Enemy

Monster. Nightgaunt.

Mythos
Fight: 4. Health: 4. Evade: 1.
Damage: 1. Horror: 1.

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.

Stephen Somers
The Search for Kadath #150. The Search for Kadath #34-35.
Tenebrous Nightgaunt

Enemy

Monster. Avatar.

Mythos
Fight: 3. Health: 5. Evade: 3.
Damage: 1. Horror: 1.

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.

Victory 1.
Dual Brush Studios
The Dream-Eaters #86. Agents of Nyarlathotep #1.
The Crawling Mist

Enemy

Monster. Spider.

Mythos
Fight: 2. Health: 2. Evade: 2.
Damage: 1. Horror: 1.

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.

Cristi Balanescu
Weaver of the Cosmos #351. Weaver of the Cosmos #28-30.
Web-Spinner

Agenda. Stage 1

Mythos
Doom: 5. Clues: –
The Underworld is a cavernous realm, almost another world unto itself. Its ceiling is so far in the distance that it might as well be a somber, overcast sky. The walls of the caverns are dimly lit by a flickering grey light with no apparent source. You wander through the twisting catacombs in search of the way forward, but you can't shake the feeling that you're being followed.
Patrick McEvoy
Point of No Return #248. Point of No Return #2.

The Path Darkens - Back

Agenda
A sudden wave of pain and nausea passes over you, and for a brief moment, it seems the very fabric of reality is tearing apart. The feeling passes quickly, but it's obvious that something is not quite right.

Shuffle the encounter discard pile into the encounter deck.

Place 1 damage on the scenario reference card.

A Sinister Realm
A Sinister Realm

Agenda. Stage 2

Mythos
Doom: 9. Clues: –
In this void between realities, there can be no hope or joy. Just the ceaseless toiling of spiders performing their great work, closer and closer to completion with each passing moment.

*This agenda gets +2 doom threshold.

Forced - When this agenda advances: Do not remove doom from locations in play.

Cristi Balanescu
Weaver of the Cosmos #335. Weaver of the Cosmos #3.

Of Stars and Webs - Back

Agenda
A light flashes in the distance, beyond strands of ethereal webbing: an explosion thousands of light-years away. Radiant light ripples throughout the web-bridge. The silken threads reflect the luminescence of a shattered nebula. A brilliant shine burns your pupils. When the glow finally dims, the bridge is resplendent with cosmic energy. It is almost over now. Soon the bridge will connect the two worlds, and there will be nothing left but Atlach-Nacha and its horde.

Shuffle the encounter discard pile into the encounter deck.

A Trail of Twists
A Trail of Twists

Agenda. Stage 2

Mythos
Doom: 9. Clues: –
Perhaps seeking Kadath is an accursed venture after all. Even so, curiosity gnaws at your mind. What proof could the resting place of the gods hold for you?

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.

Jessie Calderon
The Search for Kadath #121. The Search for Kadath #3.

Captured! - Back

Agenda
You have evaded the Corsairs for weeks since their pursuit began. Each time they appear, you are able to slip through their grasp, but the noose grows tighter and tighter with each escape. Even so, you persist in the hope you can find Kadath before your luck runs out.
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.

Agents of the Outer Gods
Agents of the Outer Gods

Agenda. Stage 2

Mythos
Doom: 4. Clues: –
As you continue to explore, the creatures of the Underworld grow agitated and begin to pursue you, as if compelled by some unseen force.

(Hint - The game will not necessarily end when this agenda advances... but the stability of reality will continue to unravel.)

Patrick McEvoy
Point of No Return #249. Point of No Return #3.

The Weaver Approaches - Back

Agenda
Again you are shaken by a sudden feeling of instability as reality shifts and bends around you. The wave is more intense than before, and it seems to originate from the Sea of Pitch in the depths of the Underworld.

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.

Beset by Monsters
Beset by Monsters

Agenda. Stage 3

Mythos
Doom: 5. Clues: –
Hei! Aa-shanta 'nygh! / I am true Chaos / look not upon my shape for it is ever-changing / I commanded you to keep reading / look not upon my face for it is no face at all / I told you to stop running / listen not for the truth for the truth is a lie / I warned you not to dream / Mine and mine alone / Nobody else can have it / I dared you not to fight / Run then, rabbit, run / there is nothing more / I cherish the chase / nothing / nothing
Régis Moulun
Where the Gods Dwell #289. Where the Gods Dwell #4.

A Dream Devoured - Back

Agenda
Enough playing with you. I will have what is owed to me.
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.

