AH3 RD Scen Nitocris Updated
AH3 RD Scen Nitocris Updated
Wrath of Nitocris
Then we saw the vast pyramids at the end of the avenue, ghoulish with a dim atavistical menace
which I had not seemed to notice in the daytime. Even the smallest of them held a hint of the ghastly -
for was it not in this that they had buried Queen Nitocris alive in the Sixth Dynasty; subtle Queen
Nitocris, who once invited all her enemies to a feast in a temple below the Nile, and drowned them by
opening the water-gates?
H.P. Lovecraft - 'Under the Pyramids'
Overview
In Wrath of Nitocris, investigators explore an ancient evil with ties to a dark Egyptian past. It comes
with 10 new Codex cards (referenced as WN Codex cards), 12 new event cards and a new 6 card
anomaly deck, Echoes of Decay. To play Wrath of Nitocris, take cards 1-6 of any anomaly deck and
take cards 1, 4, 5, 6, 8, 9, 10, 11, and 16 from the Approach of Azatoth and cards 1, 2, and 3 of the
Veil of Twilight scenarios. Shuffle the cards and place the event cards in the event card holder. When
you read an event card, reference the ‘Approach of Azatoth’ (AoA) or ‘Veil of Twilight’ (VoT) event
card number (at the bottom right of the card) with the Wrath of Nitocris cards and read the text of
these new ‘cards’ instead. This process is the same for the Anomaly Deck. The Unstable Space from
the ‘Approach of Azatoth’ and ‘Veil of Twilight’ scenario cards can be maintained, only the text is
substituted.
SPECIAL RULE: when 6 clues are on the game board, the next clue spawn token provides $1 instead.
Set the game board up as indicated below. Note that Northside and the Merchant District have only
one Street Tile connecting with the rest of the board.
NORTHSIDE
\(B)
Place a doom token on Tick-Tock Club, Science Building, Hibb's Roadhouse, Curiosity Shoppe, and
Arkham Asylum. Per usual, add 3 clue tokens and one additional doom token.
Monster Deck
Altered Beast x2, Corpse Taker, High Priest, Hooded Stalker x2, Masked Ones, Occult Ritualist x2,
Robed Figure x3, Void Touched x2, Whippoorwill x2. Set aside the Ghoul Priest monster card; it is
not part of the monster deck proper.
Place one Hooded Stalker on Arkham Asylum and one Altered Beast on Hibb’s Roadhouse.
Mythos Cup
3x Doom, 2x Spawn Monster, 2x Clue, 2x Newspaper Headline, 1x Gate Burst, 1x Reckoning, 3x
Blank.
Finalize Setup
Add Cards WN1, and original Codex card 2 to the codex.
Starting Space
The starting space is La Bella Luna.
Reckoning
If not yet in play, add card WN3 to the Codex.
Wrath of Nitocris – Arkham Horror 3rd Edition scenario
Once three clues are added to the scenario sheet, add card WN2 to the Codex
Once five doom is added to the scenario sheet, add card WN4 to the Codex.
You deduce there are 5 possible locations that might yield a breakthrough in the case. Take the red,
blue, and green marker and two white markers. Shuffle them and place them face-down on the
following locations:
River Docks, Hibb's Roadhouse, Arkham Aylum, Observatory and Train Station. Before an
investigator has an encounter on these spaces, first check the following:
If it is a white marker; an anonymous benefactor wants to help you in your difficult plight. Perform an
INFLUENCE test. For each success, you gain $2. At three successes, you also gain an ally.
If it is a green marker; remove the marker and add card WN5 to the Codex.
If it is a red marker; remove the marker and add card WN6 to the Codex.
If it is a blue marker; remove all markers and add card WN7 to the Codex.
Wrath of Nitocris – Arkham Horror 3rd Edition scenario
[Back of card:]
A hollow, agonizing shriek is followed by a terrible, white-hot flash of light so bright you have to
close your eyes. When you re-open them, only a scorpion remains that quickly scurries away. Yet you
might not have seen the last of the pharaoh queen, as her evil has not dissipated from the world
completely. She is plotting her return.
[Reckoning: Perform a WILL test. If you fail you suffer one horror.
