Ruth Turner
The Mortician

Enemy

Humanoid. Cultist.

Mythos
Fight: 2. Health: 4. Evade: 5.
Damage: 1. Horror: –.

Spawn - St. Mary's Hospital.

Forced - After Ruth Turner is evaded: Add her to the victory display.

Victory 1.
Bodies from the morgue have mysteriously gone missing. Perhaps the mortician in St. Mary's had something to do with these disappearances.
Andreia Ugrai
Core Set #141. Cult of Umôrdhoth #5.
Ruth Turner

Scenario

Mythos

Easy / Standard

: -X. X is the number of Monster enemies in play.

: -2. Place 1 doom on the nearest enemy.

: -3. If there is a Monster enemy at your location, take 1 damage.

: -5. If there is an Ancient One enemy in play, reveal another token.

Core Set #142. The Devourer Below #1.

The Devourer Below - Back

Scenario

Hard / Expert

: -3. If you fail, after this skill test, search the encounter deck and discard pile for a Monster enemy, and draw it. Shuffle the encounter deck.

: -4. Place 2 doom on the nearest enemy.

: -5. If there is a Monster enemy at your location, take 1 damage and 1 horror.

: -7. If there is an Ancient One enemy in play, reveal another token.

The Devourer Below
The Devourer Below

Agenda. Stage 1

Mythos
Doom: 4. Clues: –
After interrogating members of the conspiracy within Arkham, you have learned that they are performing a rite of vengeance in response to the destruction of one of their master's lairs. You have entered the woods outside Arkham to try and stop them. The woods seem unnaturally cold, and filled with a deathly silence.
Mark Molnar
Core Set #143. The Devourer Below #2.

Death to the Intruders - Back

Agenda
Throughout the woods, a shrieking cry echoes. From somewhere deeper in the forest, a score of hideous voices answer the call, inhuman as the baying of hounds and yet articulate, repeating a singular name:
"Umôrdhoth... Umôrdhoth... Umôrdhoth..."

Shuffle the encounter discard pile into the encounter deck and discard cards from the top until a Monster enemy is discarded. Spawn that enemy in the Main Path. Then, place 1 doom on that enemy.

The Arkham Woods
The Arkham Woods

Agenda. Stage 2

Mythos
Doom: 5. Clues: –
"Umôrdhoth... Umôrdhoth... Umôrdhoth..."
The chanting builds in intensity, echoing into the cold air of the night. The sparse clouds in the sky coalesce above the Arkham woods, blotting out the faint light of the stars.

Each enemy gets +1 fight and +1 evade.

Mark Molnar
Core Set #144. The Devourer Below #3.

The Will of Umôrdhoth - Back

Agenda
A dark presence approaches, and you are assaulted by invisible pressures that bring you to your knees. A terrible force threatens to invade your mind and soul. Your throat clenches and your eyes water as the sensation burns through you.

In player order, each investigator must test (6). Each investigator who fails must search his or her collection for a random basic Madness weakness and add it to his or her hand.

The Ritual Begins
The Ritual Begins

Agenda. Stage 3

Mythos
Doom: 5. Clues: –
The world begins to shift and change as the ritual nears its conclusion. The air grows chilly, and the entire forest is covered in a layer of rime. The trees bend unnaturally, and their shadows lengthen into weird shape.

Forced - When this agenda advances:

- If the investigators are at Act 1, put the set-aside Ritual Site into play and spawn the set-aside Umôrdhoth there.

- If the investigators are at Act 2 or 3, discard all enemies at the Ritual Site and spawn the set-aside Umôrdhoth there.

Mark Molnar
Core Set #145. The Devourer Below #4.

The Devourer Below - Back

Agenda

Revelation - Replace the current Act and Agenda with The Devourer Below. This card is both the current Act and the current Agenda.

Objective - If Umôrdhoth is defeated, (→R2)

Vengeance Awaits
Vengeance Awaits

Act. Stage 1

Mythos
Clues: 3.
The evidence you've gathered has led you to the woods south of Arkham, where you believe a ritual to summon a being called "Umôrdhoth" is about to take place. Steeling your resolve, you set forth deeper into the woods, hoping to find the site of this ritual.
Mark Molnar
Core Set #146. The Devourer Below #5.

