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劇本流:The ApiaryThe Apiary

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The Apiary

Scenario
Easy / Standard L: -X. X is half the amount of doom on enemies and assets in play, rounded down (to a max of 4). M: -1. If there is a Cultist enemy at your location, reveal another token. N: -3. If you fail, place 1 doom on an enemy at your location with no doom on it. O: -4. If you fail, take 1 damage or 1 horror.

↶ Flip Side

Hard / Expert L: -X. X is the amount of doom on enemies and assets in play (to a max of 8). M: -3. If there is a Cultist enemy at your location, reveal another token. N: -5. If you fail, place 1 doom on an enemy at your location (with no doom on it, if able). O: -6. If you fail, take 1 damage or 1 horror.
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The Apiary

劇本
Easy / Standard L: -X. X is half the amount of doom on enemies and assets in play, rounded down (to a max of 4). M: -1. If there is a Cultist enemy at your location, reveal another token. N: -3. If you fail, place 1 doom on an enemy at your location with no doom on it. O: -4. If you fail, take 1 damage or 1 horror.

背面資訊

Hard / Expert L: -X. X is the amount of doom on enemies and assets in play (to a max of 8). M: -3. If there is a Cultist enemy at your location, reveal another token. N: -5. If you fail, place 1 doom on an enemy at your location (with no doom on it, if able). O: -6. If you fail, take 1 damage or 1 horror.

Stirring in the Dark

Agenda 1L 12
You can hear the sound of slithering and gnashing teeth in the darkness. Something awful stirs in the bowels of R'lyeh. You would rather not stick around to find out what it actually is...

↶ Flip Side

The tunnels branch and merge like blood vessels in a vast alien gullet. Every surface is covered in fleshy organic growths. What you first thought were tremors were the tunnels themselves: tightening and expanding like the muscles of a large trachea. As you round a corner, you see a nightmarish creature with sightless, buggy eyes slither out of sight.
Place clues on each location without victory X up to its clue value. Shuffle the set-aside Grotesque Amalgam enemy with the encounter discard pile and place those cards on the bottom of the encounter deck.
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Stirring in the Dark

密謀 1L 12
You can hear the sound of slithering and gnashing teeth in the darkness. Something awful stirs in the bowels of R'lyeh. You would rather not stick around to find out what it actually is...

背面資訊

The tunnels branch and merge like blood vessels in a vast alien gullet. Every surface is covered in fleshy organic growths. What you first thought were tremors were the tunnels themselves: tightening and expanding like the muscles of a large trachea. As you round a corner, you see a nightmarish creature with sightless, buggy eyes slither out of sight.
Place clues on each location without victory X up to its clue value. Shuffle the set-aside Grotesque Amalgam enemy with the encounter discard pile and place those cards on the bottom of the encounter deck.

Loathsome Parasites

Agenda 2L 6
Loathsome creatures emerge from every nook and cranny. If you don't escape soon, you have a feeling you'll become a permanent resident.
Forced - When doom is placed on this agenda, if there are no non-Elite enemies in play: Reveal cards from the top of the encounter deck until an enemy is revealed and spawn it (at an empty location, if able). Shuffle each other revealed card and place them on top of the encounter deck.

↶ Flip Side

A horde of stinking pustulous creatures chases you into a dark culvert. You hide within a fleshy fold of wall and hope for the best. After what feels like hours, the halls grow silent. Breathing a sigh of relief, you try to push the fold back only to find it has latched onto your arm with a sticky, gluey substance. As you try to pull away from it, the skin on your hand and arm sloughs off loosely, and with little pain. You stare in horror at your degloved palm. An orange tendril snakes past your ear to encircle your neck. You are being digested alive.
Each investigator who has not resigned is defeated.
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Loathsome Parasites

密謀 2L 6
Loathsome creatures emerge from every nook and cranny. If you don't escape soon, you have a feeling you'll become a permanent resident.
Forced - When doom is placed on this agenda, if there are no non-Elite enemies in play: Reveal cards from the top of the encounter deck until an enemy is revealed and spawn it (at an empty location, if able). Shuffle each other revealed card and place them on top of the encounter deck.

背面資訊

A horde of stinking pustulous creatures chases you into a dark culvert. You hide within a fleshy fold of wall and hope for the best. After what feels like hours, the halls grow silent. Breathing a sigh of relief, you try to push the fold back only to find it has latched onto your arm with a sticky, gluey substance. As you try to pull away from it, the skin on your hand and arm sloughs off loosely, and with little pain. You stare in horror at your degloved palm. An orange tendril snakes past your ear to encircle your neck. You are being digested alive.
Each investigator who has not resigned is defeated.

Unsettling Signs

Act 1 2
The fleshy tunnels excrete a foul, waxy substance that burns the skin. Your destination lies deeper within the disgusting labyrinth.
T Spend 1 or more clues, as a group: For each clue spent, discard the top 5 cards (10 cards instead if there is 1 investigator) of the encounter deck and draw each location discarded by this effect. Objective - If each surviving investigator is at a Sanctum location, investigators may spend the requisite clues, as a group, to advance.(Hint: you may not be able to explore further after you advance.)