Once all investigators have performed the will test, flip this card]
Once there is 11 doom on the scenario sheet, add card WN8 to the Codex and remove this card.
Action: spend $4 to remove a CURSED condition. When you do, remove this card from the Codex.
Action: add any dollar amount to this card. As soon as $6 is added, flip this card over.
Wrath of Nitocris – Arkham Horror 3rd Edition scenario
Wrath of Nitocris – Arkham Horror 3rd Edition scenario
[Back of card:]
Artie addresses you solemnly. 'It appears the omens of oppression are formidable. I have been able to
reach out to the spirits and asked for guidance and protection in this case, and have informed some old
colleagues of mine of the danger. May the fates be merciful on you, I hope you find your friend.'
Remove one doom token from the Mythos Cup and replace it with a blank token. Remove one doom
from the scenario sheet (if any), then discard this card from the Codex.
Action: Add any dollar amount to this card. Once there is $7 or more on the card, you buy the Rites of
Shem. You can then research and add a total of 3 clues to the card. Once that number is reached, add
card WN9 to the codex if there is 8 or more doom on the scenario sheet and add card WN9 reverse
side up to the codex if there is 7 or less doom on the scenario sheet.
[Back of card]
You recite the ancient rites as well as you can, translating a strange dead language which appears only
vaguely familiar to you into English. A mysterious energy is present and the candles you had lit
flicker and die out upon your utterance of the final words. Lightning flashes outside and it starts to
rain after many a moon of draught. Something has changed.
Nitocris is no longer immortal, but she has become stronger. She now has 3 + Elite*2 damage. Should
she be defeated, add card 10 to the Codex and remove this card.
-River Docks
You stare at the ship and wonder at the stories it could tell, when the boatswain of the SS 'Dawn of
Osiris' approaches you. 'There was a bad presence I felt on her decks during that last trip Sir.' If you
want to hear all about it, pay $2 or pass an INFLUENCE(-1) test. If you do, you gain a clue and the
boatswain treats you to a stiff drink over his tales: you gain the LIQUID COURAGE item (draw item
cards until you find it, then shuffle and put the remaining cards on the bottom).
-Unvisited Isle
You interrupt a strange rite being performed by people around a fire wearing jackal masks, which you
recognize as depicting Anubis, the god of embalming and mummification. They surround you and
you fear you might have to defend yourself. Pass a STRENGTH(-1) or OBSERVATION(-1) test. If
you pass the Strength test, you gain one remnant and one clue. If you pass the observation test, you
gain one clue. If you fail either test, you receive one damage and one horror.
-Tick-Tock Club
Your evening of relaxation and entertainment seems to become one of dread, as you sink into an
uneasy dream that finds you being unable to locate the exit in the dark interior of an Egyptian tomb.
You might be able to focus better if you spend one Focus token. If you do, pass a WILL test. Should
you succeed, you gain one clue and become BLESSED. if you do not give up the Focus token or do
not pass the test, gain 2 horror.
-River Docks
You find yourself in the Salty Sea Urchin bar, where sailors come together for a drink and a tall tale.
One such man present, the retired whaler captain Ephraim supposedly knows all about anything that
goes on here. If you want answers, pass an INFLUENCE(-2) test. If you fail the test, you become
DELAYED from listening to endless seafaring yarns. If you pass, you gain one clue and the captain
introduces you to someone who knows more about the 'Dawn of Osiris' rumours if you refresh his
memory for $3. If you pay the $3 you gain one ally.
-Unvisited Isle
You pass a recently deserted clearing, and for a moment, you feel as though you are thousands of
years back in time as an architect who is about to be locked alive into his own tomb. The unsettling
feeling is hard to shake off, but you feel a remnant might do the trick, or else you could pass a WILL(-
1) test. If you give up the remnant or pass the test, gain one clue and lose one horror. If you do not
pass the test, gain 3 horror.
-Independence Square
You find a turbaned snake charmer has set up shop on the hot grass. His lulling melody seems to
please the cobra and accelerate your thoughts on the present conundrums. Gain one clue. You may
spend $1 to compliment his play. If you do, he thanks you graciously. If you don't, the snake bites you
for 3 damage.
