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Chaosium Digest Volume 26 Number 02
Chaosium Digest Volume 26, Number 2
Date: Sunday, April 7, 1998
Number: 3 of 3
Contents:
CF: Exotic Locations [LToA to Yuggoth] (Guy Hail) MYTHOS
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From: GRHail@aol.com
Subject: CF: Travel To & From Exotic Locations, Part Three
System: Mythos
** TRAVEL, SORTED BY EXOTIC LOCATION [Lost Temple to Yuggoth]
LOST TEMPLE OF ATLANTIS
Title: Lost Temple of Atlantis
Attributes: Gate, Site, Tome, Underwater
Region & Subregion: Exotic
Public Attributes: Forest, Outside, Water
Sanity: -2
Dimension: Waking World
Unique: Yes
Edition: Limited Edition Cthulhu Rising
Special Effect Box: Beginning each turn, your Investigator must be
able to breathe Underwater or lose 5 points of Sanity. The Lost Temple
is not affected by Events or Spells that directly affect the top
Location of your Story Deck. May use this Gate more than once, but
must pay the card's Sanity cost for each subsequent use.
Errata: The Special Effect Box should read The Lost Temple is not
affected by Events or Spells that directly affect the top Card of your
Story Deck.
Lost Temple of Atlantis has the fewest means of travel to and travel
from it. You must Travel Underwater to and from Lost Temple of
Atlantis. Only one Travel Underwater Event exists, U-Boat. No Monsters
may be used to Travel Underwater. No Ally, Artifact, or Spell can be
used as a Travel Underwater Event. The only other means to travel to
and from Lost Temple of Atlantis are The White Ship and the Cats of
Ulthar. Both Carter's Clock and Create Time Warp may be used to play
and to bury Lost Temple of Atlantis.
N'KAI
Title: N'kai
Attributes: Artifact, Country, Gate, Tome, Underground
Region & Subregion: Exotic
Public Attributes: Outside
Sanity: -2
Dimension: Waking World
Unique: Yes
Edition: Mythos Standard Game Set
Special Effect Box: You may play this card only if your Current
Location is Underground. You must Walk out of N'kai. While at N'kai,
all Monsters in your Threat function as if it is Night.
[There is a Card File for N'kai written by Shannon Appel. See V18.5.
Most of the information here on N'kai is taken from that card file.]
Because N'Kai is in the Country, you must walk to it. You can't use a
Car, Train, or other mode of transportation because of the stipulation
You may play this card only if your Current Location is Underground.
When you play a Travel Event, it goes to the top of your deck, and
becomes your Current Location. Thus, by the time you're ready to play
N'Kai (even if you just played a Car), your Current Location is not
Underground, and thus the play is illegal.
Note that N'Kai places no stipulations on where you must exit to. You
must walk, but can go to any subregion or region in your current
Dimension. The Location you're walking to doesn't even have to be
Underground. You could enter N'Kai from Pickman's Apartment, and exit
to The Office of Dr. Freud. This, of course, doesn't override regular
restrictions on Locations (for example, you couldn't exit to Celaeno,
which requires you to Travel through Space, or to any Island).
Artifacts
You may use Silver Key or Time Machine to leave N'kai. Carter's Clock
may be used to play N'Kai from your Story Deck or play another
Location atop N'Kai.
Events
See The White Ship and the Cats of Ulthar for use of these cards to
travel to or from N'Kai. No other Events may be used to Travel to
N'kai.
Monsters
You may not use any Monsters to travel to or from N'kai. No Monster
has the Underground Attribute. A Dhole may not be used to Travel to
N'kai. When you play a Dhole as a Travel Underground Event, it is
placed on the top of your deck, and becomes your Current Location.
Thus, by the time you're ready to play N'Kai, your Current Location is
not Underground, and thus the play is illegal.
Tomes
The Necronomicon, Dreamlands Edition permits your Investigator to Walk
between Waking World Locations and Dreamlands Locations as if two
Locations were in the same Region. N'kai requires an Investigator to
Walk to it from an underground Location.
The Necronomicon, Dreamlands Edition permits you to walk from any
underground Dreamlands Location to N'kai, a Waking World Location.
There are many underground Dreamlands Locations: Cavern of Flame, City
of Gugs, Crag of Ghouls, Great Abyss, Peaks of Thok, Tower of Koth,
Vale of Pnoth, and Vaults of Zin.
The Necronomicon, Dreamlands Edition permits you to walk from N'kai to
any non-Exotic Location in the Dreamlands. This, of course, doesn't
override regular restrictions on Locations (for example, you couldn't
exit to Serranian, because it is an Island).
