weakened by the evidence you hold. Spawn the Dunwich Horror as indicated."
"IMPROMPTU_DEATH","The attack comes from above or behind you, just outside of your field of vision. A crushing force floors you, practically breaking every bone in your body. You struggle to your feet again, ready to fight, but your heart sinks when you see how many cultists materialize out of the shadows to subdue you. The investigation is not complete. "
"STORY_GAME_OVER","Against such an enormous and unearthly foe, all your efforts seem inadequate. Zebulon is nowhere to be found, and you fear the worst. As you try to catch your breath against the trunk of a tree, you know you will not escape this night. The investigation is not complete."
"TIMER_1","Echoing through the night you hear, ""Yog-Sothoth who exists outside of time, aid your followers!"" The cult is growing stronger and bolder with every minute."
"TIMER_2","A crash rocks the ground beneath your feet, and you hear mournful moaning floating through the night air. Old Whateley's experiment is nearing completion."
"TIMER_2_F","A crash rocks the ground beneath your feet, and you hear mournful moaning floating through the night air. "
"TIMER_3","A cackle of laughter rises above the din of thunder and falling trees. ""Finally! The experiment will be complete!"""
"TIMER_4","Old Whateley's creature topples trees as easily as a child would knock over a glass of milk. The fearsome display of strength demonstrates how crucial it is to destroy the beast before it is unleashed on the world."
"TIMER_4B","The silence of the night is broken by disturbing noises–thunderous footsteps, mad laughter, and a high, mournful wailing."
"TIMER_5","The titanic beast seems to be toying with you, but soon it might unleash its full strength. Your muscles throb as you raise your arms for the next assault."
"TIMER_5B","Zebulon seems to have forgotten you are there, and you hear his whispering in the dark,""Caint be too much longer. Lord, if only there were more time."""
"TIMER_6","The abomination towers over the forest, poised to destroy anything in its way–especially mortal investigators who dared to oppose it. Unless it is brought down soon, the entire earth could be in danger from this horror."
"TIMER_6B","Suddenly, the night grows still and silent. Your breath is frozen in your chest, and you count each heartbeat, anticipating something terrible to come."
"OBJECTIVE_01","Escape the dungeon."
"OBJECTIVE_01_2A","Escape the morgue."
"OBJECTIVE_02","Disrupt Old Whateley's experiment."
"EXPLAIN_OBJECTIVE_02","Zebulon said there are experiment sites all over Sentinel Hill. In order to stop Old Whateley, you need to find those sites and disrupt the experiment."
"EXPLAIN_OBJECTIVE_3A","With the experiment disrupted and Zebulon gone, it will be up to you to defeat Old Whateley's creation."
"EXPLAIN_OBJECTIVE_3B","Old Whateley and his cult have control of a terrifying monster, and you are the only ones who can stop it. You grit your teeth and ready your weapons for the fight ahead."
"OBJECTIVE_03","Defeat the Dunwich Horror."
"DUNWICH_MOVE_01","The {0} moves 2 spaces toward the nearest investigator. Then it attacks the investigator in its space who has suffered the least Damage."
"DUNWICH_ATTACK_01","The creature gathers its tangle of limbs together and smashes a portion of its bulk down on you. Suffer 3 Damage ( negates). Then, if you suffered any Damage, become Stunned and Dazed."
"DUNWICH_MOVE_02","The {0} moves 2 spaces toward the nearest investigator. Then it attacks the investigator in its space or an adjacent space with the lowest ."
"DUNWICH_ATTACK_02","One ropy appendage wraps around your throat, grey flesh slick with some sort of mucus. Suffer 1 facedown Horror. The living noose tightens slowly, squeezing your throat closed as you thrash desperately for freedom. Suffer 3 Damage ( negates)."
"DUNWICH_MOVE_03","The {0} moves up to 2 spaces to be within range of as many investigators as possible. Then it attacks the investigator within range who has suffered the least Damage."
"DUNWICH_ATTACK_03","The stars seem to descend in fire as the creature moans from its many mouths (; 3). If you pass, the blazing stars remain in the sky, passing cold judgment on your earthly struggles; suffer 2 facedown Horror. If you fail, your scream is consumed by the sudden rush of unnatural flame around you; suffer 2 facedown Damage, then place Fire in your space and an adjacent space."
"DUNWICH_MOVE_04","The {0} moves up to 2 spaces to be within range of as many investigators as possible. Then it attacks the investigator within range with the lowest Health."
"DUNWICH_ATTACK_04","The creature slavers in abject hunger, and one impossibly long appendage darts out to catch you in its teeth (; 1)! If you pass, you quickly back away from the reaching appendage and the terrible maw jerks short of your face by inches; move 2 spaces away from the {0}. If you fail, you are paralyzed in fear as the gruesome maw closes on you; suffer 3 Damage and become Dazed."
"DUNWICH_MOVE_05","The {0} moves up to 2 spaces to be within range of as many investigators as possible. Then it attacks the investigator within range with the lowest ."
"DUNWICH_ATTACK_05","The house-sized beast seems to be corralling you into its ropy extremities, knocking trees down in your path and churning up the earth in steep ridges for you to stumble over. Suffer 4 Damage (+1 negates) and move 2 spaces toward the monster."
"DUNWICH_MOVE_06","The {0} moves up to 2 spaces to be within range of as many investigators as possible. Then it attacks the investigator within range with the fewest [i]Weapons[/i]."
"DUNWICH_ATTACK_06","For all its power, the creature seems wary of weapons and attacks directly only when it can sense weakness to satiate its hunger (; 3). If you pass, you make a brave show of shouting down the beast's tentative attacks, but its too-human scream haunts you; flip 2 Horror faceup. If you fail, you try to wave your arms enough to appear bigger, and fall down an unseen scree of gravel; suffer 2 Damage and drop 1 random Item."
"DUNWICH_MOVE_07","The {0} moves up to 2 spaces to be within range of as many investigators as possible. Then it attacks each investigator within range."
"DUNWICH_ATTACK_07","The giant monstrosity stamps its many legs, shaking the ground like an avalanche; suffer 2 Damage ( negates)."
"DUNWICH_MOVE_08","The {0} moves 2 spaces toward the nearest investigator. Then it attacks each investigator in its space or an adjacent space."
"DUNWICH_ATTACK_08","In a whirl, the abomination catches you in its tangled grasp, intending to rend you limb from limb (; 2). If you pass, you strain your muscles and bones to their utmost to slip out of the slick, segmented tentacle; flip 1 Damage faceup. If you fail, the beast only releases you once blood covers your skin, making you too slippery to hold; suffer 3 Damage."
"DUNWICH_MOVE_09","The {0} moves 2 spaces toward the nearest investigator. Then it attacks each investigator in its space or an adjacent space."
