Agenda. Stage 2

Mythos
Doom: 4. Clues: –
As you cross this realm, you catch occasional glimpses of reality - scenes from old memories, more recent visions from the past few days, and sometimes even events that you do not remember ever happening…

Forced - After you are moved to a location by an encounter card effect: Take 1 horror.

Stephen Somers
Lost in Time and Space #313. Lost in Time and Space #3.

The Price of Failure - Back

Agenda

Shuffle the encounter discard pile into the encounter deck. Then, discard cards from the top until a location is discarded. The lead investigator resolves that location's 'revelation' effect.

Check Campaign Log. If at least one name is recorded under "Sacrificed to Yog-Sothoth," read the following:

"You hear a familiar voice calling out to you, and you enter an impossibly shaped building of cracked stone. "No… don't!" the voice cries. You rush toward the voice, down a set of steep, narrow stairs. Upon reaching the bottom, you find yourself in the hidden chamber from Dunwich. Bound by shackles, you see those you failed to save, bloodied and maimed. A creature with a man's face feeds from a corpse on the ground. The head of the corpse turns to face you, and a sharp pain stabs your heart."

Each investigator tests (X), where X is the number of names recorded under "Sacrificed to Yog-Sothoth." For each point an investigator fails by, that investigator takes 1 damage.

Past, Present and Future
Past, Present and Future

Agenda. Stage 1

Mythos
Doom: 7. Clues: –
You have arrived at the Miskatonic University campus in search of Professor Warren Rice. Classes are over, and a mysterious silence hangs in the air over the quad.
Yoann Boissonnet
The Dunwich Legacy #42. Extracurricular Activity #2.

Something Stirs - Back

Agenda
The university is dead silent. The shadows coil about your feet as you walk, and you swear there is something following you with each step you take. Is it just your imagination? Or is there really someone - or something - stalking you?

Each investigator with 5 or more cards in his or her discard pile takes 1 horror. Each investigator with 10 or more cards in his or her discard pile takes 2 horror, instead.

If the players have completed The House Always Wins, advance directly to agenda 2b. If Extracurricular Activity is the first scenario in the campaign, advance to agenda 2a.

Quiet Halls
Quiet Halls

Agenda. Stage 1

Mythos
Doom: 5. Clues: –
Reports of terrifying entities wreaking havoc across the countryside have caused the citizens of Dunwich to panic. Worse, the creatures seem to be invisible to the naked eye.

Forced - At the end of the enemy phase: Move each Brood of Yog-Sothoth enemy once toward a random location.

Tomasz Jedruszek
Undimensioned and Unseen #237. Undimensioned and Unseen #2.

Calamity Strikes - Back

Agenda
An old pickup truck rolls to a stop along the weathered trails of Dunwich. The driver - Joe Osborn - calls out to you through a shattered driver-side window, the truck's engine still running. "IT's over at the Ericks' farm!" he shouts. "Done blasted their place apart. Poor Henry and Martha..."
You ask Osborn for the location of the Ericks' homestead, and it confirms your worst fear. For that attack to have occurred recently, there must be more of the monsters on the loose.

Shuffle the encounter discard pile into the encounter deck.

Spawn 1 of the set-aside Brood of Yog-Sothoth enemies at a random location, if able.

Rampaging Creatures
Rampaging Creatures

Agenda. Stage 1

Mythos
Doom: 5. Clues: –
Dr. Armitage has given the university’s Latin translation of The Necronomicon to his associate, Harold Walsted, the curator of the Miskatonic University Museum. Worried that someone might still be after the book, you have gone to the museum to recover it.

Forced - When Hunting Horror enters play: Attach the set-aside copy of Shadow-spawned to it, or add 1 resource to Shadow-spawned if it is already attached.

Yoann Boissonnet
The Miskatonic Museum #119. The Miskatonic Museum #2.

A Creature of the Void - Back

Agenda
From the shadows of the museum halls, a terrible creature slithers forth, long and serpentine, and propelled by black leathery wings.