-Arkham Asylum
You are accosted to by a patient outside, who screams at you with portentous gravity. 'She was buried
alive and has come to exact vengeance! The world shall know the power of the Queen of Shem! All
will perish!' You may clear your mind of the turmoil for one remnant. If you do, gain one clue and
one focus (even above your focus limit). If you don't, gain 2 horror.
-Independence Square
An elderly woman reads your future in tea leaves for $1 at a booth in the pavilion. If you pay, you
gain one clue as she tells you a fragmented tale of a missing person in great danger and a vengeful
long dead sovereign amid endless, scorching desert dunes. You can push her for more visions if you
perform a WILL test (-1). If you pass, you may remove one doom from your neighbourhood. If you
fail, add one doom to your location.
-Arkham Asylum
You answer a call from the warden of the Arkham Asylum, who tells you many of his patients
experience identical dreams of faraway deserts where clawed harpies and strange, many eyed
daemons roam eternal. The name 'Nitocris' seems to come up often. Perform an INFLUENCE test to
make sense of the dreams. If you pass, you gain one clue. If you fail, you suffer two horror which you
can prevent with 1 remnant per horror.
La Bella Luna
The bartender tells you his regulars are speaking of sightings of a decayed body swaddled in cloth
roaming the streets at night. He prefers to whisper so as not to scare his other patrons. If you are the
only investigator in the neighbourhood, you gain one clue. If not, an altercation occurs during which a
glass breaks and you suffer one damage from a cut.
Wrath of Nitocris – Arkham Horror 3rd Edition scenario
-Independence Square
You walk in the sweltering heat across the clear lawn as you are stopped by a man of small stature in
a white linen suit wearing a monocle. You have a sudden feeling he can help you. Perform an
INFLUENCE test. If you pass, you accost the stranger. You gain one clue and one ally.
-Arkham Asylum
You are summoned by the doctor in charge of the psychiatric ward. One of the patients is convinced
he is the reincarnated soul of the vizier Rawer of pharaoh Nitocris and is speaking in tongues,
repeating strange incantations. You can address him as either Stewart Jones or Rawer. If you address
him as Rawer, you gain a DARK PACT condition, one clue and the first curio item from the top of
the item deck, which he hands you with conspiratorial solemnity. If you address him as Stewart Jones,
he attacks you. Perform a STRENGTH test. If you fail, you lose 2 damage.
-Arkham Advertiser
You call on a reporter who wrote a story on a cursed expedition in Egypt that yielded the current
exhibition pieces. Perform an OBSERVATION(-2) test. For $1 you can add one to the modifier as the
reporter becomes more talkative. You can spend up to $2 this way. If you pass, you gain a clue and
one focus, even above your focus limit. If you fail, you lose one focus.
-Train Station
Trains are delayed due to large mounds of sand covering the tracks, and the air is thick with flies. You
can decide to spend some time sitting on a bench, watching the travellers going about their business.
If you do, you become DELAYED and you gain one clue as a stranger engages in interesting
conversation on the seat next to you. Perform an INFLUENCE(-1) test. If you pass, you gain one ally.
-Curiosity Shoppe
As you touch a clay box covered in hieroglyphs, you get visions of a great and terrible danger. Gain
one clue. You may decide to buy ($1) and open the box. If you do, perform a STRENGTH test. If you
fail, nothing happens. Should you pass, the strangely sealed box yields to your force. Unexpectedly,
inside is a scorpion that stings you for two damage, as well as an ancient, valuable ring. You gain $4.
-Arkham Advertiser
You apply for a reporting job covering the 'Shadows of the Sphinx' exhibition. Perform a LORE test.
If you pass, you get the job and gain one clue and the REPORTING GIG. If you fail, you get a Lore
Focus token (should limits allow) and you become DELAYED.
-Train Station
You await a friend at the station who has an exceptional knowledge of the history of Egypt. As you
try to make her out in the throng of disembarking travellers, you are struck by a pair of glowing eyes,
radiating a miasma of evil. A great nausea grips you and you collapse on the platform as a whispered
wailing of the name 'Nitocris' fills your ears. Perform a WILL test. If you pass, gain one clue and 2
horror and 2 damage. If you fail, gain 3 horror and 3 damage and add one doom to the unstable space.
