Agenda. Stage 2

Mythos
Doom: 5. Clues: –
Why do you fight?
Why do you flee?

I am your future.
I am your fate.

Another mask for my collection.

Another corpse
for me
to
wear.
Régis Moulun
Where the Gods Dwell #288. Where the Gods Dwell #3.

The Last Dream - Back

Agenda
Yes, read on, my puppet. This will be your last dream. Your final reprieve. Then I shall take the rest for myself.

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 Shape of Chaos
The Shape of Chaos

Agenda. Stage 2

Mythos
Doom: 6. Clues: –
You’ve felt an evil presence lurking here ever since you arrived. The entity defies all description. At times it appears formless; at others, it embodies myriad shapes and features. You can sometimes pick out a particular aspect - an eye, a horn, a blemish - but it disappears as soon as you focus on it.

Each Swarm of Rats gains swarming 1.

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 #170. A Thousand Shapes of Horror #3.

It Grows Bolder - Back

Agenda
Time is running short. The entity, which before had seemed content to loom and observe you from afar, now swells with power and pursues you with relentless ferocity. It writhes and thrashes, seemingly everywhere at once. You have to hurry and confront your fears, or you will never find your way into the Dreamlands.

Shuffle the encounter discard pile into the encounter deck.

The Thing with No Name
The Thing with No Name

Agenda. Stage 3

Mythos
Doom: 4. Clues: –
The entirety of the Moon’s denizens are raised against you now. Behind every corner, a group of Corsairs lies in wait, or a pack of hunting cats lurks to herd you toward its vicious masters. The skies above swarm with winged beasts and black galleys. If you cannot find a way back to Earth, you will surely be captured.

(Hint - The game will not end when this agenda advances... but the agents of Nyarlathotep will tighten their noose.)

Régis Moulun
Dark Side of the Moon #209. Dark Side of the Moon #4.

Time to Kill - Back

Agenda
There is nowhere left to run.

Raise each investigator's alarm level by 1.

Each investigator takes horror equal to half their alarm level (rounded up).

Reset the agenda deck to agenda 3a. Then, place 2 doom on that agenda.

They Are Upon You!
They Are Upon You!

Act. Stage 3

Mythos
Clues: –
You believe that Kadath is the highest peak far to the north, but in order to open the gates leading to that forsaken land, you must prove that it exists.

Objective - If each investigator is at the Onyx Gates, and no clues are on it, advance.

Patrick McEvoy
Where the Gods Dwell #292. Where the Gods Dwell #7.

Where the Gods Dwell - Back

Act

Each investigator loses all of their clues.

Read Scenario Interlude: Grand Design in the Campaign Guide. Then, advance to Act 4a - "Truth and Lies."

Beyond Dreams
Beyond Dreams

Act. Stage 3

Mythos
Clues: –
With the aid of Randolph Carter, you must attempt to close the rifts that have opened between the Dreamlands and the waking world.

Each infested location gains: ": Test (X) to attempt to seal the rift. X is this location's shroud. Investigators at this location may spend 1 clues, as a group, to automatically succeed. If you succeed, replace the damage token on this location with a horror token. For the remainder of the game, this location cannot become infested."

Objective - If there are no infested locations in play, advance.

Borja Pindado
The Dream-Eaters #69. Waking Nightmare #7.

The Next Step - Back

Act
With the final rift sealed, the infestation ceases, and the hospital returns to normal. "Good work," Randolph says. "Still, I believe this matter warrants further investigation. We do not know what caused this to happen." You remind him that there is also the matter of your companions, who still refuse to wake. "Yes, of course— that too. Come, let us go somewhere private where we can discuss what our next step should be. Sadly, I do not believe there is anything more we can do to aid your friends here." You don't know if Randolph means "here" as in "the hospital" or
"here" as in "the waking world," but either way, it does not bode well for your companions.

Check Campaign Log.

- If Dr. Maheswaran joined the investigation and she was in play when the scenario ended, (→R1).

- If Dr. Maheswaran joined the investigation and she was not in play when the scenario ended, (→R2).

- If Dr. Maheswaran stayed with her patients , (→R3).

Containing the Outbreak
Containing the Outbreak

Act. Stage 1

Mythos
Clues: –
The door leading out of your initial dream takes you to a stone staircase. Thousands of different stairways join together here, forming an incomprehensible nexus of steps where worlds and stories join together. Where the stairs meet, they form a single spiraling pathway descending deeper into the land of dreams.

