Agenda. Stage 2
Why do you flee?
I am your future.
I am your fate.
Another mask for my collection.
Another corpse
for me
to
wear.
The Last Dream - Back
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 2
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).
It Grows Bolder - Back
Shuffle the encounter discard pile into the encounter deck.


Agenda. Stage 3
(Hint - The game will not end when this agenda advances... but the agents of Nyarlathotep will tighten their noose.)
Time to Kill - Back
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.


Act. Stage 3
Objective - If each investigator is at the Onyx Gates, and no clues are on it, advance.
Where the Gods Dwell - Back
Each investigator loses all of their clues.
Read Scenario Interlude: Grand Design in the Campaign Guide. Then, advance to Act 4a - "Truth and Lies."


Act. Stage 3
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.
The Next Step - Back
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).


Act. Stage 1
Do not draw cards from the encounter deck during the mythos phase.
Objective - If an investigator enters The Cavern of Flame, immediately advance.
Priests of the Dreamlands - Back
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.


Act. Stage 1
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.)
A Mournful Ally - Back
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.


Act. Stage 1
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.)
An Unlikely Ally - Back
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.


Act. Stage 2
Objective - Only investigators at the Temple of the Moon Lizard may spend the requisite number of clues, as a group, to advance.
Through the Center - Back
"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.


Act. Stage 1
Objective - Only investigators at the City of the Moon-Beasts may spend the requisite number of clues, as a group, to advance.
Timely Rescue - Back
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.


Act. Stage 1
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.
The Edge of Dreams - Back
Read Scenario Interlude: The Spider Queen in the Campaign Guide. Then, advance to Act 2a - "The Weaver of the Cosmos."


Act. Stage 1
The Monastery - Back
Reveal the Monastery of Leng.
Spawn the set-aside High Priest Not to Be Described enemy in the Monastery of Leng.


Act. Stage 1
- 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.
To the Sea! - Back
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.


Act. Stage 1
A Promising Lead - Back
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.


Act. Stage 2
Objective - If an investigator controls Randolph Carter, advance.
Carter's Statement - Back
Shuffle the encounter discard pile into the encounter deck.


Act. Stage 1
Objective - Explore the house to find a way into the Dreamlands. (Find and complete an objective on another scenario card to advance.)
Into the Depths - Back
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.


Act. Stage 2
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).
Where to? - Back
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.


Act. Stage 3
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.)
Under the Sea of Pitch - Back
(→R1)


Act. Stage 2
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.)
A Way Across - Back
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.


Act. Stage 2
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).
Where to? - Back
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.