Chaos Incarnate
Chaos Incarnate

Agenda. Stage 1

Mythos
Doom: 2. Clues: –
A heavy, ominous feeling haunts you as you explore St. Mary’s Hospital. Its halls are eerily dark and empty of everything but the occasional orderly making the late-night rounds. Lights flicker, and shadows seem to dart from corner to corner. The hospital’s maze of corridors has begun to take on an almost dreamlike haziness. You notice yet another spider crawling up your leg and brush it away, wondering what is causing them to appear so often.
Robert Laskey
The Dream-Eaters #64. Waking Nightmare #2.

Unsettling Developments - Back

Agenda
As you continue to explore the hospital, the oddities you have observed become more and more frequent. Thick, dark cobwebs now cover the corners of every room. Spiders crawl along the walls and the ceilings, emerging from seemingly nowhere and vanishing just as quickly. It's not just your imagination - an infestation of spiders has taken root within the hospital. And not just any spiders: they are larger than average, with long, jagged, barbed legs and great hairy abdomens. Perhaps even more worrying is the complete lack of hospital staff roaming the halls. Aside from several wary and frightened orderlies, you see no other staff members, not even any nurses or doctors. Where has everyone gone?

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.

Halls of St. Mary's
Halls of St. Mary's

Agenda. Stage 3

Mythos
Doom: 8. Clues: –
The entire building has become infested with a sinister evil - something that does not follow the laws of nature. You need to find some way to either stop it or to escape before it consumes you, too.

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.

Robert Laskey
The Dream-Eaters #66. Waking Nightmare #4.

Desperate Escape - Back

Agenda
The infestation has claimed the hospital in its entirety. Not a single room has been left untouched. You race through its halls, searching desperately for a way out, and find only web-covered walls, victims wrapped in silken cocoons, and dead hospital staff hanging from the ceiling.

In your Campaign Log, record 8 tally marks next to "Steps of the Bridge."

(→R4)

Hospital of Horrors
Hospital of Horrors

Agenda. Stage 1

Mythos
Doom: 7. Clues: –
Despite the advice of the Dreamlands' inhabitants, you and your companions seek unknown Kadath, where the gods dwell.

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.

Jessie Calderon
The Search for Kadath #120. The Search for Kadath #2.

The Corsair's Pursuit - Back

Agenda
Months have passed since you first set forth from Ulthar. Along the way, you have seen many fabulous places and met many strange and interesting people. Some have been helpful, giving you sage advice or pointing you in the right direction. Most, however, have regarded you with suspicion and wariness. Perhaps it is because you are a dreamer from the outside world, or perhaps it is because you are foolish and accursed enough to seek the forbidden places of the Dreamlands.
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.

Journey Across the Dreamlands
Journey Across the Dreamlands

Agenda. Stage 1

Mythos
Doom: 19. Clues: –
From your initial dream, you have been drawn into a familiar dreamscape: the same one that Virgil Gray traversed in his story in Tales from Nevermore. Is this real? Or is your mind simply conjuring what it expects to see?

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.

David Sourwine
The Dream-Eaters #40. Beyond the Gates of Sleep #2.

Trick of the Mind - Back

Agenda

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.

Journey through the Gates
Journey through the Gates

Agenda. Stage 3

Mythos
Doom: 11. Clues: –
In the distance, untold horizons away, stars glimmer and burn with the power of countless other worlds. The shimmering strands of web all around you pulse with the same light.

*This agenda gets +2 doom threshold.

Cristi Balanescu
Weaver of the Cosmos #336. Weaver of the Cosmos #4.

Worlds Collide - Back

Agenda
There is a sudden rush of air and a snapping sound, like a thousand bones popping into place at once. The webs surrounding you all flicker with untold power, the air currents shifting back and forth to the same steady rhythm. At the far end of the void, the sun's light shines through - a literal light at the end of the tunnel that is Atlach-Nacha's realm. You watch with dread as the spiders infesting this place scurry, one by one, toward the light.

(→R2)

Realities Interwoven
Realities Interwoven

Agenda. Stage 1

Mythos
Doom: 5. Clues: –
The silence of this place is deafening. There is no wind whistling through the air, no chirping of birds, no idle sound of any kind. This is a dead world. Though you know danger lurks around every corner, you hear no sign of the beasts or the Corsairs who call this place home. You must remain even quieter in order to stay hidden.
Régis Moulun
Dark Side of the Moon #207. Dark Side of the Moon #2.

