Enemy
Monster. Nightgaunt.
Hunter.
Forced - When Tenebrous Nightgaunt leaves play as a result of an act's setup: Set it aside (it keeps all tokens and attachments). After resolving the act's setup, put it back into play at any City location.

Enemy
Monster. Avatar.
Prey - Most cards in hand.
Hunter. Massive.
Increase the difficulty for you to attack or attempt to evade The Crawling Mist by 1 for each card in your hand with an encounter card back.

Enemy
Monster. Spider.
Spawn - Any empty location.
Aloof.
Forced - At the end of the round, if Web-Spinner is ready: Place 1 doom on Web-Spinner's location.

Agenda. Stage 1
The Path Darkens - Back
Shuffle the encounter discard pile into the encounter deck.
Place 1 damage on the scenario reference card.


Agenda. Stage 2
*This agenda gets +2 doom threshold.
Forced - When this agenda advances: Do not remove doom from locations in play.
Of Stars and Webs - Back
Shuffle the encounter discard pile into the encounter deck.


Agenda. Stage 2
If you are at a Port location: Resign. Venturing into the unknown has become too dangerous, so you return to safety with the information you've gathered.
Captured! - Back
However, even with all of the information you have uncovered, Kadath eludes you still, and the Corsairs are hot on your trail. You try to make your way to safety, but you have underestimated the lengths these creatures will go to in order to capture you. They have cut off all of your escape routes and have taken away all of your safe havens. There is nowhere left for you to run. Like pack hunters, they surround you...
Each surviving investigator is defeated.


Agenda. Stage 2
(Hint - The game will not necessarily end when this agenda advances... but the stability of reality will continue to unravel.)
The Weaver Approaches - Back
Each investigator must either discard 1 card at random from their hand or lose 2 resources.
Shuffle the encounter discard pile into the encounter deck.
Place 1 damage on the scenario reference card. Then:
- If there are 5 or more damage tokens on the scenario reference card, proceed to (→R2).
- Otherwise, flip this agenda back over.


Agenda. Stage 3
A Dream Devoured - Back
You think you can simply venture into this land of dreams with no consequence? With impunity? With no spilt blood?
Who are you to partake of such fantasy? To intrude on the dreams of others like a parasite? To devour these dreams like they are yours to enjoy? Out with you! I shall rend your mind from your skull as one skins a cat. Look, see: I am cracking open your skull, and pouring out your you. And now, I am filling it with me. You are no longer. Did you really think there would be any other result? Out with you, now. Begone.
Each investigator is defeated and driven insane.


Agenda. Stage 1
Unsettling Developments - Back
Shuffle the set-aside Spiders encounter set and each set-aside copy of Outbreak into the encounter deck, along with the encounter discard pile.
Draw the set-aside The Infestation Begins story card and resolve its text.


Agenda. Stage 3
Forced - At the end of the mythos phase: Make an infestation test.
Each Spider enemy at an infested location gets +1 fight and +1 evade.
Desperate Escape - Back
In your Campaign Log, record 8 tally marks next to "Steps of the Bridge."
(→R4)


Agenda. Stage 1
If you are at a Port location: Resign. Venturing into the unknown has become too dangerous, so you return to safety with the information you've gathered.
The Corsair's Pursuit - Back
But it is the Corsairs who truly frighten you. Throughout your travels, you spot them pursuing you time and time again. "Men of Leng," the inhabitants of the Dreamlands call them: satyr-like creatures with hooves instead of feet and great curved horns protruding from their foreheads. They sail on long, black galleys with black sails. You know not why they hunt for you relentlessly, and you are not keen to find out.
Shuffle both set-aside Corsair of Leng enemies into the encounter deck, along with the encounter discard pile.


Agenda. Stage 1
Forced - When doom is placed on this agenda during the mythos phase, if any investigator is at a Steps location: Place 1 additional doom on this agenda.
Trick of the Mind - Back
If it is act 1, 2, or 3, read the following:
The steps begin to twist like a snake uncoiling from its sleep. You try to keep your balance, but there is nothing for you to cling to for safety as the stairs tilt and flip.
Each surviving investigator is defeated and suffers 1 physical trauma. Each of those investigators may test (3) before being defeated to remember that this is all a dream. Each investigator who succeeds is defeated and suffers 1 mental trauma, instead.
If it is act 4, read the following:
"Help! Please! Anyone!" The voice called out from the trees, far from the path. Normally, this sort of trick would not have fooled you, but the voice was too familiar to ignore. A loved one, perhaps, or someone you once failed in a time of need. It doesn't matter. It's too late now. You spin and look for the path, but it is nowhere to be found.
Record in your Campaign Log the dreamers strayed from the path. Each surviving investigator is defeated and suffers 1 mental trauma.