R'LYEH
Title: R'lyeh
Attributes: Gate, Island, Tome
Region & Subregion: Exotic
Public Attributes: Cemetery, Forest, Outside, Water
Sanity: -2
Unique: Yes
Dimension: Waking World
Edition: Limited Edition Cthulhu Rising
Special Effect Box: You can only play this card if your Investigator
has all three pieces of the R'lyeh Disk. You must use a Travel by Sea
card to get to this Location. May use the Gate more than once, but
must pay this card's Sanity cost for each subsequent Gate use.
Errata: R'lyeh is an Island. The sentence "You must use a Travel by
Sea card to get to this Location" has been changed to conform to the
the Travel to Islands rule on page 35 of the New AEon rulesbook:
"Islands are special Locations found within Regions. You can not Walk
or use Travel by Land or Travel by Air cards to go to, from, or
between Islands unless the Special Effect says otherwise."
R'lyeh is the only Exotic Location that follows the Island travel
rule. Instead of requiring a special means to travel to and travel
from R'lyeh, three means are forbidden. All other travel cards are
acceptable cards subject to their own restrictions.
R'lyeh has a special requirement before it may be played: your
Investigator must have in play (not in your Story Deck, or in your
Mythos Deck, and not in your Hand) all three pieces of the R'lyeh disk
before R'lyeh may be played. The requirement for all three pieces of
the R'lyeh disk is not a travel requirement that some travel cards
override. By itself, neither The White Ship or the Cats of Ulthar
permits play of R'lyeh. To travel to R'lyeh by The White Ship or the
Cats of Ulthar requires your Investigator have in play all three
pieces of the R'lyeh disk.
Artifacts
Carter's Clock may be used to play R'lyeh. When using Carter's Clock,
R'lyeh may not be played from your hand. It must be played from your
Story Deck. When you're moving a card from your story deck and putting
it back into play, you're playing it anew. Because of this, the three
peices of the R'lyeh must be in play when using Carter's Clock to play
R'lyeh from your Story Deck. You may leave R'lyeh by burying Carter's
Clock to play a former Location. You may use Silver Key or Time
Machine to leave R'lyeh.
Events
You may use a Waking World Travel by Sea Event to travel between
R'lyeh and a Waking World Location. These Events are: Mauritania,
Titanic, Tramp Steamer, and The White Ship. If a Dreamer Ally is in
play when you play The White Ship, you may travel to R'lyeh from a
Dreamlands or New AEon Location, or you may travel from R'lyeh to a
Water Location in the Dreamlands dimension or in the New AEon
dimension. You may use a U-Boat to travel to R'lyeh. A U-Boat is
Travel Underwater, which is not forbidden by the Island travel rule.
You may not travel to R'lyeh from a New AEon Location by UFO. UFO
requires the destination be a Space Location. R'lyeh is not a Space
Location. See The White Ship and the Cats of Ulthar for use of these
cards to travel to or from Celaeno.
Locations
You may play R'lyeh right-side-up on your Story Deck if your Current
Location is Splendid Cathuria. This play, which uses Splendid
Cathuria's Special Effect Box, is not forbidden by the Island travel
rule. The three pieces of the R'lyeh disk are still required.
Monsters
You may use a Dhole to travel from R'lyeh. A Dhole requires the
destination be Underground. Travel Underground is not forbidden by the
Island travel rule. The Dhole card requires no specific attributes for
your Current Location. You may not use a Dhole to travel to R'lyeh. A
Dhole requires the destination be underground. R'lyeh is not
Underground.
You may use a Shantaks (Limited Edition) to travel to or travel from
R'lyeh. The Shantak may be used as a Travel by Sea Event. Travel by
Sea is not forbidden by the Island travel rule. The three pieces of
the R'lyeh disk are still required.
The Island travel rule forbids use of any Monster whose Special Effect
Box indicates it is solely a Travel by Air Event. You may not travel
to or travel from R'lyeh by use of these Monsters.
Spells
Create Time Warp may be used to arrive at or leave R'lyeh. When
casting Create Time Warp to make it your Current Location, R'lyeh must
be played from your Story Deck. When you're moving a card from your
story deck and putting it back into play, you're playing it anew.
Because of this, the three peices of the R'lyeh must be in play when
using Create Time Warp to play R'lyeh from your Story Deck.