"DUNWICH_ATTACK_09","The enormous abomination fades from view, and only its earth-shaking tread and crushing footprints remain as evidence of its presence. Invisibly, it rushes toward you! Suffer 2 Damage and 2 facedown Horror ( negates)."
"DUNWICH_MOVE_10","The {0} moves 2 spaces toward the nearest investigator. Then it attacks the investigator in its space or an adjacent space who has suffered the least Damage."
"DUNWICH_ATTACK_10","Writhing masses of pale flesh encircle you (; 2). If you pass, you tear yourself away, but a grasping hand at the end of a flailing appendage takes hold of one of your possessions; drop 1 random Common Item. If you fail, you are crushed and then hurled painfully to the ground; suffer 3 Damage and become Stunned."
"DUNWICH_MOVE_11","The {0} moves 2 spaces toward the nearest investigator. Then it attacks the investigator in its space or an adjacent space who has suffered the most Damage."
"DUNWICH_ATTACK_11","The creature shrieks with a half-dozen mouths (; 3). If you pass, you recognize a terrible and improbable spell in time to take precautions; suffer 1 Horror. If you fail, the words rip through you like hooks in your flesh; flip all of your Damage faceup, then suffer 2 facedown Damage."
"DUNWICH_MOVE_12","The {0} moves 2 spaces toward the nearest investigator. Then it attacks the investigator in its space or an adjacent space with the lowest ."
"DUNWICH_ATTACK_12","The creature shrieks, its all-too-human face staring at you with pleading eyes; become Focused. Suddenly, its fleshy limbs engulf you, suffocating and crushing you; suffer 2 Horror and 3 Damage (–1 negates)."
"DUNWICH_MOVE_13","The {0} moves 2 spaces toward the nearest investigator. Then it attacks each investigator in its space."
"DUNWICH_ATTACK_13","Wailing and sobbing, the monster hurls you into the air to come crashing back to earth. Suffer 3 facedown Damage and 1 Horror ( negates). Then move 1 space away from the {0}."
"DUNWICH_MOVE_14","The {0} moves 2 spaces toward the nearest investigator. Then it attacks the investigator in its space who has suffered the least Damage."
"DUNWICH_ATTACK_14","One of the thing's many limbs snakes around behind you (; 1). If you pass, you twist aside at the last moment; suffer 2 facedown Damage. If you fail, the tentacle wraps around you and squeezes; suffer 3 Damage and become Restrained."
"DUNWICH_MOVE_15","The {0} moves 2 spaces toward the nearest investigator. Then it attacks the investigator in its space or in an adjacent space with the lowest ."
"DUNWICH_ATTACK_15","The thing wraps a worm-like, segmented limb around you and hauls you toward one of its gnashing mouths (; 2). If you pass, you manage to wriggle free at the last moment and the thing bites at its own tentacle, spattering you with brightly-colored bile; suffer 1 Horror, then the {0} suffers 1 damage. If you fail, the smell is nauseating as you are shoved bodily into the thing's mouth, where you are chewed up and then, the mouth not having a throat, spat back out; suffer 3 Damage and become Dazed."
"DUNWICH_MOVE_16","The {0} moves 2 spaces toward the nearest investigator. Then it attacks each investigator in its space or an adjacent space."
"DUNWICH_ATTACK_16","With a voice like a breaking youth's, the creature calls out, ""Iä, Iä, Yog-Sothoth!""; suffer 1 Horror. You feel gravity begin to spin around you (; 2). If you pass, you realize what is happening and grab hold of a nearby tree. If you fail, you fall upward, then sideways, then down again; suffer 3 facedown Damage."
"DUNWICH_MOVE_17","The {0} moves 2 spaces toward the nearest investigator. Then it attacks the investigator in its space or an adjacent space with the highest ."
"DUNWICH_ATTACK_17","The creature spasms and moans, its white worm-like flesh quivering. It rears up and then crashes down with snarling feet and a mass of expanding flesh; suffer 2 Damage and become Stunned."
"DUNWICH_MOVE_18","The {0} moves 2 spaces toward the nearest investigator. Then it attacks each investigator in its space or an adjacent space."
"DUNWICH_ATTACK_18","The monstrosity's form seems to shift as a nightmare of flailing, pale, wobbly appendages erupts from within (; 2). If you pass, you are knocked sprawling but suffer little lasting harm; suffer 1 facedown Damage. If you fail, you are struck solidly and sent reeling as much by the metaphysical implications of the thing's uncertain shape as by the piercing pain that its toothed tentacles left behind; suffer 2 Damage and discard 1 Clue."
"DUNWICH_MOVE_19","The {0} moves 2 spaces toward the nearest investigator. Then it attacks the investigator in its space or an adjacent space with the lowest ."
"DUNWICH_ATTACK_19","Crying out in a too-human voice, the thing reaches up to the sky above, and up, and through the spaces between; suffer 2 facedown Horror. Then it comes crashing down upon you, an endless avalanche of twitching, segmented flesh; suffer 3 Damage ( negates)."
"DUNWICH_MOVE_20","The {0} moves 2 spaces toward the nearest investigator. Then it attacks the investigator in its space with the lowest ."
"DUNWICH_ATTACK_20","The grass rustles at your feet (; 2). If you pass, you realize several of the monstrosity's appendages are wriggling toward you just in time to dive aside, rolling and knocking yourself about; suffer 1 facedown Damage and become Dazed. If you fail, pain flares in your leg as you see a lamprey-like tentacle latched on. Others follow, wrapping around you; suffer 3 Damage and become Restrained."
"DUNWICH_MOVE_21","The {0} moves 2 spaces toward the investigator within range with the fewest [i]Weapons[/i]. Then it attacks the investigator in its space or an adjacent space who has suffered the least Damage."
"DUNWICH_ATTACK_21","The creature's fleshy appendages wrap around you, binding your arms and blinding your eyes (; 3). If you pass, you tear free and so are unmercifully able to see the thing's blasphemous contortions; suffer 1 Horror. If you fail, you struggle in vain, the life slowly squeezed from your lungs and skull; suffer 2 Damage and become Stunned."
"DUNWICH_MOVE_22","The {0} moves 2 spaces toward the investigator within range who has suffered the least Damage. Then it attacks the investigator in its space or an adjacent space with the lowest ."
"DUNWICH_ATTACK_22","The thing ripples and spasms, and you feel your own flesh rippling and spasming in warped echo. Flip all of your Horror and Damage faceup."
"DUNWICH_MOVE_23","The {0} moves 2 spaces toward the investigator within range with the lowest . Then it attacks the investigator in its space or an adjacent space with the highest ."
"DUNWICH_ATTACK_23","A swarm of tentacle-like appendages, tipped with leech-like maws, snakes toward you. They snap and twitch just beyond your reach as you stand your ground. Suffer 3 Horror and 1 Damage ( negates). If you suffer any Horror or Damage, become Restrained."