Agenda. Stage 3
*This agenda gets +2 doom threshold.
Worlds Collide - Back
(→R2)


Agenda. Stage 1
Throw Away the Key - Back
A flock circles and screeches overhead. Have you been spotted? It doesn't matter. You cannot stay here any longer.
Shuffle the encounter discard pile into the encounter deck.
Raise each investigator's alarm level by 1.


Agenda. Stage 2
Run, Rabbit, Run! - Back
Shuffle the encounter discard pile into the encounter deck.
Raise each investigator's alarm level by 1.
Check Campaign Log. If the investigators forced their way into the temple, read the following:
...but nobody comes.
The lead investigator searches the encounter deck and discard pile for 1 copy of Cats from Saturn and draws it.
Otherwise, read the following:
...and to your surprise, an army of cats lands in front of you, having leaped through the void of space itself. You recognize the cat at the head of the formation as the grey old cat with the scar you met months ago. "Go, human!" he yells. "We will hold them off!"


Agenda. Stage 1
*This agenda gets +2 doom threshold.
Forced - When this agenda advances: Do not remove doom from locations in play.
A Breath of Fresh Air - Back
Just as you are contemplating how anything can exist at all in this awful world between worlds, you hear a sound like the stretching and tearing of fabric. Then a rush of billowing air erupts all around you, filling the vastness of the realm like dust in a vacuum. This wind must be coming from somewhere, and that can only mean one thing: Worlds are starting to merge.
Shuffle the encounter discard pile into the encounter deck.


Agenda. Stage 3
- H. P. Lovecraft, "The Unnamable"
Each Swarm of Rats gains swarming 2.
The Unnamable loses aloof and gains massive.
Forced - At the start of your turn, if The Unnamable is ready and at your location: Test (2). If you fail, it attacks you (even if it is not engaged).
It Is Real - Back
Randolph turns rigid and pale. You realize the implication just after he recalls the sound. All of the window frames in the house had fallen long ago - all save for one. It was the attic window that kept hidden the accursed demonic darkness: the thing with no name. It reaches out for you.
(→R2)


Agenda. Stage 1
Playing with fate like it is
all some sort of game.
Did you really think you
could escape my grasp?
What makes you
think you are
the one
in
control?
The Mire of Dreams - Back
You will never, ever, ever wake up.
If it is act 4, read the following:
Place clues on each Forsaken Tower location until it has clues equal to its clue value.
Reveal each copy of Nyarlathotep in each investigator's hand. Each investigator who did not reveal a copy of Nyarlathotep must take either 1 damage or 1 horror. For each copy of Nyarlathotep revealed by an investigator, that investigator must choose:
- Nyarlathotep immediately attacks that investigator and is shuffled into the encounter deck.
- Nyarlathotep immediately attacks that investigator three times and is returned to that investigator's hand.


Agenda. Stage 1
The Unnamable
The Ultimate Abomination
Enemy
Monster. Abomination. Elite.
Spawn - Attic or Upstairs Hallway.
Aloof. Hunter. Cannot be defeated.
For each of the following which are true, The Unnamable gets -1 fight and -1 evade (the investigators "found a cracked mirror," "studied a desecrated portrait," or "noticed the missing bones").


Agenda. Stage 2
Forced - At the end of the mythos phase: Make an infestation test.
Hell Breaks Loose - Back
Find each Suspicious Orderly enemy in play and replace it with a set-aside Corrupted Orderly enemy (it keeps its game state, all tokens, and all attachments).
Search the encounter deck and discard pile for each copy of Suspicious Orderly and remove them from the game.
Shuffle the set-aside Agents of Atlach-Nacha encounter set, each remaining set-aside Corrupted Orderly enemy, and the encounter discard pile into the encounter deck.
Add 1 token and 1 token to the infestation bag.