Throw Away the Key - Back

Agenda
A single screech pierces the silence, and you instinctively duck for cover. You have seen these creatures before: horrid, eyeless monstrosities that fly alongside the Corsairs' black galleys. Terrible things of bone and leathery membranous skin.
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.

Silent Stirring
Silent Stirring

Agenda. Stage 2

Mythos
Doom: 5. Clues: –
Your pace quickens as the creatures’ pursuit grows more frenzied with each passing minute. The silence you once cursed is broken; the awful piercing screeches that punctuate the night are even worse.
Régis Moulun
Dark Side of the Moon #208. Dark Side of the Moon #3.

Run, Rabbit, Run! - Back

Agenda
Your escape route is cut off as a pack of lithe creatures surrounds you. At first glance, you believe them to be cats, but they are only vaguely catlike in shape. What you mistook for fur is more akin to a series of patterns, like strange filigrees. You silently pray for aid...

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!"

The Alarm Is Raised
The Alarm Is Raised

Agenda. Stage 1

Mythos
Doom: 7. Clues: –
This vast expanse of space is a bridge between the Dreamlands and reality, woven by a terrible spider creature that is the cause of all of the distortions you have experienced thus far. If you don’t find a way to stop it from completing the bridge, it will open the way for these horrors to enter the waking world.

*This agenda gets +2 doom threshold.

Forced - When this agenda advances: Do not remove doom from locations in play.

Cristi Balanescu
Weaver of the Cosmos #334. Weaver of the Cosmos #2.

A Breath of Fresh Air - Back

Agenda
There is no air in this interdimensional space. Even in the bleak pits of the Underworld, you sensed cold wind coiling through the depths or warm, noxious gas rising from the Sea of Pitch. But here, there is nothing: no air, no atmosphere, no life whatsoever, save for you and the spiders whose work nears completion.
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.

The Bridge of Webs
The Bridge of Webs

Agenda. Stage 3

Mythos
Doom: 7. Clues: –
"There was a vortex of withering, ice-cold wind, and then the rattle of loose bricks and plaster; but I had mercifully fainted before I could learn what it meant."
- 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).

Yoann Boissonnet
A Thousand Shapes of Horror #171. A Thousand Shapes of Horror #4.

It Is Real - Back

Agenda
To your surprise, the most dreadful sound - the one that will forever burn in your memory of the night's events - is not the echoing, despondent cries of the unnamable monstrosity or the papery crunch of dry corpses being devoured in the graveyard. It is the simple creaking of a lattice window.
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)

The Dead with No Name
The Dead with No Name

Agenda. Stage 1

Mythos
Doom: 7. Clues: –
I see you there.

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?
Régis Moulun
Where the Gods Dwell #287. Where the Gods Dwell #2.

The Mire of Dreams - Back

Agenda
Do not try to run now. You are mine.
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.

The Eye of Chaos
The Eye of Chaos

Agenda. Stage 1

Mythos
Doom: 5. Clues: –
The house that Randolph calls "The Unnamable" is not much to look at. The run-down seventeenth-century building has been abandoned for decades and has fallen into disrepair. Its door is scratched and pitted, most of the windowpanes are shattered, and rats crawl around the foundations.
Yoann Boissonnet
A Thousand Shapes of Horror #169. A Thousand Shapes of Horror #2.

The Unnamable
The Ultimate Abomination

Enemy

Monster. Abomination. Elite.

Mythos
Fight: 5. Health: –. Evade: 5.
Damage: 2. Horror: 2.

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").

Apterus
A Thousand Shapes of Horror #169. A Thousand Shapes of Horror #2.
The House with No Name
The Unnamable

Agenda. Stage 2

Mythos
Doom: 6. Clues: –
A monstrous presence has infested St. Mary’s. It lies inside the walls and watches you from all sides. In mere minutes, it has spun thick, sticky webbing throughout each of the rooms you visit. The lights are either flickering or out across the hospital, and some of the more advanced medical machinery is broken and covered in cobwebs.

Forced - At the end of the mythos phase: Make an infestation test.

Robert Laskey
The Dream-Eaters #65. Waking Nightmare #3.

Hell Breaks Loose - Back

Agenda
Suddenly, chaos breaks out in the hospital. THe sound of chittering and crashing emerges from the walls. In the darkness, you can barely make out the shapes of bizarre spiderlike creatures scurrying in the distance. As you round a corner, you spot an orderly writhing on the polished floor, convulsing violently as though possessed by an insidious force. You rush to his side and flip him onto his back... and find that nearly all of his face is covered in thick webbing, and his eyes are wide and glazed over. He does not react as you shake him.

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.

The Infestation Spreads
The Infestation Spreads