Agenda. Stage 1
THE BALANCE OF THE UNIVERSE HAS TILTED.
YOU ARE THE FULCRUM.
BE PATIENT, AND ALL WILL BE REVEALED.
The Rite Commences - Back
A cloaked figure emerges from the darkness beyond the brush, a vortex of magical energy coalescing at her feet. "Are you the ones who have been meddling with our works?" she wonders aloud, gazing at you suspiciously from underneath her thick hood. "It is no matter. You are not welcome here," she threatens. "Begone, or face the consequences."
Discard all but the last 5 cards from the encounter deck. The investigator with the most cards in his or her play area must draw the topmost Witch enemy in the encounter discard pile.


Agenda. Stage 1
ALL SHALL TREMBLE BEFORE THE HOST OF CHAOS.
SUBMIT OR PERISH.
Forced - When doom would be placed on this agenda: Instead, place 1 breach on a number of different random locations equal to 1 more than the number of investigators.
Forced - When a breach would be placed on a location with 3 breaches: Instead, resolve an incursion at that location.
The Final Incantation - Back
Check Campaign Log.
- If Anette Mason is possessed by evil, (→R3).
- If Carl Sanford possesses the secrets of the universe, (→R4).


Agenda. Stage 2
Each non-weakness enemy gets +2 health.
After you defeat Brown Jenkin or Nahab: Gain 1 clue from the token bank (2 clues instead if there are 3 or more investigators in the game).
The Crone - Back
- If it is act 1, spawn the set-aside Nahab in Walter Gilman's Room.
- If it is act 2, spawn the set-aside Nahab in Keziah's Room.
- If it is act 3, place 1 doom on Nahab.
Shuffle both set-aside copies of Ghostly Presence into the encounter deck.
Find Brown Jenkin (even if he is out of play) and place him in Nahab's current location.


Agenda. Stage 3
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Each location is connected to each location adjacent to it.
Do not remove doom from enemies when this agenda advances. (Beware - the scenario will not end when this agenda advances, but the doom of the world will be close at hand.)
Azathoth Stirs - Back
Each Cultist enemy commits ritual suicide. Discard each Cultist enemy in play and move all doom from them to Azathoth.
The lead investigator must search the encounter deck and discard pile for a copy of Daemonic Piping and draw it.
There is no longer an agenda deck, but the scenario is not over. Until the end of the scenario, doom that would be placed on the current agenda is instead placed on Azathoth, and all doom in play is considered to be on Azathoth.
You come across another circle of Azathoth's worshippers, led by a hooded, shapeless form which holds an ancient lantern high above its head. The lantern's dim grey light scarcely pierces the realm's darkness. Somehow, the phantom is familiar to you; some vague sense of kinship drives you onward.
Check Campaign Log. If Corn Husk Doll is listed under "Mementos Discovered," the creature recognizes you, as well. It peers at you curiously, and the circle of prayer is silenced; remove 1 doom from Azathoth. Otherwise, the creature barely notices you, and the circle resumes its chanting.


Agenda. Stage 1
CONSIDER THE GOOD OF ALL BEFORE YOU ACT.
LET GO.
Death's Descent - Back
The hunter has smelled the blood of its prey, and now it has come to claim your fate.
Flip each location to its Spectral side.
Put the set-aside The Spectral Watcher enemy into play at Hangman's Brook.
Shuffle the remainder of the set-aside The Watcher encounter set into the spectral encounter deck, along with the spectral discard pile.


Agenda. Stage 1
MANY PATHS LEAD TO THE SAME ANSWER.
CONTEMPLATE THE GREATER TRUTH.
Each non-weakness enemy gets +1 health.
After you defeat Brown Jenkin or Nahab: Gain 1 clue from the token bank (2 clues instead if there are 3 or more investigators in the game).
Rats in the Walls - Back
If Brown Jenkin is in play, search the encounter deck and discard pile for a Swarm of Rats and spawn it in Brown Jenkin's location. If Brown Jenkin is not in play, search the encounter deck and discard pile for him and spawn it in the lead investigator's location.
Additionally, if there are 3 or 4 investigators in the game, search the encounter deck and discard pile for a Swarm of Rats and spawn it in any Witch House location.