-Curiosity Shoppe
A small smooth statuette of the falcon god Horus catches your eye in the display. It seems incredibly
old, but it's somewhat expensive, $3. You can either (not) buy it or attempt to charm the seller if you
pass an INFLUENCE test. If you pass, you can choose to buy it at a discount price of $1. If you
decide not to or cannot buy it after passing the influence test, the owner curses you. You become
CURSED. If you do buy it, you gain one clue and one common item.
Wrath of Nitocris – Arkham Horror 3rd Edition scenario
-Velma's Diner
You finally sit down after a long day and the waiter serves you a most welcome refreshment and a
bite to eat. As you look at your plate, you see it suddenly filled with sand and wriggling dung beetles.
Perform a WILL or INFLUENCE test. If you pass the will test, you recover from the delusions and
gain a clue. If you pass the influence test, the meal is on the house and you gain a $1 refund as well. If
you fail either test, you gain one horror.
-Hibb's Roadhouse
You talk to the host of Hibb's Roadhouse about your investigation and it appears she has heard
valuable rumours about a dark desert cult worshipping a long dead queen. You gain one clue. Perform
an INFLUENCE test. If you pass, she is sympathetic to your plight and provides you with an item to
aid you. Gain one common item. If you fail, you may choose to pay the bill of $1 or not. If you don't,
add one doom to your location.
-Police Station
While visiting the station for information, you become unintentionally involved in a struggle with a
newly arrested suspect. 'Death! Death to all who opposed Nitocris, the everlasting!', she shouts and
she suddenly produces a hidden knife. Perform a STRENGTH test. If you pass, you grab hold of the
knife and notice strange Egyptian markings. Gain one clue and the KNIFE item (draw item cards until
you find it, then shuffle and put the remaining cards on the bottom). If you fail, you lose 2 damage
from a cut.
-Velma's Diner
While waiting for your order a friendly stranger suggests to join your table. If you do not agree, you
lose one damage as you are strengthened by the food. If you agree, perform a LORE(-1) test. If you
pass, you gain one clue as your new friend talks about their extensive knowledge of Egyptian history.
You can decide to pay for your friend's meal ($1). If you do, you gain one ally if the next ally card is
of a different sex than your investigator. If not, place it on the bottom of the deck.
-Hibb's Roadhouse
A taciturn guest who doesn't seem local stares at you in a vaguely threatening manner. Perform an
INFLUENCE(-1) test. If you pass, the stranger puts an ancient Ankh made of precious stone in your
hand. You gain one clue and become BLESSED. You may choose to activate the ancient power of the
Ankh once if you spend one remnant. If you do, remove one doom from your space (if any is present).
-Police Station
You are accosted by an officer outside the station. 'Hey, aren't you one of them lads and ladies
investigating the weird goings on 'round here?' he asks. 'You should ask around near the river docks,
but you ain't got it from me.' You can decide to take a cab to the River Docks in the Merchant District
for $1. If you do, gain one clue and place your investigator on the River Docks space.
Wrath of Nitocris – Arkham Horror 3rd Edition scenario
-Orne Library
You struggle to find a particular book in the Egyptology section of the ghostly library when you
become aware of a strange presence nearby. You can either attempt to confront it by spending a
remnant or try to avoid it by performing an OBSERVATION(-1) test. If you confront it, you find only
a slip of ancient cotton, glowing with a dark menace in your hand. You gain one clue and one spell. If
you fail the observation test, spawn a monster. You also suffer 1 damage and 1 horror.
-Science Building
You gaze at the large wooden crates holding the prize objects used in the museum exhibit 'Shadows of
the Sphinx'. The curator shows you some of the unpacked statues which elicit an odd sense of dread.
You feel your skin tingle. You can decide to observe the statues closer or admire them from a
distance. If you observe closer, perform a WILL test. If you pass, you gain one clue and one focus
token, even above your limit. If you fail, you gain 1 horror and become CURSED. if you observe the
statues from a distance, gain one clue.
-Observatory
The light grey dome of the celestial research agency provides a stark contrast against the black night.
A strange howling fills the air, and black hovering rags with otherworldly eyes seem to block the stars
overhead, though if you look directly at them, they are gone. If you have any horror, you must
perform an OBSERVATION test. If you fail, you gain 1 horror. If you have no horror, perform a
WILL test. If you pass, the entities scatter and you gain one clue and one remnant.
