Agenda. Stage 2

Mythos
Doom: 6. Clues: –
The angry sea continues to barrage the island. Waves crash against the walls, and rain pelts the rooftops. Is the rising sea the key to opening the path? If so, you have no choice but to let the storm rage on…

Each copy of Ancient Evils gains surge.

The investigators spend 1 clues, as a group: Place 1 doom on this agenda (this effect can cause this agenda to advance). Each investigator gains 2 resources. (Group limit once per round.)

Dennis Chan
Black Stars Rise #276. The Vortex Above #3.

Worlds Intertwine - Back

Agenda
Something is wrong. The flood must have triggered the gate by now. You researched this ritual to the best of your abilities, but for some reason, it isn't working.
Desperate, you look up at the heavens for a sign. Lightning courses through the vortex of black clouds above. Figures robed in yellow search through the sky on the backs of monstrous winged creatures. Suddenly, you realize your error - the tide wasn't the key, it was the sky!

Spawn the set-aside Beast of Aldebaran enemy in the Abbey Tower.

Check Campaign Log. If Ashleigh Clarke is not listed under "VIPs Slain," search the collection for Ashleigh Clarke (Songs Die Unheard) and spawn her at Porte de l'Avancée.

Remove the set-aside act 3a card from the game. Advance to agenda 3a.

Your objective lies within the other agenda deck.

Let The Storm Rage
Let The Storm Rage

Agenda. Stage 2

Mythos
Doom: 6. Clues: –
The angry sea continues to barrage the island. Waves crash against the walls, and rain pelts the rooftops. Is the rising sea the key to opening the path? If so, you have no choice but to let the storm rage on…

Each copy of Ancient Evils gains surge.

The investigators spend 1 clues, as a group: Place 1 doom on this agenda (this effect can cause this agenda to advance). Each investigator gains 2 resources. (Group limit once per round.)

Dennis Chan
Black Stars Rise #276. The Flood Below #4.

The Path to Carcosa - Back

Agenda
The ritual is almost complete. All that is left is to find the gate and step through.

Remove the remainder of this agenda deck from the game and replace it with the set-aside act 3a card. Advance to that act card.

Let The Storm Rage
Let The Storm Rage

Agenda. Stage 1

Mythos
Doom: 2. Clues: –
The patient wing of the asylum is far quieter and lonelier than you had expected. The hall reeks of chemicals and body odor. As soon as you are escorted inside, the doors behind you are closed and locked tight.
Mauro Dal Bo
The Unspeakable Oath #160. The Unspeakable Oath #2.

The Patients - Back

Agenda
Speaking with the patients is proving more difficult than you had assumed. They eye you cautiously and refuse to answer any of your questions, backing away or fleeing if confronted. Either they're not used to guests, or something about you is causing them a considerable amount of distress. Some act like animals back into a corner, and you think at any moment they might strike.

Shuffle the encounter discard pile and each of the set-aside Possessed enemies into the encounter deck.

The lead investigator must randomly choose an enemy from among the set-aside Monster enemies and place it beneath the act deck without looking at it.

Locked Inside
Locked Inside

Agenda. Stage 1

Mythos
Doom: 7. Clues: –
And now, far away, over leagues of tossing cloud-waves, I saw the moon dripping with spray; and beyond, the towers of Carcosa rose behind the moon.
- Robert W. Chambers, "In the Court of the Dragon," The King in Yellow

Hastur cannot be defeated.

Forced - If there is at least 3 damage on Hastur: Advance this agenda.

Helge C. Balzer
Dim Carcosa #317. Dim Carcosa #2.

Key to the...? - Back

Agenda
Turning a corner, you nearly bump into a nurse with light brown hair and sharp features. You tell her about the violent patients and the strange things you've seen, but she doesn't listen. When you inquire about Daniel, she informs you that he is a friend of the King and that he resides in the palace.

The investigators must decide (choose one):

- Any investigator tests (4) to snap out of it. If successful, advance to agenda 2a. If failed, you must choose an option you have yet to choose.

- Any investigator tests (4) to remember that you've done this before. If successful, advance to agenda 2a. If failed, you must choose an option you have yet to choose.

- This can't be real. This can't be real. This can't be real. Each investigator takes 2 horror. Advance to agenda 2a.