Do not draw cards from the encounter deck during the mythos phase.

Objective - If an investigator enters The Cavern of Flame, immediately advance.

Julian Kok
The Dream-Eaters #41. Beyond the Gates of Sleep #3.

Priests of the Dreamlands - Back

Act
At the center of the cavern is a pillar of flame flanked by two robed, bearded men. You recognize this scene from the writings of Virgil Gray. The priests, the cavern: it is all just as he described. Either you have ventured into the same dreamscape, or you are sharing in his delusions. "You must be tested," one of the priests says enigmatically. "Your ordeal will be great, and thus, so too will be your trial."

Each investigator loses all of their clues.

Put the set-aside Nasht and Kaman-Thah enemies into play in The Cavern of Flame.

Your slumber grows deeper. Add 1 token to the chaos bag for the remainder of the campaign.

Entering the Dreamlands
Entering the Dreamlands

Act. Stage 1

Mythos
Clues: –
You have succeeded in reaching the Dreamlands, but this is not quite what you expected. You are in the Underworld, and it will take some work to find your bearings in this sinister place.

Forced - After an enemy with 1 or more clues on it is defeated: Take control of each of those clues.

Objective - Explore this region. (You will be instructed when to advance.)

Daria Khlebnikova
Point of No Return #250. Point of No Return #4.

A Mournful Ally - Back

Act
You launch into a panicked explanation of everything that's happened to you. When the ghoul hears the name "Randolph Carter," his demeanor changes. He asks what has become of Randolph, and you tell him of his friend's fate. Sadness overcomes the creature. He introduces himself as Richard Pickman, and tells you that Randolph was once his friend. He agrees to let you pass in peace, but not before giving you a warning: strange happenings have been occurring within the Underworld. He tells of dark forces spreading throughout the vale below the Plain of the Ghouls, of vile weavers that crawl along the cavern walls, and of a terrible howling cry that penetrates throughout the realm. All of it, he explains in gibbering speech, emanates from one place: an ocean of pitch in the realm's deepest layer.

Put each set-aside Vale location into play.

Find each card from the Ghouls encounter set and the Striking Fear encounter set (even if they are out of play). Remove them from the game.

Shuffle the set-aside Terror of the Vale and Nightgaunts encounter sets into the encounter deck, along with the discard pile.

Entering the Underworld (v. I)
Entering the Underworld (v. I)

Act. Stage 1

Mythos
Clues: –
You have succeeded in reaching the Dreamlands, but this is not quite what you expected. You are in the Underworld, and it will take some work to find your bearings in this sinister place.

Forced - After an enemy with 1 or more clues on it is defeated: Take control of each of those clues.

Objective - Find Richard Upton Pickman. (You will be instructed when to advance.)

Daria Khlebnikova
Point of No Return #251. Point of No Return #5.

An Unlikely Ally - Back

Act
Randolph gives a shout of recognition as the ghoul approaches. He and the creature shake hands and converse for a short while, after which he introduces you. "This is the ghoul I spoke to you about. He is an old friend of mine, and he has offered to guide us through the Underworld. He has some dire news, however..." Randolph goes on to explain: strange happenings have been occurring within the Underworld. He tells of dark forces spreading throughout the vale below the Plain of the Ghouls, of vile weavers that crawl along the cavern walls, and of a terrible howling cry that penetrates throughout the realm. All of it, he says, emanates from one place: an ocean of pitch in the realm's deepest layer.

Choose an investigator to take control of the set-aside Richard Upton Pickman story asset. For the remainder of the scenario, if Richard Upton Pickman leaves play, remove him from the game.

Put each set-aside Vale location into play.

Find each card from the Striking Fear encounter set (even if they are out of play). Remove them from the game.

Shuffle the set-aside Terror of the Vale and Nightgaunts encounter sets into the encounter deck, along with the discard pile.

Entering the Underworld (v. II)
Entering the Underworld (v. II)

Act. Stage 2

Mythos
Clues: 1.
Now that you are reunited, it is time to get off this rock. Randolph informs you that the light side of the Moon should be safe from the reach of the moon-beasts, who dwell only on this side. However, it is much too far for you to walk on foot. You’ll have to find another way to escape.

Objective - Only investigators at the Temple of the Moon Lizard may spend the requisite number of clues, as a group, to advance.

Patrick McEvoy
Dark Side of the Moon #211. Dark Side of the Moon #6.