If Hunting Horror is in play, add 1 doom to it.

If Hunting Horror is not in play, search the encounter deck, discard pile, and the void for Hunting Horror and spawn it in Museum Halls, if able. Shuffle the encounter discard pile into the encounter deck.

Restricted Access
Restricted Access

Agenda. Stage 3

Mythos
Doom: 4. Clues: –
The pull of the rift in the sky seems to grow stronger, and the entire train begins to roll backwards along the tracks. The rearmost cars of the train begin to rattle, the force of the rift threatening to detach them. You must get out of these cars as fast as you can!
The Essex County Express #162. The Essex County Express #4.

It's Getting Faster! - Back

Agenda
Two of the train cars closest to the gate are severed from the rest of the train by a sheet of impossibly hot steam, which slices through metal like a knife through butter. The cars are sucked upwards and fly into the gate. Something above the train lets out a terrible screech, though to your ears it is like the shrill sound of a broken steam pipe.

Remove each of the two leftmost locations from the game (or place it in the victory display if either one has Victory X and no clues on it). Each investigator at those locations is defeated. Each enemy and asset at those locations is discarded.

Discard all clues controlled by the investigators.

Rolling Backwards
Rolling Backwards

Agenda. Stage 2

Mythos
Doom: 7. Clues: –
The shadows in the museum grow and become darker. As the shadows lengthen and shift, they begin to suggest the sinewy body of an uncanny creature darting at the periphery of your awareness...

Forced - When Hunting Horror enters play: Attach the set-aside copy of Shadow-spawned to it, or add 1 resource to Shadow-spawned if it is already attached.

Yoann Boissonnet
The Miskatonic Museum #120. The Miskatonic Museum #3.

Hunted Down - Back

Agenda
The creature does not relent, pursuing you throughout the museum.

If Hunting Horror is in play, add 1 doom to it.

If Hunting Horror is not in play, search the encounter deck, discard pile, and the void for Hunting Horror and spawn it in Museum Halls, if able. Shuffle the encounter discard pile into the encounter deck.

Shadows Deepen
Shadows Deepen

Agenda. Stage 1

Mythos
Doom: 6. Clues: –
Your welcome in Dunwich has been cold. A string of disappearances has left the already aloof townsfolk on edge. Most of them look at you with distrust, and few are willing to help in your investigation. Who knows what will happen if you don’t find the location of the missing townsfolk soon...
Rafał Hrynkiewicz
Blood on the Altar #196. Blood On The Altar #2.

First Blood - Back

Agenda
Whippoorwills gather along the gambrel roofs of Dunwich and begin to shriek in jubilation. The people of Dunwich believe that the presence of whippoorwills foreshadows somebody’s imminent death. Do they long for your death? Or is the victim someone else?

If there are 3 or more potential sacrifices, choose one of them at random and place it underneath the agenda deck, without looking at it.

Strange Disappearances
Strange Disappearances

Agenda. Stage 3

Mythos
Doom: 2. Clues: –
Some kind of wild creature is on the loose. Whatever it is, it appears to be headed toward the university dormitories.

Forced - When this agenda would advance by reaching its doom threshold: Instead, remove all doom in play and move The Experiment 1 location toward the Dormitories.

Objective - If The Experiment enters the Dormitories, advance.

Yoann Boissonnet
The Dunwich Legacy #44. Extracurricular Activity #4.

Not Fast Enough - Back

Agenda
Before you are able to act, you hear screaming from the northern side of the campus. You begin to make your way toward the screaming, your vision darkening with each step. As soon as the creature enters sight, you feel the darkness overtake you, and a force pulls you out of your consciousness. Everything goes black, and you pass out.

Each investigator immediately takes 3 horror. Then, proceed to (→R4).

The Beast Unleashed
The Beast Unleashed

Agenda. Stage 1

Mythos
Doom: 4. Clues: –
You have entered the Clover Club Casino in search of Dr. Morgan. The club is bustling at this late hour, filled with patrons looking to relax and drink, or make it big. You don't appear to be in much danger.