↶ Flip Side

If each investigator is at Lost Campsite:
After searching the campsite, you find yourselves surrounded by robed figures holding torches, but no weapons. A soft-faced woman in a patchwork cloak emerges from the crowd. "Please, don't be alarmed. We have no intention of harming you."
Each investigator loses all of their clues. Proceed to Interlude: Lost Pilgrims (page 21).
If each investigator is at Acidic Coelom:
You hear a hiss, then feel sharp, stinging pain in your back. As you lose consciousness, look around and see a prehensile limb buried in your spine.
Each investigator loses all of their clues. Proceed to Interlude: The Hive Mind (page 22).
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Unsettling Signs

推進 1 2
The fleshy tunnels excrete a foul, waxy substance that burns the skin. Your destination lies deeper within the disgusting labyrinth.
T Spend 1 or more clues, as a group: For each clue spent, discard the top 5 cards (10 cards instead if there is 1 investigator) of the encounter deck and draw each location discarded by this effect. Objective - If each surviving investigator is at a Sanctum location, investigators may spend the requisite clues, as a group, to advance.(Hint: you may not be able to explore further after you advance.)

背面資訊

If each investigator is at Lost Campsite:
After searching the campsite, you find yourselves surrounded by robed figures holding torches, but no weapons. A soft-faced woman in a patchwork cloak emerges from the crowd. "Please, don't be alarmed. We have no intention of harming you."
Each investigator loses all of their clues. Proceed to Interlude: Lost Pilgrims (page 21).
If each investigator is at Acidic Coelom:
You hear a hiss, then feel sharp, stinging pain in your back. As you lose consciousness, look around and see a prehensile limb buried in your spine.
Each investigator loses all of their clues. Proceed to Interlude: The Hive Mind (page 22).

Lost Pilgrims

Act 2
The campsite is under attack by alien parasites!
Each Cultist enemy gains victory 0 and aloof. T: Parley. Test H (2) or I (2). For each point you succeed by, move a different Cultist enemy at your location once in any direction. Forced - When the enemy phase ends: Each Cultist enemy takes 1 damage for each Stowaway enemy at its location. Objective - When the round ends, if there is a combined total of 5 or more Cultist cards in the victory display and/or under this act, you must advance.

↶ Flip Side

If there are 3 or more Cultist cards under this act:
The tunnels buckle and spasm as you flee the apiary. You usher the last of the surviving pilgrims out as the alien parasites screech in primal rage behind you. You are safe... for now.
(→R1) (page 23).
Otherwise:
The tunnels buckle and spasm as you flee the apiary. You hear the pilgrims' agonized screams behind you. Suddenly the screams stop, replaced by the sound of gnashing mouths and tearing flesh. You were one of the fortunate ones.
(→R2) (page 23).
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Lost Pilgrims

推進 2
The campsite is under attack by alien parasites!
Each Cultist enemy gains victory 0 and aloof. T: Parley. Test H (2) or I (2). For each point you succeed by, move a different Cultist enemy at your location once in any direction. Forced - When the enemy phase ends: Each Cultist enemy takes 1 damage for each Stowaway enemy at its location. Objective - When the round ends, if there is a combined total of 5 or more Cultist cards in the victory display and/or under this act, you must advance.

背面資訊

If there are 3 or more Cultist cards under this act:
The tunnels buckle and spasm as you flee the apiary. You usher the last of the surviving pilgrims out as the alien parasites screech in primal rage behind you. You are safe... for now.
(→R1) (page 23).
Otherwise:
The tunnels buckle and spasm as you flee the apiary. You hear the pilgrims' agonized screams behind you. Suddenly the screams stop, replaced by the sound of gnashing mouths and tearing flesh. You were one of the fortunate ones.
(→R2) (page 23).

The Hive Mind

Act 2
It doesn't live in the walls! It is the walls!
[fast] During your turn, place X clues on your location: Deal X damage to a non-Elite enemy at your location. Forced - When the round ends: Flip a coin. On heads, rotate Central Chamber once clockwise. On tails, rotate Central Chamber once counter-clockwise. Objective - If Mother is defeated, immediately advance.

↶ Flip Side

"Hey, ugly! Eat this!" Ruby shouts as she empties her pistol into the Mother's sagging flesh. The queen parasite screams in pain. Around you, the other stowaways chitter and squeal in tandem, then go limp as their mother expires. Ruby's face is wild as she stomps each of the parasites in turn, just to make sure they're dead. You examine the creatures' remains. Without the Mother to control them, the parasites are inert.
(→R3) (page 23).
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The Hive Mind

推進 2
It doesn't live in the walls! It is the walls!
[fast] During your turn, place X clues on your location: Deal X damage to a non-Elite enemy at your location. Forced - When the round ends: Flip a coin. On heads, rotate Central Chamber once clockwise. On tails, rotate Central Chamber once counter-clockwise. Objective - If Mother is defeated, immediately advance.

背面資訊

"Hey, ugly! Eat this!" Ruby shouts as she empties her pistol into the Mother's sagging flesh. The queen parasite screams in pain. Around you, the other stowaways chitter and squeal in tandem, then go limp as their mother expires. Ruby's face is wild as she stomps each of the parasites in turn, just to make sure they're dead. You examine the creatures' remains. Without the Mother to control them, the parasites are inert.
(→R3) (page 23).