Through the Center - Back

Act
While the majority of this temple is dedicated to an idol the moon-dwelling creatures refer to as the "Moon Lizard," you also find several references to some kind of lake of primordial black ooze not far beneath the surface, that binds together the core of the Moon. "These texts imply that the whole of the Moon's surface is connected by this 'core' across multiple dimensions. Perhaps we can use it to cross over to the Moon's other side," Randolph suggests.
"Or to the afterlife," Virgil adds.
"Yes, one or the other," Randolph replies nonchalantly. "It is still our only option."

Put the set-aside Caverns Beneath the Moon (Dark Side) and The Black Core locations into play.

Spawn the set-aside Moon Lizard at The Black Core, exhausted.

Shuffle the encounter discard pile into the encounter deck.

Exploring the Moon
Exploring the Moon

Act. Stage 1

Mythos
Clues: 3.
Virgil Gray is held captive somewhere in the vast, strange city of the moon-beasts. You must be quiet and cunning if you are to find him and escape unnoticed.

Objective - Only investigators at the City of the Moon-Beasts may spend the requisite number of clues, as a group, to advance.

Patrick McEvoy
Dark Side of the Moon #210. Dark Side of the Moon #5.

Timely Rescue - Back

Act
After hours of weaving around leprous stone towers and searching high and low, you finally spot a group of shackled captives being led single file from the docks to who knows where. Luckily, they are guarded by only two of the foul Corsairs. You create a distraction loud enough to separate the pair, then sneak by in order to free the captives.

Choose an investigator at the City of the Moon-Beasts to take control of the set-aside Virgil Gray (Truly Inspired) story asset.

Check Campaign Log: If Randolph was captured, that card's owner puts the set-aside Randolph Carter (Expert Dreamer) story asset into their hand.

In the Belly of the Moon-Beast
In the Belly of the Moon-Beast

Act. Stage 1

Mythos
Clues: 3.
You realize now that you are no longer in the Dreamlands or the waking world, but somewhere else entirely: a stygian void wherein dwells the Weaver of the Cosmos. It is not just your world at stake, but the Dreamlands as well.

Each location is connected to each location above and below it.

Objective - If each investigator is at the bottommost location, they may spend the requisite number of clues, as a group, to advance.

Cristi Balanescu
Weaver of the Cosmos #337. Weaver of the Cosmos #5.

The Edge of Dreams - Back

Act

Read Scenario Interlude: The Spider Queen in the Campaign Guide. Then, advance to Act 2a - "The Weaver of the Cosmos."

Journey Across the Bridge
Journey Across the Bridge

Act. Stage 1

Mythos
Clues: 2.
You have come to the land of Leng, a barren, icy wasteland where you believe the peak of unknown Kadath resides. All the while, you are taunted by a presence which gnaws at your insides, a wordless, derisive voice which you cannot hear but feel within the confines of your mind.
Patrick McEvoy
Where the Gods Dwell #290. Where the Gods Dwell #5.

The Monastery - Back

Act
Traversing the wastes of Leng is no easy task. The cold bites at your skin, and the bitter winds lash against your face. Even if you encounter no nameless monsters, the land itself may still yet claim your life. You try desperately to stay warm, but there is no refuge in the icy desolation. Exhausted, you collapse into a nearby snowdrift. To your surprise, you feel hard stone thrust into your ribcage. The pain shocks you out of your enervation, and you brush aside the snow to examine what it hides. Eventually, you uncover a curious stone idol in the shape of a horned creature, which glows and vibrates with faint energy. In the distance, you hear a stone slab shifting in the snow.

Reveal the Monastery of Leng.

Spawn the set-aside High Priest Not to Be Described enemy in the Monastery of Leng.

Journey Through the Cold Wastes
Journey Through the Cold Wastes

Act. Stage 1

Mythos
Clues: 2.
"Over fertile plains rolling down to the Skai he saw the smoke of cottage chimneys, and on every hand were the hedges and ploughed fields and thatched roofs of a peaceful land."
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath

Objective - At the end of the round, investigators at a Port location may spend the requisite number of clues, as a group, to advance.

Julian Kok
The Search for Kadath #122. The Search for Kadath #4.

To the Sea! - Back

Act
You find a captain willing to grant you passage to the remote regions of the Dreamlands, wherein you may find signs from the gods to point you in the direction of Kadath.

Search the encounter deck, discard pile, and all play areas for Cats of Ulthar, each Pack of Vooniths, and each card from the Zoogs encounter set, and remove them from the game.

Shuffle each set-aside copy of Priest of a Thousand Masks into the encounter deck, along with the encounter discard pile.