Each Criminal enemy gains Aloof.

If an investigator deals damage to a Criminal enemy: Immediately advance.

Matthew Cowdery
The Dunwich Legacy #63. The House Always Wins #2.

On the Right Track - Back

Agenda
Your questioning has drawn the attention of several men - hired thugs, by the look of them. "Francis doesn't want to be bothered," one of them says. "We suggest you leave the premises before we force you to leave."

Shuffle the encounter discard pile into the encounter deck.

If the players have completed Extracurricular Activity, advance directly to agenda 2b. If The House Always Wins is the first scenario in the campaign, advance to agenda 2a.

The Clover Club
The Clover Club

Agenda. Stage 4

Mythos
Doom: 2. Clues: –
The shape in the distance smashes through the barriers of this dimension, its many arms reaching to envelop everything you see. Its body is like an ooze, covered in eyes and mouths. You feel insignificant, like a bug, next to the creature’s terrifying grandeur.

Forced - After you are moved by an encounter card effect: Take 1 horror.

Forced - If Yog-Sothoth is defeated, (→R3).

Stephen Somers
Lost in Time and Space #315. Lost in Time and Space #5.

Yog-Sothoth Attacks! - Back

Agenda
Seeking the rift from which you entered this dimension, the extradimensional horror lashes out, crushing entire realms within its grasp.

In player order, Yog-Sothoth attacks each investigator in play, regardless of Yog-Sothoth's current location. Then, flip this agenda back to its "a" side.

The End of All Things
The End of All Things

Agenda. Stage 2

Mythos
Doom: 3. Clues: –
The tear grows larger, and you can feel the rearmost car of the train shaking as it is pulled backwards. The situation threatens to erupt into chaos as more passengers realize the danger they are in. Some passengers are looking for places to hide, while others are running about the compartments in terror.
The Essex County Express #161. The Essex County Express #3.

Don't Stop! - Back

Agenda
The next train car is ripped backwards with violent force. A middle-aged man hangs from his fingertips as the car flies unhindered toward the rift. In moments, the car is consumed whole, and the man lets go rather than be pulled into the void. He starts to fall, but is caught by the rift's force and pulled inside it anyway.

Remove the leftmost location from the game (or place it in the victory display if it has Victory X and no clues on it). Each investigator at that location is defeated. Each enemy and asset at that location is discarded.

Discard all clues controlled by the investigators.

The Maw Widens
The Maw Widens

Agenda. Stage 2

Mythos
Doom: 6. Clues: –
As the sun sets, the frightened townsfolk retreat into their homes and lock their doors. It is clear to you that many of them know more than they are letting on. A sickening feeling turns over in your stomach as the village’s true nature becomes clear.
Rafał Hrynkiewicz
Blood on the Altar #197. Blood On The Altar #3.

Abandoned Streets - Back

Agenda
More whippoorwills flock to Dunwich village as the night progresses. The other townsfolk, notoriously superstitious, are terrified by the birds’ presence. With the doors around you shut and locked, you find yourself alone in the streets of Dunwich.

If there are 2 or more potential sacrifices, choose one of them at random and place it underneath the agenda deck, without looking at it.

The Old Ones Hunger
The Old Ones Hunger

Agenda. Stage 2

Mythos
Doom: 3. Clues: –
Most of the other patrons seem oblivious to the mobsters and goons closing in around you. But you recognize this for what it really is - you're about to get roughed up.
Matthew Cowdery
The Dunwich Legacy #64. The House Always Wins #3.

Sudden Chaos - Back

Agenda
You hear a crash from somewhere outside and screams of pain in the lounge. A terrible monstrosity smashes through the entrance to the club, crushing the stairwell and knocking over gangsters and patrons alike.

Spawn a random enemy from the set-aside Hideous Abominations encounter set in Clover Club Lounge. Shuffle the rest of that encounter set, the set-aside Striking Fear encounter set, and the encounter discard pile into the encounter deck.