Unveiling the Plan - Back

Act
Scattered throughout the forest you've seen glyphs and arcane sigils in various places - etched into the bark of trees, carved upon the faces of stones, and dripped in blood upon the ground. Though you cannot decipher these glyphs, you notice that most of them tend to face south. Following these signs leads you by twists and turns towards a cave in the darkest and coldest part of the forest.
As you advance, shadowy figures emerge from the trees, blocking the only path to the cave.

Put the set-aside Ritual Site into play if it is not already in play.

Search the collection for each enemy recorded in your Campaign Log under "Cultists Who Got Away," and spawn those enemies at the Main Path.

Investigating the Trail
Investigating the Trail

Act. Stage 2

Mythos
Clues: –
The remaining cultists have followed you into the woods to try to stop you, and now they block the path to your objective. They stand ominously beneath the overhanging trees, silent sentinels in the night. You must defeat them or sneak past if you are to gain access to the site of their ritual.

Objective - If an investigator enters the Ritual Site, advance.

Mark Molnar
Core Set #147. The Devourer Below #6.

Last Rites - Back

Act
When you enter the cave, the air grows cold, and your nostrils are assaulted by the pungent smell of blood and rot.

Shuffle the encounter discard pile into the encounter deck. Discard cards from the top of the encounter deck until 1 enemy is discarded (2 enemies instead if there are 3 or more players in the game). Spawn each discarded enemy at the Ritual Site.

Into the Darkness
Into the Darkness

Act. Stage 3

Mythos
Clues: –
The site of the cult's ritual is inside a large cavern in a dark corner of the woods. In the center of the chamber is a candlelit circle marked by rocks and arcane runes.

Spend 1 clue: Test (3) or (3). If you succeed, place 1 clue on this Act.

Objective - If there are 2 clues per investigator on this Act, advance.

Mark Molnar
Core Set #148. The Devourer Below #7.

The Ritual Is Broken - Back

Act
You brave the unnatural chill and weave through arcane symbols, crossing the threshold of the circle. You smother the markings on the ground, covering them with dirt, breaking apart the carefully constructed pattern of smooth rocks. A shrill noise pierces your ears as the air grows suddenly warmer, and the world distorts around you, settling into normality.

(→R1)

Disrupting the Ritual
Disrupting the Ritual

Main Path - Back

Location
Hangman's Brook separates Uptown from the woods south of Arkham. Passing over the small bridge, you follow the main path deeper into the trees.

Location

Woods.

Mythos
Shroud: 2. Clues: 0

The Main Path is connected to each other Woods location.

: Resign. "There's nothing we can do to stop them!" You flee from the woods, leaving Arkham to its grisly fate.

Matthew Cowdery
Core Set #149. The Devourer Below #8.
Main Path
Main Path

Arkham Woods - Back

Location
Growing up, you were always warned to stay out of the woods at night. Now you know why.

Arkham Woods
Unhallowed Ground

Location

Woods.

Mythos
Shroud: 4. Clues: 1.

Forced - After you enter this location: Test (4). If you fail, take 1 horror and 1 damage.

This clearing has been the site of dark rites since colonists first came to the area over two centuries ago.
Michael Komarck
Core Set #150. The Devourer Below #9.
Arkham Woods
Arkham Woods

Arkham Woods - Back

Location
Growing up, you were always warned to stay out of the woods at night. Now you know why.

Arkham Woods
Twisting Paths

Location

Woods.

Mythos
Shroud: 3. Clues: 1.

Forced - When you move out of this location: Test (3). If you fail, cancel the effects of the move.

This path seems to twist and turn upon itself, almost as if it were alive.
Dimitri Bielak
Core Set #151. The Devourer Below #10.
Arkham Woods
Arkham Woods

Arkham Woods - Back

Location
Growing up, you were always warned to stay out of the woods at night. Now you know why.