"DUNWICH_MOVE_24","The {0} moves 2 spaces toward the investigator within range who has suffered the most Damage. Then it attacks the investigator in its space or an adjacent space who has suffered the most Damage."
"DUNWICH_ATTACK_24","The creature's tortured face leers at you as its writhing limbs lash out in your direction, battering against you like a hail of stones (; 2). If you pass, you find the assault distracting but survivable; discard 2 Clues. If you fail, you are sent reeling by the force of the thing's blow and find yourself weeping in fear; flip all of your Damage faceup, then suffer 2 Horror."
"DUNWICH_EVADE_01","You duck to race past the horrifying abomination when suddenly its human-like face appears before you, burbling nonsense; suffer 2 Horror ( negates). If you suffer any Horror, forfeit your action."
"DUNWICH_EVADE_02","One of the thing's appendages trails across the ground in front of you (; 2). If you pass, you see it and make a point to step cruelly upon it as you pass; the {0} suffers 1 damage. If you fail, you stumble over it and into the monster's spongy body; suffer 2 facedown Damage, then flip all of your Horror faceup."
"DUNWICH_EVADE_03","The thing rears and reels drunkenly (; 2). If you pass, you manage to lure it into lashing out at a different monster; move another monster within range 1 space away from the {0}. If you fail, your attempt to be clever leaves you engulfed by pale flesh lined with biting mouths before finally bursting free; suffer 2 Horror and 2 Damage."
"DUNWICH_EVADE_04","The thing reaches out with a thing like an arm that coils like a worm, pulling you toward it in a suffocating embrace; suffer 2 Horror (+1 negates). Then flip all of your Damage faceup."
"DUNWICH_EVADE_05","No matter which way you turn, a sickly, throbbing appendage blocks your path, knocking you to your knees. Suffer 1 facedown Damage and forfeit your action."
"DUNWICH_EVADE_06","A fleshy tendril wraps around your wrist (; 1). If you pass, you tear it free in a spray of burning ichor; suffer 1 facedown Damage and 1 facedown Horror. If you fail, more limbs lash at you as you flee; suffer 3 Damage."
"DUNWICH_EVADE_07","Leech-like tendrils weave through the air toward you; suffer 4 Damage (+1 negates)."
"DUNWICH_EVADE_08","You dodge under the creature's flailing limbs, attempting to lure it out of position (; 2). If you pass, you manage to redirect most of the monster's wrath toward another nearby enemy; suffer 1 Damage and another monster within range suffers 2 damage. If you fail, you are not swift enough to escape unscathed; suffer 2 Damage and 1 Horror."
"DUNWICH_EVADE_09","You attempt to keep the creature at bay with a burning brand (; 3). If you pass, you successfully ward it off and leave the fire behind; place Fire in your space. If you fail, the creature plucks the fire from your hands and seems to giggle while letting itself burn; suffer 3 facedown Horror and forfeit your action."
"DUNWICH_EVADE_10","While you attempt to rush past, the thing's worm-like limbs scrabble at you (; 2). If you pass, you push past the worst of the biting, gnashing lamprey-limbs but feel something pulled free from your grasp; suffer 1 Damage and drop 1 random Item. If you fail, two of the bloodsucking mouths at the ends of the thing's tentacles latch onto your back; suffer 2 Damage and become Dazed."
"DUNWICH_EVADE_11","You duck and roll under a thrashing limb as thick as a tree trunk. Suffer 3 Damage ( negates). If you suffer any Damage, become Stunned."
"DUNWICH_EVADE_12","The creature contorts itself as you back away, and you feel your body twist in horrifying pantomime of its movements; flip all of your Damage faceup. You feel yourself try to scream, but no sound emerges; suffer 2 facedown Horror ( negates)."
"DUNWICH_HORROR_01","The thing's complex and improbable anatomy drives reason from your mind, making you doubt what you thought you understood; discard 1 Clue. The more you dwell upon it, the more your stomach revolts and your palms sweat; suffer 3 Horror ( negates)."
"DUNWICH_HORROR_02","For an instant in the thing's writhing movements you can see the awful suggestion of a human being (; 3). If you pass, you steel yourself to endure worse before this is over; suffer 2 facedown Horror. If you fail, you cannot unsee it, the awful familiarity of its pallid skin, its inarticulate moans; suffer 3 Horror."
"DUNWICH_HORROR_03","The creature's tread shakes the earth, sending you tumbling (; 3). If you pass, you brace yourself but are unable to control a surge of panic at the Horror's casual, effortless strength; suffer 2 facedown Horror. If you fail, you feel panic and shame course through you as you stumble and drop one of your treasured possessions; suffer 2 Horror and drop 1 random Common Item."
"DUNWICH_HORROR_04","The thing's unearthly wailing sends you stumbling blindly through the trees, slipping and falling as you sob with terror; suffer 2 facedown Damage and 3 Horror (–1 negates)."
"DUNWICH_HORROR_05","The mad impulse to set fire to the thing grips you (; 1). If you pass, you freeze in horror at what you almost did; suffer 1 Horror and become Restrained. If you fail, you watch yourself as if viewing a puppet show as you set fire to your surroundings; suffer 2 Horror and place Fire in your space."
"DUNWICH_HORROR_06","The monstrosity's ululating cry invades your ears and sends you staggering blindly; move 1 space toward another monster within range. Then suffer 4 Horror (–1 negates)."
"DUNWICH_HORROR_07","The world tilts crazily around you, and it seems as if the Horror is lurking at the bottom of a steep well, its walls the wide world around; suffer 2 Horror and 2 facedown Damage unless you move 2 spaces toward the {0}."
"DUNWICH_HORROR_08","The creature calls in a keening, yearning voice to the unfeeling sky (; 2). If you pass, you feel some unfathomable presence beyond and its crushing, naked indifference; suffer 2 facedown Horror. If you fail, for a moment it seems as if a door opens, and stepping through it, you travel beyond time and space before finding yourself lying on the ground where you began; suffer 1 Horror and 1 facedown Damage, and become Restrained."
"DUNWICH_HORROR_09","The immense creature simply vanishes, leaving only the flattened trees and undergrowth as evidence of its passage. The earth shakes, and trees creak. It is still out there, coming closer; suffer 2 Horror and 2 Damage ( negates)."
"DUNWICH_HORROR_10","The thing's moaning seems to reach inside you and pull you around like a rag doll (; 2). If you pass, you force yourself free and stagger to the ground; suffer 1 facedown Damage. If you fail, you feel unholy knowledge being torn through your mind like a stone through wet paper; suffer 4 Horror unless you discard a [i]Spell[/i]."
"DUNWICH_HORROR_11","Sobbing and weeping, the thing sounds like nothing so much as a human child; suffer 3 Horror ( negates). Then become Stunned."