SPLENDID CATHURIA
Title: Splendid Cathuria
Attributes: Artifact, Country, Site, Tome
Region & Subregion: Exotic
Public Attributes: Forest, Outside, Water
Sanity: -2
Unique: No
Dimension: Dreamlands
Edition: Limited Edition Dreamlands
Special Effect Box: Spend a turn in Splendid Cathuria to gain 1 Sanity
point. You must play a Waking World Location right-side-up on top of
your Story Deck as your next Location.
You may use Splendid Cathuria's Special Effect Box to play a Waking
World Location. You may play a Waking World island when leaving
Splendid Cathuria. The play of a Waking World Location required by the
Special Effect Box of Splendid Cathuria is not walking, and therefore
it is permissible to play an island right-side-up on your Story Deck.
Artifacts
Carter's Clock may be used to play Splendid Cathuria from your Story
Deck or play another Location atop Splendid Cathuria. You may not use
Silver Key to leave Splendid Cathuria: it has no Gate. You may use
Time Machine to leave and may walk to a Location in any Dimension.
Events
When leaving Splendid Cathuria, its Special Effect Box prohibts play
of all Travel cards except two. Once played atop your Story Deck, a
travel card becomes your Current Location. Splendid Cathuria's Special
Effect Box requires that your next card be a Waking World Location.
There are no Travel Events with a Waking World Dimension symbol, so
none are permitted. See The White Ship and the Cats of Ulthar for use
of these cards to travel to or from Splendid Cathuria.
Rude Awakening requires an Investigator to leave Splendid Cathuria for
a Waking World Location. This card does not directly affect the Top
Card or Current Location of your Story Deck, so it may be played on
you when your Current Location or Top Card is Splendid Cathuria.
Locations
You may walk to Splendid Cathuria from Basalt Pillars of the West. The
Special Effect Box of Basalt Pillars of the West overrides the normal
Island travel restrictions printed in the rulesbook.
Monsters
You may not use any Monsters to travel to or from Splendid Cathuria.
Spells
You may use Create Time Warp to arrive at or leave Splendid Cathuria.
TYCHO BASE
Title: Tycho Base
Attributes: City, Gate, Space, Tome, University
Region & Subregion: Exotic
Public Attributes: Inside
Sanity: -2
Dimension: New AEon
Unique: No
Edition: New AEon
Special Effect Box: Space Station. Your Investigator automatically
survives in Space at this Location. For each Turn spent on Tycho Base
doing nothing else, gain 1 Sanity point. You may Walk to DBZ Spacelab.
Artifacts
You may use Anti-Gravity Harness to travel to and travel from Tycho
Base. You may use Silver Key or Time Machine to leave Tycho Base.
Carter's Clock may be used to play Tycho Base from your Story Deck or
play another Location atop Tycho Base.
Events
You may travel to Tycho Base by any Travel in Space Event playable in
the New AEon Dimension. These Events are Shuttle Icarus and UFO. See
The White Ship and the Cats of Ulthar for use of these cards to travel
to or from Tycho Base.
Locations
You may not Walk to Tycho Base from Basalt Pillars of the West. The
Special Effect Box of Basalt Pillars of the West permits Walking to
any Space Location, but does not permit changing your Dimension. You
may not combine Basalt Pillars of the West with Silver Key to Walk to
Tycho Base. Silver Key would be played (used as your action) after
play of Basalt Pillars of the West. Its Special Effect Box would
supersede the Special Effect Box of Basalt Pillars of the West. Silver
Key may not be used to Walk to Exotic Locations.
You may walk to Tycho Base from DBZ Spacelab (and vice-versa).
Monsters
You may travel to or travel from Tycho Base by using the Special
Effect Box of some Monsters. These Monsters may be used with the
sub-type specific Summon & Control Spell (for example, Angles of Tagh
Clatur) or by the Song of the Stellar Larvae, which is not a Summon
spell but does permit use of a Monster's travel abilities. The
Monsters whose Special Effect Box states that they may be used to
Travel to a Space Location are: Byhakee (Limited Edtion), Larvae of
the Other Gods, First Stage (New AEon), Shantaks (Limited Edition),
and Shantaks (Dreamlands Edition). No other Monsters may be used to
travel to or travel from Tycho Base.
Spells
You may use Create Time Warp to arrive at or leave Tycho Base.
Y'HA-NTHLEI
Title: Y'ha-Nthlei
Attributes: Gate, Site, Underwater
Region & Subregion: Exotic
Public Attributes: Forest, Inside, Water
Sanity: -2
Unique: Yes
Dimension: Waking World
Edition: Limited Edition Cthulhu Rising
Special Effect Box: Beginning each turn, your Investigator must be
able to breathe Underwater or lose 5 points of Sanity. Y'ha-Nthlei is
not affected by Events or Spells that directly affect the top Location
of your Story Deck. May use this Gate more than once, but must pay the
card's Sanity cost for each subsequent use.