Agenda. Stage 1
YOU ARE EXPECTED TO CONFORM.
DO NOT STRAY FROM THE PATH.
Forced - When you defeat a Silver Twilight enemy: You leave behind some evidence of the scuffle. Move 1 doom from each enemy at that location to the current agenda.
Meeting of Minds - Back
Another member, a woman, pounds her fist on the wall."No! Our first resort cannot be to spill blood. There must be another way."
"There is no time," the other responds, and there is a murmur of agreement among the rest. "It is clear you do not have the will to proceed. Take her away. We will make her see for herself the sacrifices that must be made for the greater good."
"No! You can't do this!" the woman yells. You wince as her screams echo down the corridor. What are they planning to do?
Discard the top 5 cards of the encounter deck. In player order, each investigator must draw a Cultist enemy discarded in this way.


Agenda. Stage 1
REFLECT ON THE CHOICES YOU HAVE MADE.
YOU SHALL BE CONFRONTED WITH A TERRIBLE DILEMMA.
Stolen Souls - Back
Shuffle the encounter discard pile into the encounter deck.
Check the "Missing Persons" section of the Campaign Log. If at least 1 character was "taken by the watcher," read the following:
Beyond the spectral mist, an awful scream resounds through the woods. It is distant, as though heard through a pane of glass, but distinct enough for you to know it is real.
For each character who was taken by the watcher, place 1 resource on The Spectral Watcher, as a stolen soul (even if The Spectral Watcher is currently out of play).
Until the end of the scenario, The Spectral Watcher gains the following text: "For each stolen soul on The Spectral Watcher, it gets +1 fight and +1 health." Keep this card next to the agenda deck as a reminder, and advance to agenda 2a.


Agenda. Stage 2
Forced - At the end of the round: Place 1 doom on this agenda for each Witch enemy at the Witches' Circle.
Reincarnation - Back
Each surviving investigator is defeated and must search the collection for a random basic Omen or Curse weakness and add it to his or her deck. Each investigator who cannot suffers 1 mental trauma instead.


Agenda. Stage 3
Each non-weakness enemy gets +3 health.
After you defeat Brown Jenkin or Nahab: Gain 1 clue from the token bank (2 clues instead if there are 3 or more investigators in the game).
An Awakening - Back
When you awaken, the witch light is gone, but a vision is burned in your mind - the ancient crone, bent over a slanted floor, leering gleefully at a rotting book, a misshapen knife in her crooked fingers. Behind her, the twilight abyss extends into oblivion, and a gaping maw begins to close.
- If it is act 1 or 2, set Nahab aside, out of play, and place 4 doom on agenda 4a as it enters play.
- If it is act 3, place 1 doom on Nahab.


Agenda. Stage 1
CHANGE IS THE ONLY CONSTANT.
YOUR ULTIMATE FATE IS AT HAND.
Each location is connected to each location adjacent to it.
Do not remove doom from enemies when this agenda advances.
Rejoice, For the End is Near! - Back
Each Cultist enemy commits ritual suicide. Discard each Cultist enemy in play and move all doom from them to Azathoth.
The lead investigator must search the encounter deck and discard pile for a copy of Daemonic Piping and draw it.
Endless walkways and steps of black stone are the only routes which guide you to your destination. It is an impossible maze to navigate.
Check Campaign Log. If Gilman's Journal is listed under "Mementos Discovered," you are able to find you way. Otherwise, you become hopelessly lost; each investigator must either move to the location to his or her left, or move the placement of his or her location once to the left (placing an empty space in the spot it previously occupied). A location cannot move more than once via this effect.


Act. Stage 4
Locations in front of you are connected to one another.
Objective - If Anette Mason is defeated, advance.
Objective - If there are no clues on the Witches' Circle, advance.
A Circle Undone - Back
If you advanced by defeating Anette Mason:
"Stop!" the coven's leader yells in a commanding voice, grimacing from the wounds you've inflicted. You're not sure if she's speaking to you or to the hooded women surrounding you, but regardless, there is a sudden stillness in the clearing around the circle
(→R1)
If you advanced by discovering all of the clues in the Witches' Circle:
A loud crack echoes throughout the woods as you break the circle and reverse the witches' spell. "No! They have broken the ritual!" one of the witches screams as the spell's energy backfires. White-hot lightning strikes the center of the field, sending dirt and debris flying in every direction. You duck for cover.
(→R2)


Act. Stage 2
Remove 3 breaches from this act: Place 1 clue on a random location.
Objective - If Anette Mason is defeated, advance.
The Living and the Dead - Back
You shudder as the words reach your ears. Nothing she says makes sense to you, but you can tell her intent is dark and wicked. "Leave this place," you muster up the will to command, "Go back to the beyond from which you were summoned, and never return."
(→R1)


Act. Stage 3
During a circle action, spend 1 clue: Reduce the difficulty of this skill test by 2.
Objective - If each Unvisited Isle location in play is revealed and the brazier on each of them is lit, advance.
Against the Witches - Back
Anette turns her attention to you, shocked and angered. "You again! I warned you we would not show mercy if we met a second time." She calls to her coven: "Sisters! We must not let them interfere this time. Do not let their circle close!"
Reveal The Geist-Trap location. Move each investigator at an Unvisited Isle location to The Geist-Trap.
Check Campaign Log. If the witches' spell was cast, spawn the set-aside Anette Mason at The Geist-Trap. If the witches' spell was broken, spawn 1 set-aside Coven Initiate at The Geist-Trap (2 instead if there are 3 or 4 investigators in the game).
Shuffle each remaining set-aside Witch enemy into the encounter deck, along with the encounter discard pile.