"DUNWICH_HORROR_12","The monster flickers from your sight, leaving only the groaning earth and shaking trees as evidence of its passage (; 2). If you pass, you feel childhood memories of unseen presences, of lurking things in the darkness, awakening within you; flip 2 Horror faceup. If you fail, you realize that you have no idea where the creature is and it could have been there at any time in your past, every moment you thought something was amiss. Every strange and unexplained noise could have been this creation or another like it; suffer 2 Horror, then flip all of your Horror faceup."
"DUNWICH_DEATH","The hulking abomination screams to the stars, enraged at the mortal blow you have dealt it. The investigation is complete!"
"DUNWICH_DEATH_B","The hulking abomination screams to the stars, almost forming human words before flickering into the black night. The stench of it lingers in the air, and you find yourself wondering if it is truly gone or just unseen for now. Around you, the cult members attack with new vigor, determined not to let you leave without retribution. The investigation is complete!"
"ATTACK_BLADED_VS_HORROR_01","You throw the full force of your weight behind a vicious stab (; 2). If you pass, your blade punches deep into the creature's flesh; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, the creature narrowly avoids the deadly thrust."
"ATTACK_BLADED_VS_HORROR_02","You cry out in fury and slash at the creature, your eyes and blade gleaming (; 2). If you pass, your frenzied attack draws blood; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, your unfocused strikes miss the mark."
"ATTACK_BLADED_VS_HORROR_03","As the beast looms over you, you search desperately for a weak point (; 2). You may discard an [i]Evidence[/i] to convert all  to . If you pass, you drive your blade into the spot and the creature lurches backward; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, you swing your weapon uselessly."
"ATTACK_BLADED_VS_HORROR_04","You slash wildly, blinded by fear and rage, your arms moving of their own accord (; 2). You may discard an [i]Evidence[/i] to reroll any number of dice. If you pass, your instincts reward you and you feel your weapon tear through the creature; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, your swings cleave only air."
"ATTACK_BLADED_VS_HORROR_05","You try to anticipate the monster's actions, slashing and dodging accordingly (; 2). For each [i]Evidence[/i] you have, you may convert an  to a . If you pass, you see the creature's strikes before they come and have no difficulty avoiding and punishing them; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, the creature's movement is altogether too alien and you barely keep from dodging directly into the monstrous strikes."
"ATTACK_BLADED_VS_HORROR_06","The beast hurls its limbs toward you, and you slash at them as they pass (; 2). If you pass, you dodge just enough to get a good angle and cut deep into the creature; the monster suffers damage equal to the weapon's damage plus 1. If you fail, you are caught off-guard by the creature's speed and it takes all of your determination just to dodge out of its reach."
"ATTACK_BLADED_VS_HORROR_07","Under the beast's onslaught, you figure that if you can avoid its attacks long enough, it will eventually make a mistake that opens it up to your own attack (; 2). For each [i]Evidence[/i] you have, you may reroll 1 die. If you pass, you focus on keeping yourself out of harm and, after some time, you find your opening; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, you grow tired as the beast continues its attack and, when the opening finally comes, you lack the reflexes to take advantage of it."
"ATTACK_BLADED_VS_HORROR_08","You slash at the creature, but it bats the weapon out of your hand. The blade flips end-over-end through the air (; 2). If you pass, you manage to snatch it out of the air and bring it down hard; the monster suffers damage equal to your test result plus 1. If you fail, the blade lands next to you with a clatter; drop your weapon."
"ATTACK_BLADED_VS_HORROR_09","Scrambling and reeling, you stay just out of the creature's reach while you look for an opening (; 2). You may discard an [i]Evidence[/i] to convert all  to . If you pass, you lunge forward and slam your blade home as the creature rears up; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, it's all you can do to stay alive."
"ATTACK_BLADED_VS_HORROR_10","You stab at the creature, but your blade sticks and does not penetrate. You slam the pommel of the weapon with your other hand, hoping to drive the blade in (; 2). If you pass, the blade lurches inward; the monster suffers damage equal to your test result plus 1. If you fail, the creature's body rebuffs the strike."
"ATTACK_BLADED_VS_HORROR_11","With the strength of both hands, you drive the sharp edge deep into the beast (; 2). If you pass, you gruesomely wrench the blade free; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, the blade lodges in the beast's side and the creature shakes you off and thrashes to dislodge the weapon; the monster suffers damage equal to the weapon's damage, then drop your weapon."
"ATTACK_BLADED_VS_HORROR_12","You approach the creature, aiming to cripple its outstretched limb (; 2). You may discard an [i]Evidence[/i] to reroll any number of dice. If you pass, your blade punches a grizzly hole in the appendage; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, the appendage whips up with supernatural speed and catches you in the side of the head; become Dazed."
"ATTACK_BLADED_VS_HORROR_13","You brandish your weapon, dodge into range, and slash at the horrible creature (; 2). If you pass, your blade carves a deep gash in the creature's side and the sight of the wound proves to you that the creature can be defeated; the monster suffers damage equal to the weapon's damage, then become Focused. If you fail, your efforts come to naught and the creature remains unharmed."
"ATTACK_BLADED_VS_HORROR_14","You stare down the awful creature, desire to attack and urge to flee at odds in your mind (; 2); roll 2 additional dice if the monster has suffered 3 or more damage. If you pass, you feel certain that you can defeat the creature and spring forward to attack; the monster suffers damage equal to your test result plus 1. If you fail, you cannot bring yourself to approach the beast."
"ATTACK_BLADED_VS_HORROR_15","Cursing yourself as a lunatic idiot, you rush toward the monster then, at the last moment, drop into a slide (; 2). For each [i]Evidence[/i] you have, you may reroll 1 die. If you pass, your momentum carries you safely beneath the monster's grasp and you leave a long, ragged cut on its underbelly; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, you are not fast enough and the creature dances away, leaving you to scramble for safety."
"ATTACK_BLADED_VS_HORROR_16","You keep your blade whirling around you as you seek an opening, fending off the creature's attacks with sharp steel (; 2). For each [i]Evidence[/i] you have, you may convert an  to a . If you pass, your parry leaves an opening and you step forward, stabbing again and again; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, neither you nor your opponent manage to gain an advantage."
"ATTACK_FIREARM_VS_HORROR_01","As you aim at the beast, its otherworldly gaze catches your eyes, and the terrible reality of the alien presence threatens to overwhelm you (; 2). If you pass, you blink, shake the sensation from your mind, and open fire; the monster suffers damage equal to the weapon's damage. If you fail, you freeze, any chance of action lost to the unutterable horror of that accursed gaze."
"ATTACK_FIREARM_VS_HORROR_02","As you fire, your shots seem to barely faze the creature. You search for any vulnerability that you can exploit (; 2). For each [i]Evidence[/i] you have, you may reroll 1 die. If you pass, you seem to find such a spot and finally your shots begin to register; the monster suffers damage equal to the weapon's damage. If you fail, you begin to lose hope of ever affecting the creature."