- The investigators faint and awaken some time later. Advance to agenda 2a and place 1 doom on it.

Madness Coils
Madness Coils

Agenda. Stage 3

Mythos
Doom: 9. Clues: –
...I cannot forget Carcosa, where black stars hang in the heavens, where the shadows of men’s thoughts lengthen in the afternoon, when the twin suns sink into the Lake of Hali, and my mind will bear forever the memory of the Pallid Mask.
- Robert W. Chambers, "The Repairer of Reputations," The King in Yellow

Hastur gets +2 fight.
Hastur cannot be defeated unless an investigator "know the secret."

Helge C. Balzer
Dim Carcosa #319. Dim Carcosa #4.

Earth and Carcosa - Back

Agenda
The sky falls. Cloud-wisps lash into the earth, and the dozens of moons in the sky shatter. Shards of the cosmic entities above plunge into the ground and assault the city. The dark reflections of Mont Saint-Michel which floats upside down above you starts to descend. They abbey crashes into the king's palace, launching ebony debris in all directions. Hastur's hideous echoing laughter haunts your mind. It is done.

Check Campaign Log.

- If you have more (or equal) Conviction than Doubt, proceed to (→R4).

- If you have more Doubt than Conviction, proceed to (→R5).

Madness Dies
Madness Dies

Agenda. Stage 2

Mythos
Doom: 7. Clues: –
I thought, too, of The King in Yellow wrapt in the fantastic colors of his tattered mantle, and that bitter cry of Cassilda, "Not upon us, oh King, not upon us!"
- Robert W. Chambers, "The Mask," The King in Yellow

Hastur gets +1 fight and cannot be defeated.

Forced - If there is at least 5 damage on Hastur: Advance this agenda.

Helge C. Balzer
Dim Carcosa #318. Dim Carcosa #3.

The Final Guest...? - Back

Agenda
"Ah, if it isn't our final guest," the doorman announces. "Miss Devine, your presence here has been long awaited." The creature slithers up the side of the palace. You swear you've seen the symbol on her amulet before. Wait, that can't be right.
"Well, now the real party can begin," it roars.

Spawn the set-aside Beast of Aldebaran enemy at the Palace of the King.

Shuffle the encounter discard pile into the encounter deck.

Madness Drowns
Madness Drowns

Agenda. Stage 2

Mythos
Doom: 2. Clues: –
Though the whispering has ceased, the sounds of rummaging and furniture shifting is unmistakable. Whoever is here, they’re searching just as thoroughly as you are...

Skip the 'Place 1 doom on the current agenda' step of the Mythos phase.

Forced - After 1 or more clues are placed on an enemy in play: Flip those clues to their doom side.

Stanislav Dikolenko
Echoes of the Past #122. Echoes of the Past #3.

Oathbreaking - Back

Agenda
The front door of the manor opens, letting in a howl of chill wind and the pitter-patter of soft rain, then it suddenly slams shut. You find a place to hide and eavesdrop, wondering who else might have entered the building this late. "No, I swear, I swear I don't know where the door is!" A man cries out. "You'll have to find the Path on your own, I cannot help you!" He sounds panicked and disorientated.
"You spoke the Oath," a man's voice responds. "You spoke His name." The man stammers. "No! No, I cannot! I will not!" Then, his voice becomes distorted, and he speaks no more. You hear footsteps on the staircase - heavy and wet.

Spawn the set-aside Possessed Oathspeaker enemy at the Entry Hall.

Check Campaign Log. If Sebastien Moreau is not listed under "VIPs Slain," search the collection for Sebastien Moreau (Savage Hysteria) and spawn him in the Entry Hall.

Ransacking the Manor
Ransacking the Manor

Agenda. Stage 3

Mythos
Doom: 3. Clues: –
Whoever these people are, they must be involved with the conspiracy behind The King in Yellow. You can’t let them find whatever it is they’re looking for!

Skip the 'Place 1 doom on the current agenda' step of the Mythos phase.

Forced - After 1 or more clues are placed on an enemy in play: Flip those clues to their doom side.

Stanislav Dikolenko
Echoes of the Past #123. Echoes of the Past #4.

