When the game begins
Every investigator starts with one fewer Clue, and an extra monster crawls onto the board. Ommuroth also gives no quiet opening: the first stage of the mythos deck holds none of the gentler cards and two of the darkest.
Who Gnaws Beneath
The lore
Miners in four countries have broken into the same tunnel. Seismographs on three continents record the same rhythm, perfectly regular, like chewing. Geologists have stopped calling it a tremor.
Sinkholes open in the night, perfectly round and perfectly smooth. A museum basement keeps a slab of granite gouged by teeth the size of a man, and a palaeontologist’s ledger lists fossil after fossil, every one of them bitten in half. In one village they no longer draw water from the well. They lower offerings into it instead, and listen for what whispers back.
Something vast has been eating the foundations of the world since before the continents parted. It is almost through.
How it plays
Every Ancient One shares the same goal for the investigators: solve three mysteries before Doom reaches zero. This is how Ommuroth bends the rules.
Every investigator starts with one fewer Clue, and an extra monster crawls onto the board. Ommuroth also gives no quiet opening: the first stage of the mythos deck holds none of the gentler cards and two of the darkest.
The ground shudders beneath the rifts. Roll a die for every open rift; if any of them shows a 1, Doom advances by 1. Each rift left open is another chance for the floor to give way.
Ommuroth’s brood does little to unsettle the mind, but it bites hard. Bone Kites hunt down the nearest investigator, and its nemesis, the First Tooth, pushes Doom forward every reckoning unless someone stands on its space.
The world splits like a dropped plate and the final mystery begins: Collapse the Maw. Close rifts to drive Ommuroth back into the deep. Each reckoning, every investigator must keep their footing with a hard Might test or lose 2 Body. Fallen investigators can no longer be replaced.
Mysteries
The mysteries are drawn in a random order, one at a time. Solve three and Ommuroth is sealed away before it can wake. The bigger the team, the more each mystery asks of it.
Trace the tunnels from the surface. Investigators on a Wilderness space spend Clues during the Encounter phase to map them.
Summons the nemesis
The First Tooth has breached the surface in the Gobi Basin. Defeat it before it chews through the clock.
Ommuroth’s spawn pour from the burrows. Every monster defeated while this mystery is active counts towards it.
Every rift is a shaft into the deep. Close rifts while this mystery is active to seal them.
Where someone stands guard, the ground stays still. At each reckoning, every Wilderness space held by an investigator, with no monster on it, moves this mystery forward.
Final mystery
Only after it awakens. Every rift closed brings it closer. Fill it, and Ommuroth is driven back into the deep.
Servants
These horrors only appear while Ommuroth stirs, and they come in greater numbers than the wandering monsters of the world.
Minion
You hear it under the floorboards a moment before the floorboards are gone.
A blind, chittering thing that tunnels up beneath its prey.
Nemesis
The rock does not crack around it. The rock simply stops being there.
Tougher for every investigator in the game. At the reckoning, Doom advances by 1 unless an investigator is on its space.
The swamp hatched something, and it remembers being hungry before it remembered being born.
The apples on those trees have teeth, and the tallest tree has been walking.
Ribs stretched with skin, riding winds that blow from nowhere on the map.
Stalks the nearest investigator, one space each reckoning.
It swims through shadow as through water, and every unlit room is its river.
The other Ancient Ones