"ATTACK_FIREARM_VS_HORROR_03","At the sight of the beast, your hands begin to shake, and you struggle to reload your weapon (; 2). If you pass, you steady yourself, finish reloading, and open fire; the monster suffers damage equal to the weapon's damage. If you fail, the ammunition clatters to the ground and you fall to your knees to collect it."
"ATTACK_FIREARM_VS_HORROR_04","In one swift motion, you raise your weapon and fire. Unwilling to waste a moment, you let instinct guide your aim (; 2). For each [i]Evidence[/i] you have, you may convert an  to a . If you pass, your trust in your abilities pays off and the creature recoils at the shot's impact; the monster suffers damage equal to the weapon's damage. If you fail, your impulse to fire takes over long before the weapon is properly trained and your shots strike the ground."
"ATTACK_FIREARM_VS_HORROR_05","In your haste to draw your weapon, you fumble it, and it clatters to the ground. You scramble to retrieve it in time (; 2). If you pass, you dive for the firearm, roll onto your back, and open fire from your position on the ground; the monster suffers damage equal to the weapon's damage. If you fail, you grope desperately for the weapon and eventually reclaim it."
"ATTACK_FIREARM_VS_HORROR_06","Loath to trust your aim at range, you resolve to stand your ground until the monster moves closer. As it does, your hands begin to tremble (; 2). You may discard an [i]Evidence[/i] to reroll any number of dice. If you pass, an unfamiliar calm possesses you and you recognize your opportunity and take it; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, the trembling intensifies and it is all you can do to keep from dropping your weapon."
"ATTACK_FIREARM_VS_HORROR_07","Your body and mind grow numb as the reality of the situation sinks in. You level the firearm at the creature and pull the trigger (; 2). If you pass, the loud bark of the weapon and roar of the creature jolt you back to reality; the monster suffers damage equal to the weapon's damage, then flip 1 Horror facedown. If you fail, the weapon's report sounds muted, as if you were underwater and everything feels unreal; suffer 1 facedown Horror."
"ATTACK_FIREARM_VS_HORROR_08","Sighting down your weapon, you steel yourself and wait for the right moment to fire (; 2). If you pass, you surge with confidence when the moment comes and open fire; the monster suffers damage equal to the weapon's damage. If you fail, you focus so hard on finding your moment that, when you finally pull the trigger, the recoil catches you off-guard and you fumble your weapon; drop your weapon."
"ATTACK_FIREARM_VS_HORROR_09","The creature leaves itself exposed for a moment, and you draw your weapon to take advantage of the opportunity (; 2). For each [i]Evidence[/i] you have, you may convert an  to a . If you pass, the weapon is in your hands in an instant and a succession of shots ring out; the monster suffers damage equal to the weapon's damage. If you fail, the creature moves and covers before your weapon is ready."
"ATTACK_FIREARM_VS_HORROR_10","The creature momentarily turns away from you, and you take the opportunity to fire (; 2). If you pass, you seem to surprise the beast and it unleashes a terrible noise; the monster suffers damage equal to the weapon's damage. If you fail, the creature manages to turn back in time to avoid your shots."
"ATTACK_FIREARM_VS_HORROR_11","The creature roars, and as you pull the trigger, your weapon roars back (; 2). If you pass, your shots impact the creature and its cry becomes tinged with pain; the monster suffers damage equal to the weapon's damage. If you fail, the noise overwhelms you and your focus and aim fall apart."
"ATTACK_FIREARM_VS_HORROR_12","With the beast squarely in your sights, you open fire (; 2). You may discard an [i]Evidence[/i] to convert all  to . If you pass, lead punches violently into the creature's side; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, you miss wildly despite your careful aim, as if the creature was not where it seemed to be; suffer 1 facedown Horror."
"ATTACK_FIREARM_VS_HORROR_13","You fire at the creature, but it moves and jerks, causing your shots to miss. You take a knee, carefully sight down the barrel of your weapon, and fire again (; 2). If you pass, the last shot finds its mark; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, your shot misses like the others."
"ATTACK_FIREARM_VS_HORROR_14","You fire reflexively at the sight of the beast, instinct taking action long before your mind has fully processed the terrible creature (; 2). If you pass, your instincts reward you; the monster suffers damage equal to the weapon's damage. If you fail, your flailing attack misses entirely."
"ATTACK_FIREARM_VS_HORROR_15","You fire relentlessly, spraying the room with lead (; 2). If you pass, your shots wreak havoc on your foes; any number of monsters within range suffer damage equal to the weapon's damage plus 2, divided as you choose. If you fail, your unfocused attacks have little effect."
"ATTACK_FIREARM_VS_HORROR_16","You take in the creature's hideous countenance, and fear courses through you as you raise your weapon (; 2). For each [i]Evidence[/i] you have, you may convert an  to a . If you pass, you subdue your fear long enough to take your shot; the monster suffers damage equal to the weapon's damage. If you fail, the fear overwhelms you and you flee; move 1 space away from the monster."
"ATTACK_FIREARM_VS_HORROR_17","Your weapon erupts as every fiber of your being pulls to be away from the terrible creature (+2). You may discard an [i]Evidence[/i] to convert all  to . Every impact brings you hope that you will soon be free of the beast; the monster suffers damage equal to your test result."
"ATTACK_FIREARM_VS_HORROR_18","As the creature's limbs writhe and flail, you wait for your moment and then fire off a single shot (; 2). If you pass, your bullet strikes true; the monster suffers damage equal to the weapon's damage. If you fail, you are certain that you hit, but the monster seems unconcerned."
"ATTACK_FIREARM_VS_HORROR_19","You move cautiously, careful to make no noise or alert the creature to your intentions (; 2). If you pass, you sneak into a firing position and shoot the beast before it notices you; the monster suffers damage equal to the weapon's damage. If you fail, the creature spins to face you, its limbs thrashing, and you lose your nerve."
"ATTACK_FIREARM_VS_HORROR_20","You plant your feet, hold your weapon steady in both hands, and say a silent prayer (; 2). You may discard an [i]Evidence[/i] to convert all  to . If you pass, your hands are steady and your aim is true; the monster suffers damage equal to the weapon's damage. If you fail, you are shaking too much to shoot accurately."
"ATTACK_FIREARM_VS_HORROR_21","The creature's erratic movements are difficult to track (; 2). If you pass, you keep your weapon on the target; the monster suffers damage equal to the weapon's damage. If you fail, your shots fly wide."
"ATTACK_FIREARM_VS_HORROR_22","Your pounding heart makes your hands tremble as you line up your shot (; 2). If you pass, you steady your aim and fire; the monster suffers damage equal to the weapon's damage. If you fail, you nearly drop your weapon in your panic."