Move all investigators and unengaged enemies from La Bella Luna to the Clover Club Lounge. Remove La Bella Luna from the game.

Underground Muscle
Underground Muscle

Act. Stage 1

Mythos
Clues: 3.
Professor Rice was last seen several hours ago by one of Armitage's students, in the Humanities building.
Tomasz Jedruszek
The Dunwich Legacy #45. Extracurricular Activity #5.

The Head Janitor - Back

Act
You were unable to find Professor Rice, but one of the students you spoke with mentioned a strange man entering Rice's office. Unfortunately, the door leading to the faculty offices is locked at this late hour. The student says that the head janitor, "Jazz", might be able to let you in, if you can find him.

Shuffle the encounter discard pile and the set-aside "Jazz" Mulligan into the encounter deck.

After Hours
After Hours

Act. Stage 3

Mythos
Clues: –
With or without Dr. Morgan, you have to get out of here. Fast.

While Dr. Morgan is not controlled by a player, he gains ": Parley. Test (3) to shake Dr. Morgan out of his daze. If you succeed, place 1 clue from the token bank on him. If there are 1 clues on Dr. Morgan, take control of him."

Objective - If each undefeated investigator has resigned, advance.

Chris Peuler
The Dunwich Legacy #68. The House Always Wins #7.

Safe... For Now - Back

Act
You escape the club, doing your best to look inconspicuous as several cars pull up near the street. A handful of grim-faced men and women exit, running toward the restaurant's entrance to take control of the situation. One of them catches your eye, his hand on the grip of his .38, but thankfully he turns his attention back to the rest of his crew and follows them into the club. You breathe a sigh of relief...

- If an investigator resigned with Dr. Francis Morgan under his or her control, (→R2)

- Otherwise, (→R1)

All In
All In

Act. Stage 2

Mythos
Clues: –
As you ascend the hill, the environment around you grows increasingly strange and otherworldly. The arcane energy feels even stronger here, crackling in the air and crawling on your skin.

Clues cannot be placed on non-Altered locations.

Objective - When an investigator enters Sentinel Peak, advance.

Lino Drieghe
Where Doom Awaits #278. Where Doom Awaits #5.

Trip the Pattern - Back

Act
Approaching the peak of Sentinel Hill, you are confronted by several citizens of Dunwich. The man in the center of their circle chants in Latin while the others bow their heads in reverence. "Seth Bishop?" you ask presumptively. The man in the center raises his gaze in response, confirming your suspicions. You plead with the man to stop this madness, but he doesn't respond. You draw forth the silver constellation pendant you'd found on Silas's body and present it to Seth. "This is all we found of your brother," you shout over the howling wind. "Is this the fate you want for yourself? For all of us?" You throw the pendant onto the ground. Staggered by the sight of it, he stumbles backwards and trips over his incantation, eyes widened. As he falls, the altar behind him splits open, and a torrent of energy pours from the stone, swirling into an open gate that swallows the man whole. You barely manage to dig your heels in and grab hold of a nearby rock to resist the pull of the gate.

Remove the set-aside Seth Bishop enemy from the game.

Ascending the Hill (v. I)
Ascending the Hill (v. I)

Act. Stage 2

Mythos
Clues: –
As you ascend the hill, the environment around you grows increasingly strange and otherworldly. The arcane energy feels even stronger here, crackling in the air and crawling on your skin.

Clues cannot be placed on non-Altered locations.

Objective - When an investigator enters Sentinel Peak, advance.

Lino Drieghe
Where Doom Awaits #279. Where Doom Awaits #6.