Errata: The Special Effect Box should read Y'ha-Nthlei is not affected
by Events or Spells that directly affect the top Card of your Story
Deck.
Artifacts
Carter's Clock may be used to play Y'ha-Nthlei from your Story Deck or
play another Location atop Y'ha-Nthlei. You may use Silver Key or Time
Machine to leave Y'ha-Nthlei.
Events
You must Travel Underwater to and from Y'ha-Nthlei. Only one Travel
Underwater Event exists, U-Boat. No Monsters may be used to Travel
Underwater. No Ally, Artifact, or Spell can be used as a Travel
Underwater Event. See The White Ship and the Cats of Ulthar for use of
these cards to travel to or from Y'ha-Nthlei.
Locations
You may walk to Y'ha-Nthlei from Devil Reef. You may not walk to Devil
Reef from Y'ha-Nthlei.
Spells
You may use Create Time Warp to arrive at or leave Y'ha-Nthlei.
YUGGOTH
Title: Yuggoth
Attributes: Artifact, Country, Gate, Library, Space, Tome
Region & Subregion: Exotic
Public Attributes: Cemetery, Outside
Sanity: -2
Dimension: see Special Effect Box.
Unique: No
Edition: New AEon
Special Effect Box: Pluto. May play this card in any Dimension;
assumes the Dimension Indicator of previous Current Location.
Beginning each Turn you must be able to survive in Space or lose 5
points of Sanity. For each Turn spent on Yuggoth doing nothing else,
may draw two cards from your Mythos Deck.
Artifacts
You may use Anti-Gravity Harness to travel to and travel from Yuggoth.
You may use Silver Key or Time Machine to leave Yuggoth. Carter's
Clock may be used to play Yuggoth from your Story Deck. When Carter's
Clock is used to play Yuggoth from your Story Deck, Yuggoth adopts the
Dimension of the prior Location atop your Story Deck. It does not
recover its former Dimension. You may bury Carter's Clock to play a
former Location when you are at Yuggoth.
Events
Any Travel in Space Event that is legal to play at your Current
Location may be used to travel to Yuggoth. In the Dreamlands, this
Event is the Sky Galleon. In the New AEon these Events are Shuttle
Icarus and UFO. Once played, Yuggoth acquires the Dimensional
indicator of your previous Current Location. When a travel event is
played atop your Story Deck, it becomes your Current Location. Yuggoth
assumes the dimensional indicator of the travel event used to reach
Yuggoth.
When using the Alternative First Card rule (page 57 of the New AEon
rulesbook), you may begin play of a game of Mythos with a card other
than a Location. If the first card you play is a Sky Galleon, and it
is used to travel to Yuggoth, then Yuggoth becomes a Dreamlands
Location. If the first card you play is Shuttle Icarus, and it is used
to travel to Yuggoth, then Yuggoth becomes a New AEon Location.
See The White Ship and the Cats of Ulthar for use of these cards to
travel to or from Yuggoth.
When Yuggoth is a Dreamlands Location, Rude Awakening requires an
Investigator to leave Yuggoth for a Waking World Location. This card
does not directly affect the Top Card or Current Location of your
Story Deck, so it may be played on you when your Current Location or
Top Card is Yuggoth.
Locations
You may Walk from Basalt Pillars of the West to Yuggoth. Yuggoth then
becomes a Dreamlands Location. The Special Effect Box of Basalt
Pillars of the West overrides the normal Island travel restrictions
printed in the rulesbook.
Monsters
You may travel to or travel from Yuggoth by using the Special Effect
Box of some Monsters. These Monsters may be used with the sub-type
specific Summon & Control Spell (for example, Angles of Tagh Clatur)
or by the Song of the Stellar Larvae, which is not a Summon spell but
does permit use of a Monster's travel abilities. The Monsters whose
Special Effect Box states that they may be used to Travel to a Space
Location are: Byhakee (Limited Edition), Larvae of the Other Gods,
First Stage (New AEon), Shantaks (Limited Edition), and Shantaks
(Dreamlands Edition). No other Monsters may be used to travel to or
travel from the Yuggoth.
Spells
You may use Create Time Warp to arrive at or leave Yuggoth. When
Create Time Warp is used to play Yuggoth from your Story Deck, Yuggoth
adopts the Dimension of the prior Location atop your Story Deck. It
does not recover its former Dimension.
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