"ATTACK_FIREARM_VS_HORROR_23","You bring up your weapon and fire in one smooth movement (; 2). If you pass, you can feel your aim is true even before you pull the trigger; the monster suffers damage equal to the weapon's damage. If you fail, you miss and the monster turns on you before you can fire again."
"ATTACK_FIREARM_VS_HORROR_24","You scramble upwards, looking for a clean angle for a desperate shot at the thing's most sensitive spot (+1). For each [i]Evidence[/i] you have, you may reroll 1 die. The monster suffers damage equal to your test result."
"ATTACK_HEAVY_VS_HORROR_01","You channel all of your fear and aggression into one powerful swing (; 1). If you pass, the sound and feel of the impact brings a crazed smile to your lips; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, you cry out in impotent rage."
"ATTACK_HEAVY_VS_HORROR_02","You charge the beast, your weapon rising in a brutal, upward swing (; 2). If you pass, the full weight of your blow strikes the creature; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, the momentum carries you off-balance and you struggle to stabilize your footing."
"ATTACK_HEAVY_VS_HORROR_03","You bring your weapon down, attempting to crush any monstrous appendage within reach (; 2). If you pass, your swing connects and the gruesome noise of the impact makes your stomach turn; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, the appendage recoils faster than you could have anticipated and you slam into the ground, barely maintaining a hold on your weapon as a shock runs up your arms."
"ATTACK_HEAVY_VS_HORROR_04","You dodge behind the creature and swing your weapon where you hope a spine might be (; 2). You may discard an [i]Evidence[/i] to reroll any number of dice. If you pass, you slam into the back of the creature and it lurches forward; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, the beast becomes aware of your attack before it connects and manages to avoid the brunt of it."
"ATTACK_HEAVY_VS_HORROR_05","The beast reaches for you as you advance, and you attempt to bat its limbs aside (; 1). If you pass, your weapon connects solidly with the appendages, opening up the creature for a more direct attack; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, the beast's limbs beat down on you, halting your advance."
"ATTACK_HEAVY_VS_HORROR_06","As you swing, you attempt to leap upward to get a better angle of attack against the creature (; 2). For each [i]Evidence[/i] you have, you may convert an  to a . If you pass, the height you gain allows you to strike at more vital parts; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, the beast bats you down just as your feet leave the ground."
"ATTACK_HEAVY_VS_HORROR_07","You swing to injure the beast's limbs, hoping to slow it down or even cripple it (; 1). For each [i]Evidence[/i] you have, you may reroll 1 die. If you pass, you hit the creature hard and, though it howls in pain, it continues to advance; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, the creature moves far more quickly than you anticipated, avoiding your attack."
"ATTACK_HEAVY_VS_HORROR_08","You swing the weapon in a tight circle, building up momentum before thrusting out toward the creature (; 2). If you pass, the speeding weapon slams into the beast, the terrible mass heaving backward; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, you lose control of the spin and fumble to regain it."
"ATTACK_HEAVY_VS_HORROR_09","The terrible reality of the creature strikes you, and you freeze. You struggle to even move, much less attack (; 2). You may discard an [i]Evidence[/i] to convert all  to . If you pass, you snap out of your stupor and swing your weapon down; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, the fear envelopes you and you cannot bring yourself to act."
"ATTACK_HEAVY_VS_HORROR_10","A fury overtakes you. That such a creature can exist strikes you as an affront to nature itself, and you resolve to rectify the universe's terrible mistake. You beat down the creature with all of the strength you can muster (; 2). You may discard an [i]Evidence[/i] to reroll any number of dice. If you pass, you channel your rage into a series of vicious blows; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, the hatred you feel drives you to action but impedes your abilities and your attacks prove too distracted and unfocused."
"ATTACK_HEAVY_VS_HORROR_11","You wait for the creature to strike, ready to return the blow at the same moment (; 1). If you pass, the creature's attack creates an opening and you swing your weapon with all your might; the monster suffers damage equal to the weapon's damage. If you fail, you react a moment too late and suddenly all your focus turns to defending yourself."
"ATTACK_HEAVY_VS_HORROR_12","You search the creature's form for a soft or vulnerable part that could be particularly weak to the crushing weight of your weapon (; 2). For each [i]Evidence[/i] you have, you may reroll 1 die. If you pass, you bring your weapon to bear on what appears to be a previous injury; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, you become lost in the beast's terrible form, convinced that no such weakness exists."
"ATTACK_HEAVY_VS_HORROR_13","Your missed swing slams into the ground, sending a shock up your arms. You struggle to keep a good grip on your weapon (; 1). If you pass, you grit your teeth and swing again, this time scoring a hit; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, the shock is too much and you lose hold of the weapon; drop your weapon."
"ATTACK_HEAVY_VS_HORROR_14","With a shout you leap at the beast, weapon held high. You attempt to bring the weapon down mid-jump (; 2). If you pass, your weapon impacts and then the whole weight of your body follows through; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, you lose control of your leap and contort in the air as you struggle to land upright."
"ATTACK_HEAVY_VS_HORROR_15","You search for an opening in the bizarre creature's defenses before committing to your attack (; 2). You may discard an [i]Evidence[/i] to reroll any number of dice. If you pass, you think you see your opportunity and take it, delivering a powerful blow to the creature's body; the monster suffers damage equal to the weapon's damage. If you fail, you think you see your opportunity and you take it, realizing you underestimated the creature only as it slams you in the chest; suffer 1 facedown Damage."
"ATTACK_HEAVY_VS_HORROR_16","You swing your weapon toward the beast with one hand, counterbalancing your swing with your other arm (; 2). If you pass, you smash the creature with the head of the weapon; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, the monster bats the weapon out of your hand; drop your weapon."
"ATTACK_HEAVY_VS_HORROR_17","You heave your weapon up and let it fall, allowing its weight to do most of the work (; 2). If you pass, you connect with a crushing blow; the monster suffers damage equal to the weapon's damage. If you fail, your weapon leaves a significant hole in the ground."
"ATTACK_HEAVY_VS_HORROR_18","Shouting wordlessly, you raise your weapon above your head and bring it down over and over again (+1). The monster suffers damage equal to your test result."
"ATTACK_HEAVY_VS_HORROR_19","You brace yourself and your weapon, then swing with all your might (+1). The monster suffers damage equal to your test result."
"ATTACK_HEAVY_VS_HORROR_20","As the creature roars and thrashes, you swing at its lower extremities (+1). The monster suffers damage equal to your test result."
"ATTACK_HEAVY_VS_HORROR_21","You kick the creature back, leaving it scrambling and vulnerable. You raise your weapon and take advantage of the monster's sudden weakness (+1). For each [i]Evidence[/i] you have, you may reroll 1 die. The monster suffers damage equal to your test result."
