I am writing this under an appreciable mental strain, since by tonight I shall be no more. Penniless, and at the end of my supply of the drug which alone makes life endurable, I can bear the torture no longer; and shall cast myself from this garret window into the squalid street below.
- H.P.Lovecraft , Dagon , 1917.
Welcome to the "Mythos epic campaign rules". The Epic Rules were created to make the campaign version of Mythos more storylike. Instead of playing a single game, the Epic Rules lead the investigators through a series of games, called chapters, each with its own special rules and victory conditions. Playing through the chapters, a truly epic tale of the battle against the Mythos unfolds, adding more atmosphere to the game and inspiring the players to build creative decks rather than speed decks. I have added a full campaign at the end of this document to get you started. I hope you will find this version of Mythos appealing, and will send in your own epic campaigns.
Martin Lærkes (firstname.lastname@example.org)
It is well that the reader accept nothing which follows as objective truth, for since the events transcend natural law, they are necessarily the subjective and unreal creations of my overtaxed mind. - H.P.Lovecraft , the temple, 1920.
To make each of the chapters different and challenging the rules differ from game to game. These changes may vary from slight alterations to effectively changing vital game machanics. For example: After reaching 25 Adventure points, you may not claim victory unless you have three different Tomes in play, each costing at least 3 SAN; no SAN is gained from visiting sanitariums; etc.
These rules and victory conditions may make it impossible for a player to join a particular chapter of the epic campaign due to the lack of the proper cards. This provides an excellent oppertunity to trade cards with your friends.
A number of special rules apply to all epic games. These are what separate the Epic Campaign rules from the ordinary campaign rules:
He reigns there still, and will reign happily for ever, though below the cliffs at Innsmouth the channel tides played mockingly with the body of a tramp who had stumbled through the half-deserted village at dawn;
- H.P. Lovecraft, Celephais, 1920.
In June, 1913, a letter arrived from M. Verhaeren, telling of the finding of the stuffed goddess. It was, the Belgian averred, a most extraordinary object; an object quite beyond the power of layman to classify. - H.P. Lovecraft, Arthur Jermyn, 1920.
There be those who say that thing and places have souls, and there be those who say they have not; I dare not say, myself, but I will tell of the Street. - H.P.Lovecraft , The Street , Early Tales.
The story is where the Epic Campaign comes to life. Without it you may as well play an ordinary game. When designing your own epic campaign, and its chapters, remember that you are telling a story. You may, of course, have thought up brilliant alterations of the normal rules on which to base a chapter, but without the story it becomes just that: alterations, no different from "house rules".
Thats all. Enjoy.
First Game: Curse of the pharaohs.
The year is 1927. It is late october.
A close friend of yours - the briliant archeologist Stewart Renton - is leading the opening of the recently discovered tomb of Rama Tut. His letters, however, tell you, that up until now the project has suffered one accident after another, and is running quite some time behind schedule........
......It has been almost a month since Stewart's last letter, which was not very comforting. The letter contained very little coherent information, the only exception being the repeated mention of an ancient prophecy. Fearing for your friend's good health, you decide to travel to Egypt to bring him home.
Upon your arrival, Stewart Renton has disappeared.
Second Game: And so it was written...
Early january 1928. England.
While enjoying an early breakfast on the family estate you notice an interesting photo in the morning paper. The photo depicts some ancient scrolls and a mysterious idol recovered from a tomb in Egypt. Although it is the idol that catches your eye at first, the scrolls prove to be the most interesting by far. Upon closer examination, you are able to make out and translate a small part of the text - and the result is stunning to say the least.
It seems to be a very early version of an occult text well known to you, describing the Apocalypse and the the star constellations that will precede it - however something is amiss.
As you compare the ancient text to a translation found in your library, none of the omens are the same. How could these passages possibly have been misinterpreted?
You must get your hands on an older copy of this text.
Third Game: A living nightmare.
You have lost all concept of time or date.
Waking every night in a cold sweat, you struggle to recollect your feverish dreams, screaming at the stars that mock you and tearing at the bars blocking your tiny window. The doctors have to calm you down....
You are unaware of how much time has passed, but the dreams are clearer now. Knowing what is about to transpire rips at your last threads of sanity, but you musn't give in to the soothing darkness...oh sweet darkness...
Your only chance is escape, for perhaps outside these walls you will find someone who will believe in you - perhaps even help you prevent the coming Apocalypse....
Fourth Game: Time is of the essence.
The midnight lamp burns late this cold winter night as you ponder the words of the madman.
Why did he come to you? You have no idea, but he has shown you things that you cannot begin to explain. Wherever this poor wretched man points his finger you discover little pieces of evidence that, vague though they are, all point to the same fact - that the end of the world is coming.
You have established contact with some gentlemen of notable esteem who, like yourself, are in possession of disturbing knowledge of what you still pray is not to be. The group of you work feverishly into the night trying to piece together the details of what might be done to end the terror before it has even begun.
The island holds the answer - of that there can be no doubt.
If only you had more time...
The Final Game: Prophecy Fulfilled.
Upon your return you quickly gather your allies and reveal what you have found. All the passages and all the artifacts point to one place - "the womb of the Gods" - a place riddled in legend and not of this world. Yet you must find it, for the end of the world is nigh. The Earth's very crust is writhing like a giant beast gasping for air as the sky turns black as pitch and madness strikes down sane men.
Clutching tight to your crucifix and your fading faith you finally know what must be done...