Act. Stage 3
During a circle action, spend 1 clue: Reduce the difficulty of this skill test by 2.
Objective - If each Unvisited Isle location in play is revealed and the brazier on each of them is unlit, advance.
Loyalty is Earned - Back
It is now or never. Glaring at the man, you throw the unlit braziers you snuffed along the way onto the ground, breaking the delicate wards placed upon them. Immediately, the dark mist invades, and hungry shapes in the mist descend upon the unfortunate members of the Lodge. "Traitor!" one yells. You try to ignore their cries of agony as you proceed towards the center of the clearing.
Reveal The Geist-Trap location. Move each investigator at an Unvisited Isle location to The Geist-Trap.
Remove all tokens from the chaos bag (even if they are currently sealed on cards in play) for the remainder of the campaign.


Act. Stage 3
During a circle action, spend 1 clue: Reduce the difficulty of this skill test by 2.
Objective - If each Unvisited Isle location in play is revealed and the brazier on each of them is unlit, advance.
True Colors - Back
Reveal The Geist-Trap location. Move each investigator at an Unvisited Isle location to The Geist-Trap.
Spawn 1 set-aside Lodge Neophyte enemy at The Geist-Trap (2 instead if there are 3 or 4 investigators in the game). Shuffle the remainder of the set-aside Silver Twilight Lodge encounter set into the encounter deck, along with the encounter discard pile.
Check Campaign Log. If Josef is alive and well, spawn the set-aside Josef Meiger enemy at The Geist-Trap. Investigators cannot parley with Josef Meiger for the remainder of the game.


Act. Stage 3
During a circle action, spend 1 clue: Reduce the difficulty of this skill test by 2.
Objective - If each Unvisited Isle location in play is revealed and the brazier on each of them is unlit, advance.
Against the Lodge - Back
Reveal The Geist-Trap location. Move each investigator at an Unvisited Isle location to The Geist-Trap.
Shuffle the set-aside Silver Twilight Lodge encounter set into the encounter deck, along with the encounter discard pile.
Check Campaign Log. If Josef is alive and well, spawn the set-aside Josef Meiger enemy at The Geist-Trap. Investigators cannot parley with Josef Meiger for the remainder of the game.


Act. Stage 2
Objective - Only investigators in the Witch House Ruins may spend the requisite number of clues, as a group, to advance.
A Profane Ritual - Back
Put the set-aside Site of the Sacrifice location into play.
- If it is agenda 1, 2, or 3, find Nahab (even if she is out of play), place 2 doom on her, and place her at the Site of the Sacrifice.
- If it is agenda 4, find Nahab (even if she is out of play) and place her at the Site of the Sacrifice. Move each doom from agenda 4a to Nahab.
Find Brown Jenkin (even if he is out of play) and place him in Nahab's current location.


Act. Stage 1
Remove 3 breaches from this act: Place 1 clue on a random location.
Objective - When the investigators have collected the requisite number of clues, they must immediately spend them and advance. When this act advances, move all of the breaches on it to the next act.
Anette Mason
Reincarnated Evil
Enemy
Humanoid. Witch. Servitor. Elite.
Spawn - Hangman's Hill.
Alert. Hunter.
Anette Mason gets -2 health for each clue controlled by an investigator.
Forced - After 1 or more breaches are placed on Anette Mason's location: Each investigator must either take 1 damage or 1 horror.


Act. Stage 1
Remove 3 breaches from this act: Place 1 clue on a random location.
Objective - When the investigators have collected the requisite number of clues, they must immediately spend them and advance. When this act advances, move all of the breaches on it to the next act.
Carl Sanford
Deathless Fanatic
Enemy
Humanoid. Silver Twilight. Elite.
Spawn - Silver Twilight Lodge.
Hunter. Retaliate.
Carl Sanford gets -2 health for each clue controlled by an investigator.
Forced - After any number of breaches are removed from the current act: Place 1 of them on Carl Sanford's location.