Turn the Key - Back

Act
Approaching the peak of Sentinel Hill, you are confronted by several citizens of Dunwich. The man in the center of their circle lets out a crazed laugh. You recognize the man - Seth Bishop - from the description given to you by the townsfolk earlier. Behind him, several other men and women bow their heads in reverence, chanting in Latin. "We've done it!" he cackles. "We've accomplished what Old Whateley and 'is git couldn't!" You watch in revulsion as his eyes glaze over and twitch, as though he were reading something invisible. "I can see now… I can finally see!" He raises his hands to the sky and the headstone of the altar behind him splits open. A torrent of energy pours out of the stone, coalescing into the form of an open gate. Seth holds onto the stone in front of him to prevent himself from being sucked into the gate, but several of the others are startled and pulled through it. You barely manage to dig your heels in and grab hold of a nearby rock in time to resist the pull of the gate. Seth rises to his feet, wearing an expression of pride.

Put the set-aside Seth Bishop enemy into play at Sentinel Peak.

Ascending the Hill (v. II)
Ascending the Hill (v. II)

Act. Stage 2

Mythos
Clues: –
As you ascend the hill, the environment around you grows increasingly strange and otherworldly. The arcane energy feels even stronger here, crackling in the air and crawling on your skin.

Clues cannot be placed on non-Altered locations.

Objective - When an investigator enters Sentinel Peak, advance.

Lino Drieghe
Where Doom Awaits #280. Where Doom Awaits #7.

Will the Change - Back

Act
Approaching the peak of Sentinel Hill, you are confronted by several citizens of Dunwich. The man in the center of their circle is desperately trying to complete a Latin incantation. "It's not working, Seth!" one of the other men cries out. "What're we gonna do?" The man in the center stops his chant and pulls out a cobbler's knife. "The father demands a blood sacrifice," he declares, and his face twists into a crazed expression. Before you can react, he slits his left wrist with the knife, dropping to his knees in agony. The headstone of the altar behind him splits open. A torrent of energy pours out of the stone, coalescing into the form of an open gate. Seth holds onto the stone in front of him to prevent himself from being sucked into the gate, but several of the others are startled and pulled through it. You barely manage to dig your heels in and grab hold of a nearby rock in time to resist the pull of the gate. Seth rises, wounded but alive. An expression of pride spreads across his pained face.

Put the set-aside Seth Bishop enemy into play at Sentinel Peak, with 1 damage on him.

Ascending the Hill (v. III)
Ascending the Hill (v. III)

Act. Stage 1

Mythos
Clues: 4.
You need to find Dr. Morgan. The club is packed; perhaps somebody knows where he is.

When you reveal a chaos token: You may treat that token as if it were any other token in the chaos bag. If you do, remember that you have "cheated." (Group limit once per round.)

Objective - When the investigators have collected the requisite number of clues, they must immediately spend them and advance.

Chris Peuler
The Dunwich Legacy #66. The House Always Wins #5.

High Roller - Back

Act
After speaking to a number of gamblers and servers, it seems as though Dr. Morgan has had quite the run lately. Instead of cashing out his winnings, he was convinced to double down. He was last seen entering the guarded hall near the back of the cardroom.

Put the set-aside Darkened Hall into play.

If it is Agenda 1, discard cards from the top of the encounter deck until a Criminal enemy is discarded, and spawn that enemy in the Darkened Hall.

Beginner's Luck
Beginner's Luck

Act. Stage 2

Mythos
Clues: –
The Necronomicon is being kept in a Restricted Hall somewhere in the museum.

Objective - If an investigator enters the Exhibit Hall (Restricted Hall), advance.

Dimitri Bielak
The Miskatonic Museum #124. The Miskatonic Museum #7.

The Guard's Fate - Back

Act
When you enter the Restricted Hall, you find the curator of the museum clutching an ornate statue as if it were a club, his suit stained with blood, a panicked expression on his face. The security guard you saw earlier lies in a pool of blood nearby, his intestines strewn about in a grotesque display. Your stomach turns and you resist the urge to vomit. "I tried to stop it, but..." the curator says quietly, his voice quivering. Whatever did this, it’s still nearby...

Choose an investigator to take control of the set-aside Harold Walsted asset.

Search the encounter deck, discard pile, the void, and all play areas for Hunting Horror, and place it in the Exhibit Hall (Restricted Hall), ready.

Advance to Act 3a.

Breaking and Entering
Breaking and Entering