The Way Forward - Back

Agenda
There is a rush of footsteps along the manor's central stairway, and the front door opens once more. "Have you found it?" A muffled voice asks.
"Yes. We can embark immediately. The Path will be opened."
The door closes, and the manor returns to being quiet and lonely. For the remainder of your search, you find no further traces of the mysterious robed figures, nor do you find any information to answer your many questions about The King in Yellow...

(→R4).

Secrets Better Left Hidden
Secrets Better Left Hidden

Agenda. Stage 3

Mythos
Doom: 8. Clues: –
The maelstrom in the sky envelops the horizon. The island starts to break into pieces. The screeches of uncanny creatures fill the air, an unholy choir praying to a force beyond your comprehension. If you do not act soon, the path will be forever lost, and nobody will be able to prevent Hastur’s agents from releasing his bonds.

Each Monster enemy gets +1 fight.

Michał Miłkowski
Black Stars Rise #280. Black Stars Rise #9.

Die Unheard - Back

Agenda
The vortex consumes the abbey of Mont Saint-Michel, shattering it into a thousand shards of reality. Gravity's hold on the island is released, and debris begins to lift into the air. The lower streets of the island are the only refuge from the angry sky, but even they will be consumed in time. The tidewater - your only hope for escaping this doom - suddenly recedes, and floodwater seeps into the earth below.
You sit at the edge of the north tower below the abbey and contemplate the madness all around you. How has it come to this? Is all of this even truly happening? Or will you awaken in an asylum like Daniel Chesterfield, a victim of some cruel cosmic joke?

(→R3)

Swallowed Sky
Swallowed Sky

Agenda. Stage 3

Mythos
Doom: 8. Clues: –
The water level continues to rise. The outer walls cannot stop the tide from swallowing the island. The streets flood with ice cold water, and powerful waves demolish buildings where they stand. If you do not act soon, the path will be forever lost, and nobody will be able to prevent Hastur’s agents from releasing his bonds.

Each copy of Ancient Evils gains surge.

Dennis Chan
Black Stars Rise #277. Black Stars Rise #5.

Die Unheard - Back

Agenda
The sea swallows Mont Saint-Michel whole. Seawater pours over the walls and crashes through the lower half of the city. The abbey is the only refuge from the flood, but even that will be consumed in time. The vortex above - your only hope for escaping this doom - suddenly fades into wisps of gray cloud.
You sit on a slab of wet rock outside the abbey and contemplate the madness all around you. How has it come to this? Is all of this even truly happening? Or will you awaken in an asylum like Daniel Chesterfield, a victim of some cruel cosmic joke?

(→R3)

The City Floods
The City Floods

Agenda. Stage 2

Mythos
Doom: 6. Clues: –
The whirlwind over the island continues to rage. Blinding flashes of lightning and deafening thunder assault your senses. Is the vortex above the key to opening the path? If so, you have no choice but to beckon the entity closer…

Each Monster enemy gets +1 fight.

The investigators spend 1 clues, as a group: Place 1 doom on this agenda (this effect can cause this agenda to advance). Each investigator draws 1 card. (Group limit once per round.)

Michał Miłkowski
Black Stars Rise #279. The Flood Below #7.

Worlds Intertwine - Back

Agenda
Something is wrong. The vortex must have triggered the gate by now. You researched this ritual to the best of your abilities, but for some reason, it isn't working.
Desperate, you examine your surroundings. Waves crash just over the outer walls of the village, flooding the streets. Figures robed in yellow search through the streets, their hooded lamps illuminating the floodwater. Suddenly, you realize your error - the vortex wasn't the key, it was the sea!

Spawn the set-aside Beast of Aldebaran enemy in the Chapel of St. Aubert.

Check Campaign Log. If Ashleigh Clarke is not listed under "VIPs Slain," search the collection for Ashleigh Clarke (Songs Die Unheard) and spawn her at Porte de l'Avancée.

Remove the set-aside act 3c card from the game. Advance to agenda 3c.

Your objective lies within the other agenda deck.

The Entity Above
The Entity Above

Agenda. Stage 2

Mythos
Doom: 6. Clues: –
The whirlwind over the island continues to rage. Blinding flashes of lightning and deafening thunder assault your senses. Is the vortex above the key to opening the path? If so, you have no choice but to beckon the entity closer…

Each Monster enemy gets +1 fight.