Arkham Woods
Old House

Location

Woods.

Mythos
Shroud: 2. Clues: 1.

This location is investigated using instead of the skill indicated by the investigation attempt.

A house at the edge of the trail, covered in vines. Inside, the walls and floors are bloodstained and littered with dirt, mud, and discarded bones.
Julian Kok
Core Set #152. The Devourer Below #11.
Arkham Woods
Arkham Woods

Arkham Woods - Back

Location
Growing up, you were always warned to stay out of the woods at night. Now you know why.

Arkham Woods
Cliffside

Location

Woods.

Mythos
Shroud: 2. Clues: 1.

This location is investigated using instead of the skill indicated by the investigation attempt.

Atop a nearby plateau, you can see signs of cultist activity. You will have to climb the cliff in order to reach the top.
Dimitri Bielak
Core Set #153. The Devourer Below #12.
Arkham Woods
Arkham Woods

Arkham Woods - Back

Location
Growing up, you were always warned to stay out of the woods at night. Now you know why.

Arkham Woods
Tangled Thicket

Location

Woods.

Mythos
Shroud: 2. Clues: 1.

This location is investigated using instead of the skill indicated by the investigation attempt.

An old horse trail in colonial days, this overgrown path hasn't been used in over a decade.
Matthew Cowdery
Core Set #154. The Devourer Below #13.
Arkham Woods
Arkham Woods

Arkham Woods - Back

Location
Growing up, you were always warned to stay out of the woods at night. Now you know why.

Arkham Woods
Quiet Glade

Location

Woods.

Mythos
Shroud: 1. Clues: 0

: Heal 1 damage or heal 1 horror. (Limit once per turn.)

This would be a nice picnic spot, if it weren't for all the monsters.
Andreas Rocha
Core Set #155. The Devourer Below #14.
Arkham Woods
Arkham Woods

Ritual Site - Back

Location
The large central chamber of a cold, dark cavern, adorned with arcane markings and dimly lit by candlelight.

Location

Cave.

Mythos
Shroud: 3. Clues: 2.

Forced - At the end of the round, if there are fewer than 2 clues per investigator on Ritual Site: Add clues to it until it has 2 clues per investigator on it.

The sigils on the wall begin to flicker in and out of focus, and the air grows heavy with the smell of death.
Mark Molnar
Core Set #156. The Devourer Below #15.
Ritual Site
Ritual Site

Umôrdhoth
The Devourer Below

Enemy

Ancient One. Elite.

Mythos
Fight: 5. Health: 6. Evade: 6.
Damage: 3. Horror: 3.

Hunter. Massive.

Umôrdhoth gets +4 health per investigator.

Forced - At the end of each investigator's turn: Ready Umôrdhoth.

If you control Lita Chantler: "It's only after her!" You throw Lita to Umôrdhoth in order to spare your lives. (→R3)

Stephen Somers
Core Set #157. The Devourer Below #16.
Umôrdhoth

Treachery

Curse.

Mythos

Revelation - Test (5). For each point you fail by, you must either (choose one): Choose and discard a card from your hand, or take 1 damage and 1 horror.

A deathly chill from below engulfs you, attempting to suck your life force away.
Dane Cozens
Core Set #158. The Devourer Below #17-18.
Umôrdhoth's Wrath

Enemy

Creature.

Mythos
Fight: 1. Health: 1. Evade: 3.
Damage: 1. Horror: –.

Hunter.

A horde of cruel rats skitters forth in an undulating wave of claws, teeth, and mottled fur.
Bill Thompson
Core Set #159. Rats #1-3.
Swarm of Rats

Enemy

Humanoid. Monster. Ghoul.

Mythos
Fight: 2. Health: 2. Evade: 2.
Damage: 1. Horror: 1.
It was a colossal and nameless blasphemy with glaring red eyes, and it held in bony claws a thing that had been a man, gnawing at the head as a child nibbles at a stick of candy. H. P. Lovecraft, "Pickman's Model"
Hector Ortiz
Core Set #160. Ghouls #1-3.
Ghoul Minion