Act. Stage 1

Mythos
Clues: 3.
Three zealous cults have emerged from the shadows and their schemes are engulfing Earth in all-out war. You must find out why the cults are fighting and put a stop to their battle.

Forced - When any amount of doom is placed on a player card: Place that amount of doom on any agenda as well.

Objective - Investigators may only spend the requisite number of clues if no Cultist enemies are in play.

Michal Milkowski
War of the Outer Gods #11. War of the Outer Gods #11.

A Portal Opens - Back

Act
The astronomer's notes weigh heavily in your weary hands. "Nothing in any science, or any religion for that matter, can explain this phenomenon," the preface reads. The notes then go on to describe a pocket within the void of space itself - a hole inside which another world can be seen. "I know my observations will be dismissed as madness, but I have seen it with my own two eyes. A nexus linking this world with others." Crazy as it all sounds, this discovery connects all of the dots in your investigation. Each of the cultists you've interrogated mentioned some kind of "hub," the opening of which will spell the inevitable end of all things, paradise on Earth, or assimilation into "the hive," depending on whom you are interrogating. The place described by this astronomer must be this "hub." You still do not understand precisely what is going on, but at least now you know what you have to do. If opening this hub is the goal of this war, yours must be to seal the hub so that it may never be opened.

Put the set-aside Hub Dimension location into play, (Unsealed) side faceup.

War of the Outer Gods

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