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 -------------------- 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. --