The investigators spend 1 clues, as a group: Place 1 doom on this agenda (this effect can cause this agenda to advance). Each investigator draws 1 card. (Group limit once per round.)

Michał Miłkowski
Black Stars Rise #279. The Vortex Above #8.

The Path to Carcosa - Back

Agenda
The ritual is almost complete. All that is left is to find the gate and step through.

Remove the remainder of this agenda deck from the game and replace it with the set-aside act 3c card. Advance to that act card.

The Entity Above
The Entity Above

Agenda. Stage 1

Mythos
Doom: 6. Clues: –
As you step off the train in Gare d’Orsay, the sun sinks below the Paris skyline. You cannot waste any time. If Nigel Engram is somewhere in Paris, you have to find him and wring the answers from him one way or another.

While you have more Conviction than Doubt, this agenda gains:

"When checking the doom threshold, doom on cards other than this agenda subtract from the total doom in play instead of adding to it."

Dleoblack
A Phantom of Truth #201. A Phantom of Truth #2.

Daybreak - Back

Agenda
Birds start to chirp eagerly. An orange tint slowly spreads across the sky as the creatures of the night shrink back into the darkness. You spend most of the day resting, and the daylight passes quickly with very little to show for it. Before you are able to fully recover from the previous night's events, it is evening once more

Each investigator disengages from each enemy engaged with him or her and may move to a connecting location. Move The Organist 1 location away from the nearest investigator (to a location with no investigators, if possible).

The First Night
The First Night

Agenda. Stage 1

Mythos
Doom: 5. Clues: –
Dark storm clouds swirl overhead. A vortex of eldritch energy rages in the center of the storm. The ritual has begun. The gate may appear above the abbey, or below it. You must choose which route to pursue and reach the gate before Hastur’s agents do.

The investigators spend 1 clues, as a group: Place 1 doom on this agenda (this effect can cause this agenda to advance). Each investigator draws 1 card. (Group limit once per round.)

Michał Miłkowski
Black Stars Rise #278. Black Stars Rise #6.

Blue Star's Demise - Back

Agenda
As the vortex grows in size and force, so too does its pull on reality. Debris and rubble start to float upwards, pulled into the terrible void. A thunderous crash shakes the island to its very core. Soon, the whole city will be destroyed by the maelstrom.

Shuffle the encounter discard pile and both set-aside copies of Rift Seeker into the encounter deck.

Check the current "a" agenda.

- If agenda 1a has 2 or fewer doom on it, mark one Conviction in your Campaign Log.

- If agenda 1a has 3 or more doom on it, mark one Doubt in your Campaign Log.

&- If agenda 1a is not the current "a" agenda, do not mark any Conviction or Doubt.

The Ritual Begins
The Ritual Begins

Agenda. Stage 2

Mythos
Doom: 5. Clues: –
The city stirs as cold shadows embrace the streets. There is danger all around you. Danger that you cannot escape. Danger that will follow you to the ends of the earth. When will this waking nightmare end?

While you have more Conviction than Doubt, this agenda gains:

"When checking the doom threshold, doom on cards other than this agenda subtract from the total doom in play instead of adding to it."

Dleoblack
A Phantom of Truth #202. A Phantom of Truth #3.

A Red Sun Rises - Back

Agenda
To your relief, the sun once again begins to rise, peeking just over the eastern horizon and casting long shadows across the city streets. You are completely exhausted from the night's events. It feels as though you haven't slept in weeks. Perhaps you haven't.

Each investigator disengages from each enemy engaged with him or her and may move to a connecting location. Move The Organist 1 location away from the nearest investigator (to a location with no investigators, if possible).

Check Campaign Log. If Jordan Perry is not listed under "VIPs Slain," search the collection for Jordan Perry (An Imposing Presence) and spawn him in Montparnasse.

The Second Night
The Second Night

Agenda. Stage 2

Mythos
Doom: 3. Clues: –
More and more, this place continues to fall into madness, transforming before your very eyes…

Forced - When this agenda would advance by reaching its doom threshold: Instead, remove all doom in play and randomly resolve one of the Sickening Reality cards underneath the scenario reference card. If there are no cards underneath the scenario reference card, advance to agenda 2b instead.