-Orne Library
You ask the scruffy librarian about books concerning Egyptian funerary rites. His eyes light up behind
his glasses. 'Ah yes', he replies, 'we have some very old publications on that matter.. let me think..' If
you have a Lore Focus Token, you can spend it to help him find the book. If you do, you gain one
clue and the MAGNIFYING GLASS item (draw item cards until you find it, then shuffle and put the
remaining cards on the bottom). If not, it could take you ages to locate it. Perform a LORE test(-2). If
you pass, you gain one clue and become DELAYED. If not, you only become DELAYED.
-Science Building
You have an appointment with an expert on the occult, who answered an advertisement you placed
concerning ancient Egyptian rites, folklore and superstition. For $2 he will tell you everything he
knows. If you pay, you gain one clue and you lose a CURSED condition. Only if you cannot pay,
perform an INFLUENCE(-1) test. If you pass, he provides a rudimentary overview. You gain one
clue.
-Observatory
You gaze upon the stars through the powerful lens of the telescope and wonder about all the vagaries
of the universe. What if the tales of the pyramids not being made by man, but by ancient and terrible
creatures not from this earth are true? And what if these creatures are still around? You lose one
horror from your quiet reverie. If your investigator has a higher (so not equal) base tolerance for
horror than for damage, you gain one clue.
Wrath of Nitocris – Arkham Horror 3rd Edition scenario
- Orne Libary
You look for information on ancient Egyptian curses that might reveal something about the current
affairs. You find an obscure tome written in an ancient tongue. It exudes an otherworldly air. You
gain one clue. You can attempt to translate the text, but you sense there is a darkness to it, too. If you
want to try, perform a LORE test. If you pass, you gain the MYSTIC TOME item (draw item cards
until you find it, then shuffle and put the remaining cards on the bottom). If you fail, you gain a
DARK PACT condition.
- Science Building
As you observe the artefacts on display you are transported mentally to ancient Egypt, among the men
and women in the Nile valley living in the shadow of the pyramids. You may spend one remnant to
heighten your sense of perception during your reveries. If you do, gain one clue and perform an
OBSERVATION(-1) test. If you pass, gain one spell. If you fail, nothing happens.
- Observatory
You gaze upon the heavens, and witness the stars with awe. The caretaker of the observatory has
invited you to witness a rare meteor shower and the spectacle inspires you. Gain one clue. Perform an
OBSERVATION(-2) test. If you pass, by a rare coincidence you stumble upon a meteor fragment.
Gain one remnant.
Wrath of Nitocris – Arkham Horror 3rd Edition scenario
-Doom: 0
A vast, swirling cloud of locusts descends on your location. Over the dizzying buzzing of the insects,
you hear the faint roar of otherworldly anger. It takes all your effort to maintain your presence of
mind. Either spend one remnant or perform a WILL(-1) test. If you fail, you gain one damage and one
horror. If you pass, remove one doom from any space in your neighbourhood.
-Doom: 1
The Miskatonic river has quite unexpectedly risen and most of the district has become submerged.
You notice people desperately trying to make sense of things when you are suddenly and inexplicably
attacked by a pack of Nile crocodiles, decidedly alien to the wildlife here. Either spend one remnant
or perform a STRENGTH(-1) test. If you do or pass, you only lose 2 damage. If you fail, you lose 4
damage.
-Doom: 2+
A howling sandstorm ravages Arkham without logical explanation, yet the tempestuous, ravaging
sands and the tall dunes slowly forming are very real. The wind is hot and relentless, and death lurks
in the city like never before. You lose 4 horror and 4 damage. You may remedy the horror loss by
spending one remnant per horror, with a maximum of two.
-0-1 Doom
A strange darkness pervades the air, like a sordid eclipse heralding the coming of great evil. The
ground is suddenly riddled with scorpions and you must be quick to get away. Perform an
OBSERVATION test. If you pass, you manage to avoid getting stung and you may focus one skill (if
the limit permits). If you fail, gain 2 damage.
-2 Doom
Black winged monstrosities fly overhead under a dark, restless sky. Perform a STRENGTH(-1) test. If
you pass, you fight off the claws of an attacking creature and hide in an alley, where you find $2. If
you fail, you gain 2 horror and 2 damage and you are picked up and released on the unstable space.