"ATTACK_HEAVY_VS_HORROR_22","As the creature rears up, you brace your weapon (; 2). For each [i]Evidence[/i] you have, you may convert an  to a . If you pass, the creature's own bulk drives your weapon deep into its flesh; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, you and the weapon are knocked aside."
"ATTACK_HEAVY_VS_HORROR_23","The creature knocks you prone, but you keep your grip on your weapon—and now you have a clear shot at its softer underbelly (; 2). If you pass, your weapon slams into the creature's most vulnerable spot; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, you are not able to maneuver the awkward weapon from your position."
"ATTACK_HEAVY_VS_HORROR_24","A terrible fury grips you, and you hurl yourself at the creature, heedless of your own safety (; 2). You may discard an [i]Evidence[/i] to reroll any number of dice. If you pass, your attack catches the creature off-guard and your blows seem to strike with incredible force; the monster suffers damage equal to the weapon's damage plus your test result. If you fail, your attack does nothing but leave you exhausted."
"ATTACK_SPELL_VS_HORROR_01","A pulsing sphere of darkness forms in your hand as you begin the incantation (; 2). If you pass, your words charge the sphere with terrible power and you loose it at your foe; the monster suffers damage equal to the Spell's damage. If you fail, you fumble the wording and the sphere erupts in midair; you suffer 1 Damage, and the monster suffers 1 damage.\n\nThen flip the Spell you attacked with."
"ATTACK_SPELL_VS_HORROR_02","Alien words and symbols flash through your mind, and you try to make sense of them (; 2); roll 2 extra dice if you have suffered 3 or more Horror. If you pass, you decipher the arcane meaning and dark energy pours out from you; the monster suffers damage equal to your test result. If you fail, you glean no meaning from the foreign sights and sounds.\n\nThen flip the Spell you attacked with."
"ATTACK_SPELL_VS_HORROR_03","As the arcane words reach your lips, you find yourself alone, standing before a swirling black portal. You try to work up the courage to pass through it (; 2). If you pass, you howl and charge through and find yourself back where you stood, the howl still issuing from your throat as black energy arcs to the creature before you; the monster suffers damage equal to the Spell's damage plus your test result. If you fail, you fall backward away from the portal and land once again before the beast.\n\nThen flip the Spell you attacked with."
"ATTACK_SPELL_VS_HORROR_04","In the moment, your mind goes blank, and you struggle to recall the words you learned. You rack your brain for the correct incantation (; 2). If you pass, the words come to you in a flash of insight and you recite them in a voice that is not completely your own; the monster suffers damage equal to the Spell's damage plus your test result. If you fail, you mumble the first few words then stop as the rest eludes you.\n\nThen flip the Spell you attacked with."
"ATTACK_SPELL_VS_HORROR_05","The air of the room hangs thick, and the hairs on your neck stand on end. You search for the source of the sensation (; 2). If you pass, you are suddenly aware of a dark energy suffusing everything around you and you draw upon that energy to bolster your attack; the monster suffers damage equal to the Spell's damage plus 1. If you fail, you sink to the ground, willing the suffocating sensation to pass.\n\nThen flip the Spell you attacked with."
"ATTACK_SPELL_VS_HORROR_06","The sight of the creature fills you with fear, but you focus that fear to rebuff the beast (; 2). If you pass, you reach out your hand and a wave of force slams the beast; the monster suffers damage equal to the Spell's damage, then move the monster 1 space away from you. If you fail, your fear only serves to dilute the spell, sapping the gathered power until it disappears completely.\n\nThen flip the Spell you attacked with."
"ATTACK_SPELL_VS_HORROR_07","With your fear comes a glimmer of familiarity. You could swear that in some other time and place you learned of such creatures. You rack your brain for any hint it may yet contain (; 2). For each [i]Evidence[/i] you have, you may convert an  to an . If you pass, in a moment of blasphemous clarity, you cast a spell infused with the dark energy from which the creature was born; the monster suffers damage equal to the Spell's damage plus your test result. If you fail, the magic you conjure fades as any hint of such knowledge is entombed in the inaccessible depths of your subconscious.\n\nThen flip the Spell you attacked with."
"ATTACK_SPELL_VS_HORROR_08","You begin reciting the incantation, but with each proceeding syllable, some force in your mind wills you to stop. You do your best to push past the impulse (; 2). You may discard an [i]Evidence[/i] to reroll any number of dice. If you pass, you complete the chant, power welling up from you and lashing out at the creature; the monster suffers damage equal to the Spell's damage plus your test result. If you fail, the weight in your mind presses until you cannot bring yourself to continue.\n\nThen flip the Spell you attacked with."
"ATTACK_SPELL_VS_HORROR_09","You channel pain and blood into a vicious curse (; 2); roll 2 extra dice if you have suffered 3 or more Damage. If you pass, eldritch energy erupts from your hands, fueled by your own life force; the monster suffers damage equal to the Spell's damage plus your test result. If you fail, the blood burns in your veins and your concentration disappears.\n\nThen flip the Spell you attacked with."
"ATTACK_SPELL_VS_HORROR_10","You close your eyes, clench your fists, and recite the blasphemous phrase (; 2). If you pass, a whip of crackling black energy lashes out at the beast; the monster suffers damage equal to your test result plus 1. If you fail, your eyes snap open and the sight of the monster coupled with the magic's backlash twists your mind; suffer 1 facedown Horror.\n\nThen flip the Spell you attacked with."
"ATTACK_SPELL_VS_HORROR_11","You focus on the creature and find yourself mumbling unfamiliar words. Even as you speak, you try to decipher their meaning (; 1). If you pass, you come to know the words just as their power is unleashed; the monster suffers damage equal to the Spell's damage. If you fail, your speech begins to trail off and the words leave your mind.\n\nThen flip the Spell you attacked with."
"ATTACK_SPELL_VS_HORROR_12","You speak the words that you hope will banish the creature to whatever hell it came from (; 1). If you pass, the creature is engulfed in green light and, though it remains in place, it seems lessened somewhat; the monster suffers damage equal to the Spell's damage. If you fail, the creature remains and you get the worrying sense that it recognized what you attempted to do.\n\nThen flip the Spell you attacked with."
"ATTACK_SPELL_VS_HORROR_13","Your eyes open wide as eldritch energy surges through you. You struggle to harness the power (; 2). For each [i]Evidence[/i] you have, you may reroll 1 die. If you pass, the energy coalesces in your hands and you unleash it toward your foe; the monster suffers damage equal to the Spell's damage plus your test result. If you fail, you lose control of the energy and it dissipates into the air around you.\n\nThen flip the Spell you attacked with."