Cristi Balanescu
The Path to Carcosa #63. The Last King #3.

If You Can't Beat Them… - Back

Agenda
It's all in your head. It must be. How else could you explain what is going on around you? You've had one too many drinks, and your mind is playing tricks on you. Everybody is having so much fun - all they want is for you to join them.

(→R3)

The Terrifying Truth
The Terrifying Truth

Agenda. Stage 1

Mythos
Doom: 6. Clues: –
The theatre is eerily silent. The old wooden floor creaks beneath your feet, and a light rain gently patters on the roof as you explore the auditorium. There are more rotting corpses among the seats, and the rest of the crowd has vanished…
Federico Piatti
The Path to Carcosa #44. Curtain Call #2.

The Emissary's Message - Back

Agenda
Abruptly, the malformed body of an unnatural nightmare slams onto the stage, its slithering tendrils reaching into the aisles. It opens its maw and lets out a shrill, piercing song. The melody is uncanny; the notes sear into your mind. Pain pounds in your forehead, and blood runs from your ears.

Search all set-aside cards and the victory display for the Royal Emissary enemy, and spawn it in the Theatre.

The Third Act
The Third Act

Agenda. Stage 3

Mythos
Doom: 5. Clues: –
On the evening of your third night in Paris, a desperate resolve stirs within you. This cat and mouse game cannot go on any longer. One way or another, this night will end it.

While you have more Conviction than Doubt, this agenda gains:

"When checking the doom threshold, doom on cards other than this agenda subtract from the total doom in play instead of adding to it."

Dleoblack
A Phantom of Truth #203. A Phantom of Truth #4.

Dawn At Last - Back

Agenda
The sun rises, and dispels the darkness. A warm fog envelops the city, blotting out the sky.

Check Campaign Log.

- If you have more (or equal) Doubt than Conviction, proceed to (→R3).

- If you have more Conviction than Doubt, advance to act 2b.

The Third Night
The Third Night

Agenda. Stage 1

Mythos
Doom: 5. Clues: –
Your boat docks at Porte de l’Avancée, but with the rising tide and torrential rain flooding the street, the boat’s captain isn’t keen on sticking around. He tells you he will come back for you in the morning. You tell him not to bother; you probably won’t be around by then.

The investigators spend 1 clues, as a group: Place 1 doom on this agenda (this effect can cause this agenda to advance). Each investigator gains 2 resources. (Group limit once per round.)

Dennis Chan
Black Stars Rise #275. Black Stars Rise #2.

Red Dawn's Sunrise - Back

Agenda
The tide continues to rise rapidly, the outer walls of the village assaulted by hurricane-force winds and freezing rain. The storm only grows in intensity as the evening turns to night. Soon, the tidewater will completely flood the city.

Shuffle the encounter discard pile and both set-aside copies of Tidal Terror into the encounter deck.

Check the current "c" agenda.

- If agenda 1c has 2 or fewer doom on it, mark one Conviction in your Campaign Log.

- If agenda 1c has 3 or more doom on it, mark one Doubt in your Campaign Log.

- If agenda 1c is not the current "c" agenda, do not mark any Conviction or Doubt.

The Tide Rises
The Tide Rises

Agenda. Stage 1

Mythos
Doom: 2. Clues: –
Surprisingly, the front doors of the Historical Society’s Georgian manor are cracked halfway open when you arrive. Who else could be here at this hour?

Skip the 'Place 1 doom on the current agenda' step of the Mythos phase.

Forced - After 1 or more clues are placed on an enemy in play: Flip those clues to their doom side.

Stanislav Dikolenko
Echoes of the Past #121. Echoes of the Past #2.

Dark Ritual - Back

Agenda
A phrase in a language you cannot describe whispers through the building, and without warning all of the electric lights shatter at once. You light a nearby candle and continue your search.
The building is quite different once plunged into darkness. Shadows and silhouettes dance along the walls. Crevices you hadn't noticed before draw your wary eye. What other secrets does this building hold?

Shuffle the encounter discard pile into the encounter deck.

The Truth is Hidden
The Truth is Hidden