Move your investigator to the unstable space.
-3 Doom
The ground beneath your feet turns into a maelstrom of sand as you slowly spiral down into the
gaping abyss of the Egyptian underworld. Either you discard one Ally or your investigator is
devoured, entombed in the hot, unforgiving sand.
Wrath of Nitocris – Arkham Horror 3rd Edition scenario
-0-1 Doom
A dark inspiration as vivid as a memory sees you suddenly back in the Old Kingdom. You are a slave
tugging colossal stones to contribute to a timeless monument. If you have any damage, you gain one
damage. Perform a WILL(-1) test. If you pass, gain one focus token.
-2 Doom
A tear in the sky showers down an endless quantity of sand, like a deities' hourglass broken, spilling
time and matter without pattern. From the sand, a snake rises and attacks you. Perform an
OBSERVATION(-2) test. If you pass, you may remove one doom from your space. If you fail, you
gain two damage and two horror.
-3 Doom
In the midst of a raging storm of sand, a twisting mass of blackness opens up, casting out dark tendrils
like otherworldly tentacles. Perform an INFLUENCE test to appease the Old Gods. If you fail, you
are devoured by the black mass. If you pass, the presence shrinks out of existence. You gain one
remnant and may remove one doom from any space in your neighbourhood.
-0 Doom
An Egyptian doomsday prophet is orating feverishly in an unfamiliar tongue. Perform a LORE test. If
you fail, you gain one horror. If you pass, you take note of what appears to be a warding evocation.
Gain one spell.
-1 Doom
The vengeful gaze of Nitocris haunts you in your dreams. Spend a remnant or perform a WILL(-1)
test. If you fail, you become CURSED. If you pass, remove one doom from your space.
-2-3 Doom
In what can only be explained as a mirage of the mind, you notice a colossal pyramid casting a
shadow over Arkham. You are plagued by a dark sense of foreboding. Spawn a monster on your
space.
-0 Doom
A single hawk flies past the sun and you are suddenly painfully aware of the heat. Your ears are filled
with cries of lamentation and despair of people sensing the hour of doom is at hand. You may discard
one item to appease Seth, the god of storms and turmoil. If you do, you may remove two doom from
any space(s) in your neighbourhood. If you do not, you become DELAYED.
-1-2 Doom
A pack of hungry African wolves comes suddenly out of nowhere running and barking after you. Roll
one die. If you roll even, you escape. If you roll uneven, you gain 2 damage.
-3 Doom
A vision of a massive creature, half man, half wolf, greets you outside. A howling storm of sand and
dust and locusts cannot wholly drown out the terrible screams of the monster you recognise as Seth,
the vile brother to Osiris. Perform an INFLUENCE(-1) test. If you fail, you gain a DARK PACT
condition. If you pass, you may spend $2 as a sacrifice to Seth. If you do, you or another investigator
loses a CURSED condition.
Wrath of Nitocris – Arkham Horror 3rd Edition scenario
-0-1 Doom
You turn to the wall in the darkened alley and observe a swathe of hieroglyphs that you swear was not
there a moment before. You wonder if you can make sense of the symbols. Perform a LORE(-1) test.
If you pass, you make sense of the dark message. Remove one Doom from any space in your
neighbourhood. If you fail, gain one horror.
-2 Doom
A river of snakes slithers past and around you, a fitting image in light of your Egyptian adventures.
Before long, the snakes attack. Perform an OBSERVATION(-1) test or spend 2 remnants. If you fail,
you gain 3 damage. If you pass, a stranger comes to your aid, who vanquishes the reptiles with fire.
'Good Sir, I can help you on your quest, for a price of $3 that is', they utter. If you pay, gain one ally.
-3 Doom
You suddenly find yourself in the realm of the dead, the hall of Maat, gateway to Egyptian afterlife.
Not sure if you are dreaming or awake, you sense that your morality is weighed before Osiris, God of
the Dead. The words 'Tremble mortal, and pray that your soul weighs less than the feather of Maat'
sound in your ears from an unknown source. Perform an INFLUENCE(-1) test. If you fail, you are
deemed unworthy and become devoured. If you pass, you become BLESSED.