"ATTACK_SPELL_VS_HORROR_14","You believe you know precisely the hex to counter this creature's unnatural abilities (; 2). You may discard an [i]Evidence[/i] to convert all  to . If you pass, you have found just the right incantation; the monster suffers damage equal to the Spell's damage plus your test result. If you fail, you fumble through your notes trying to find the correct pronunciation.\n\nThen flip the Spell you attacked with."
"ATTACK_SPELL_VS_HORROR_15","With each word you speak, you feel power building up within you (; 2). If you pass, the power bursts from you as you complete the incantation; the monster suffers damage equal to the Spell's damage plus your test result. If you fail, the pain is too much and you collapse, bleeding the power harmlessly out into the environment.\n\nThen flip the Spell you attacked with."
"ATTACK_SPELL_VS_HORROR_16","The creature roars and approaches. With no time, you frantically improvise your way through the hex (+1). The monster suffers damage equal to your test result.\n\nThen flip the Spell you attacked with."
"ATTACK_UNARMED_VS_HORROR_01","As you approach the creature, you meet its gaze, and the unknowable alien intelligence you see strikes a deep, devouring fear into your heart. You try to persevere and complete your attack (; 2). For each [i]Evidence[/i] you have, you may convert an  to a . If you pass, you manage to bury the fear long enough to strike at the very eyes that so affected you and the creature recoils in pain; the monster suffers 3 damage. If you fail, you stare, enraptured by the eyes, then turn and flee in panic from the beast's reach."
"ATTACK_UNARMED_VS_HORROR_02","Fear rises inside you, and you react almost without thought, swinging and striking with animalistic desperation (; 2). If you pass, you take some small measure of comfort in the creature's pained reaction; the monster suffers damage equal to your test result plus 1. If you fail, the creature barely seems to acknowledge your attack."
"ATTACK_UNARMED_VS_HORROR_03","Not confident in your ability to avoid the creature in a prolonged fight, you charge it head-on, hoping to injure it before it can react (; 2). If you pass, luck seems to be on your side and you manage to connect with a few quick strikes; the monster suffers damage equal to your test result plus 1. If you fail, the beast reacts quickly, hurling you backward; move 1 space away from the {0}."
"ATTACK_UNARMED_VS_HORROR_04","The creature shrugs off your initial attacks, and you look for any vital area that might allow you to hurt it (; 2). For each [i]Evidence[/i] you have, you may reroll 1 die. If you pass, you seem to find one as your next strike causes the creature to shrink away from you; the monster suffers 2 damage. If you fail, your subsequent strikes are as ineffective as your first."
"ATTACK_UNARMED_VS_HORROR_05","With empty hands and the beast looming over you, you struggle to work up the courage to attack. An equal measure of bravery and insanity fuels your attack, and you lash out at the creature (); roll 2 extra dice if you have suffered 3 or more Horror. The monster suffers damage equal to your test result."
"ATTACK_UNARMED_VS_HORROR_06","You dodge behind the creature, hoping a strike from behind will prove more effective than a frontal attack (; 2). For each [i]Evidence[/i] you have, you may reroll 1 die. If you pass, your theory proves accurate and your strikes cause the creature to lurch and wheel around; the monster suffers damage equal to your test result plus 1. If you fail, the beast maneuvers to keep you in its sights, despite your efforts."
"ATTACK_UNARMED_VS_HORROR_07","You leap at the creature and hammer it with your fists (; 2). For each [i]Evidence[/i] you have, you may convert an  to a . If you pass, your beatdown seems to affect the beast; the monster suffers 3 damage. If you fail, your strikes rebound uselessly, serving only to further anger the creature."
"ATTACK_UNARMED_VS_HORROR_08","You leap into the air and kick your legs out toward the beast (; 2). If you pass, the kick carries the full weight of your body behind it; the monster suffers 3 damage. If you fail, the creature dodges and, with your legs committed to the attack, you land hard on the ground; suffer 1 facedown Damage."
"ATTACK_UNARMED_VS_HORROR_09","You strike at the beast's outstretched limbs, hoping to weaken its ability to strike back (; 2). For each [i]Evidence[/i] you have, you may reroll 1 die. If you pass, the creature's limb recoils from the impact; the monster suffers 2 damage. If you fail, the limb seems to absorb the impact of your attack."
"ATTACK_UNARMED_VS_HORROR_10","You desperately search for something to use as a weapon (; 2). If you pass, your hand lands on something long and sharp, which you jam into the creature's maw just in time; the monster suffers 2 damage. If you fail, you find nothing more threatening than a pebble."
"ATTACK_UNARMED_VS_HORROR_11","As the creature lunges, snarling and snapping, toward you, you nimbly dance out of the way, luring it closer and closer to some misadventure (+1). For each [i]Evidence[/i] you have, you may convert an  to a . The monster suffers damage equal to your test result."
"ATTACK_UNARMED_VS_HORROR_12","You grab the first heavy object that you can find and hurl it as hard as you can (+1). The monster suffers damage equal to your test result."
"WIZARD_DEATH_B","Old Whateley's body seems to lose its solidity, melting onto the ground in a tarry black mess. The smell is horrible, but worse is what he whispers before collapsing, ""By Yog-Sothoth's name and by my blood, I'll be back. You have only delayed what is to be!"""
"UNIQUE_MONSTER_WIZARD_WHATELEY","Old Whateley"
"DRUID_DEATH","As the robed figure falls with a scream, the silver on his hand seems to writhe and explode in a spray of bright red! Something shiny clinks to the floor next to the cult member, who dissolves into a foul puddle of tarry black. Place the Silver Key Unique Item in the Dark Druid's space."
"DRUID_DEATH_HILL","The cult member spits a curse through bloody teeth, ""The Horror of Yog-Sothoth cannot be stopped! The wizard will find a way to control it, and then you will all kneel before him!"" As the robed figure melts into a stinking patch of black ooze, a paper bearing the key symbol of the cult falls from his hand. Place the Conclusive Evidence Unique Item in the Dark Druid's space."
"GOAT_DEATH","The abomination collapses into a black puddle of ooze, and its stench somehow becomes even more acrid. The death of this creature reminds you of the guard in the dungeon. Gathering a sample of this black substance could shed more light on Old Whateley's experiment. Place the Circumstantial Evidence Unique Item in the Goat Spawn's space."
"CRAWLING_DEATH","The abomination collapses into a black puddle of ooze, and its stench somehow becomes even more acrid. The death of this creature reminds you of the guard in the morgue. Gathering a sample of this black substance could shed more light on Old Whateley's experiment. Place the Circumstantial Evidence Unique Item in the Crawling One's space."
"CHILD_OF_THE_GOAT_DEATH","Succumbing to her wounds, the pale woman keens one long high tone, and a flash of purple light consumes her! All that is left behind is a peculiar burn on the forest floor. The shape of the burn almost seems an image of the Horror itself. Place the Missing Link Unique Item in the Child of the Goat's space."