The investigators must decide (choose one):

- Visit the isle of Oriab to the south. Resolve Oriab Setup in the Campaign Guide.

- Visit the ancient land of Mnar to the west. Resolve Mnar Setup in the Campaign Guide.

- Visit the Forbidden Lands to the north. Resolve Forbidden Lands Setup in the Campaign Guide.

- Visit the kingdom of the Timeless Realm to the east. Resolve Timeless Realm Setup in the Campaign Guide.

Kingdom of the Skai
Kingdom of the Skai

Act. Stage 1

Mythos
Clues: 4.
Something is wrong with your companions, and while medical science has come far, it can’t account for what is happening to them. You’ve decided to take it upon yourself to figure out what is wrong and set things right.
Borja Pindado
The Dream-Eaters #67. Waking Nightmare #5.

A Promising Lead - Back

Act
From hospital records and snippets of hushed conversation, you are able to glean that there was recently another patient in the hospital whose condition closely mirrored that of your friends. After being comatose for weeks, the patient abruptly and inexplicably awakened just this morning. Baffled, the doctors have quarantined the patient somewhere in the basement of the hospital, below the eastern ward.

Put the set-aside Stairwell and Basement Door locations into play.

Check the current agenda.

- If it is agenda 2 or 3, make an infestation test.

- If it is agenda 1, immediately advance to agenda 2.

Looking for Answers
Looking for Answers

Act. Stage 2

Mythos
Clues: –
You need to learn where this mysterious patient is being kept. If you can find them and speak with them, perhaps they can provide some answers about what is happening to your friends.

Objective - If an investigator controls Randolph Carter, advance.

Borja Pindado
The Dream-Eaters #68. Waking Nightmare #6.

Carter's Statement - Back

Act
After some persuading, you manage to convince the blond-haired man to listen to your story. Once you explain to him what has happened to your companions, he shakes his head in solemn understanding. "I knew this Virgil fellow would cause trouble. If only I had convinced him not to write that story..." You ask him what he means, and he lets out a long sigh before elaborating: "It's all true. All of it. The Dreamlands is real. And I believe that something is causing it to merge with the waking world. That's where all of this is coming from," he explains, motioning to the spiderwebs in the corners of the room. "With your help, I may be able to temporarily stop the infestation from spreading. Then we can investigate this matter further." He rises from his cot and shakes your hand. "My name is Randolph, by the way. Randolph Carter."

Shuffle the encounter discard pile into the encounter deck.

Search for the Patient
Search for the Patient

Act. Stage 1

Mythos
Clues: –
You're still not sure exactly what you're meant to find inside the old house, but Randolph insists that you need to locate the "key." Seems like you have no choice but to search the house and see what you can turn up.

Objective - Explore the house to find a way into the Dreamlands. (Find and complete an objective on another scenario card to advance.)

Aleksander Karcz
A Thousand Shapes of Horror #172. A Thousand Shapes of Horror #5.

Into the Depths - Back

Act
The tomb opens into a staircase that stretches deep underground before disappearing into darkness.

Set The Unnamable aside. It keeps all tokens and attachments.

Remove each location from the game (or place it in the victory display if it has Victory X and no clues on it). Investigators are not defeated during this process. (Other enemies and attachments at those locations are discarded.)

Shuffle the set-aside Mysterious Stairs locations and put 5 of them into play in a vertical line. Remove the remaining Mysterious Stairs location from the game.

Place each investigator and the set-aside The Unnamable enemy at the topmost Mysterious Stairs location, revealing it.

Search the encounter deck and discard pile for both copies of Locked Door and both copies of Secrets in the Attic, and remove them from the game.

Shuffle each set-aside copy of Endless Descent into the encounter deck, along with the encounter discard pile.

Searching the Unnamable
Searching the Unnamable

Act. Stage 2

Mythos
Clues: –
From the relative safety of the fabulous city of Ilek-Vad, you may cross into the hellish and bizarre landscape of the Forbidden Lands. East of this barren and blasted landscape lie the lands which have been ravaged by the hordes of Night.

Objective - Find and uncover as many Signs of the Gods in this region as you can. At the end of the round, if each investigator is at the same Port location, you may move to another region by advancing this act.

Objective - If the investigators have uncovered 10 Signs of the Gods, proceed to (→R1).

Julian Kok
The Search for Kadath #125. The Search for Kadath #7.

Where to? - Back

Act
You finally return to your ship, ready to leave this accursed land behind. "Let's not tarry in this godsforsaken place any longer," the captain says, barking orders to his crew. "Ilek-Vad may be a jewel, but the lands beyond are frought with danger. Pick a heading. Any heading. Just so long as it is far away from here."

Search the encounter deck, discard pile, and all play areas for the Horde of Night and Stalking Manticore enemies and remove each of them from the game.

Shuffle the encounter discard pile into the encounter deck.

The investigators must decide (choose one). You cannot choose a place you have already visited. If you have already visited each of the listed areas, proceed to (→R1).

- Visit the isle of Oriab to the south. Resolve Oriab Setup in the Campaign Guide.

- Visit the ancient land of Mnar to the west. Resolve Mnar Setup in the Campaign Guide.

- Visit the kingdom of the Timeless Realm to the east. Resolve Timeless Realm Setup in the Campaign Guide.

Seek Out the Night
Seek Out the Night

Act. Stage 3

Mythos
Clues: –
As you traverse the tar-like Sea of Pitch, you begin to discern patterns in the unearthly web that glows below its surface.

Forced - After an enemy with 1 or more clues on it is defeated: Take control of each of those clues.

Objective - Find the source of the distortion. (You will be instructed when to advance.)

Daria Khlebnikova
Point of No Return #253. Point of No Return #7.

Under the Sea of Pitch - Back

Act
A pit of fear grows in your chest as you gaze into the thick, dark water. This is the source. Whatever is below the surface of this sea, it holds the answer to everything that has transpired thus far in the waking world. Perhaps you can even find a way to save your friends. Or perhaps the ocean will simply swallow you alive. You have no way of knowing for certain. You stand and take a final breath, clenching your fists tightly. Then, you take a leap of faith.

(→R1)

The Black Expanse
The Black Expanse

Act. Stage 2

Mythos
Clues: –
The way to the vale below is treacherous. You will have to climb down from a place Pickman calls "the Crag of the Ghouls," where the creatures cast the discarded remains of their macabre meals. You can only imagine what the depths might be like.

Forced - After an enemy with 1 or more clues on it is defeated: Take control of each of those clues.

Objective - Find the way to the Sea of Pitch. (You will be instructed when to advance.)

Daria Khlebnikova
Point of No Return #252. Point of No Return #6.

A Way Across - Back

Act
The hole becomes narrower and narrower as you make your way through to the other side of the stone wall. When you finally emerge, you find yourself at the shores of an enormous ocean of pitch-black tar. Webs of glowing, violet energy spread across its surface, filling you with an uneasy dread. Could this be related to the horrors you witnessed in St. Mary's Hospital? Just as you are beginning to wonder what to do next, you discover several rowboats of black wood moored in a nearby cove. The hull of each is carved with a strange insignia. Is this luck, or providence? Either way, you are determined to set off across the sea and trace this madness to its source.

Put each set-aside Depths location into play.

Shuffle the set-aside Descent into the Pitch and Agents of Atlach-Nacha encounter sets into the encounter deck, along with the discard pile.

The Descent
The Descent

Act. Stage 2

Mythos
Clues: –
The ancient, fabled land of Mnar is one of the oldest regions in the Dreamlands, where wandering nomadic tribes settled city-states that grew in size and power over untold ages, until they became the metropolises that stand today.

Objective - Find and uncover as many Signs of the Gods in this region as you can. At the end of the round, if each investigator is at the same Port location, you may move to another region by advancing this act.

Objective - If the investigators have uncovered 10 Signs of the Gods, proceed to (→R1).

Julian Kok
The Search for Kadath #124. The Search for Kadath #6.

Where to? - Back

Act
Your options in this region exhausted, you make your way back to your ship. The captain orders the crew to get ready to leave port. "Wasn't sure if you'd be back in time, but here you are," the captain says with a grin. "Well? Where to?"

Search the encounter deck, discard pile, and all play areas for the Beings of Ib enemy and remove it from the game.

Shuffle the encounter discard pile into the encounter deck.

The investigators must decide (choose one). You cannot choose a place you have already visited. If you have already visited each of the listed areas, proceed to (→R1).

- Visit the isle of Oriab to the south. Resolve Oriab Setup in the Campaign Guide.

- Visit the Forbidden Lands to the north. Resolve Forbidden Lands Setup in the Campaign Guide.

- Visit the kingdom of the Timeless Realm to the east. Resolve Timeless Realm Setup in the Campaign Guide.

The Doom That Came Before
The Doom That Came Before