Act. Stage 5

Mythos
Clues: –
What?!

What do you think you are doing?

These are my dreams.

Do you really think you can
claim this realm for yourself?

It cannot be possessed
by one such as you!

Nyarlathotep's True Shape gets -1 health for each clue the investigators possess, as a group.

Objective - If Nyarlathotep's True Shape is defeated, advance.

Patrick McEvoy
Where the Gods Dwell #294. Where the Gods Dwell #9.

The Black Cat - Back

Act
The abomination folds in on itself, tears a hole through reality, and escapes through the other side. It has fled the Dreamlands and may never return.
"It is done," the black cat says after a moment of unsteady silence. "The final scene in my vision, and the final chapter of my story." Its form begins to fray and unravel like the end of a rope. "These dreams are very precious, human." Its voice lingers and hums through the air even as the last vestiges of its shape disappear into the aether. "Do not lose them. They are the very heart of you. The heart of us all. And they're yours to keep - at least, for now."
You want to ask what all of this means, but it is too late. The black cat is gone.

(→R2)

The Dream-Eaters
The Dream-Eaters

Act. Stage 2

Mythos
Clues: –
The steps seem to descend forever. Every time you think you're nearing the end, you round another corner and see hundreds more.

While the bottommost Mysterious Stairs location is revealed, it gains: ": Resign."

Objective - Reach the bottom of the stairs. If each undefeated investigator has resigned, advance.

Aleksander Karcz
A Thousand Shapes of Horror #173. A Thousand Shapes of Horror #6.

Forced Entry - Back

Act
The forlorn cries of the unnamable creature - whatever it is or once was - echo throughout the unnatural cavern from far above you. "It cannot reach us down here," Randolph says, letting out a sigh of relief. It was a harrowing descent, but you are finally safe from the indescribable thing. Even so, your safety is fleeting. The stairway coils below you with no end in sight. Windows in the spire's stone wall overlook an endless landscape of rocky crags and barren peaks, dimly lit by a grey phosphorous light. You are still many miles above the floor of this subterranean world, and who knows what horrors you may find once you arrive?
"This is only the beginning," Randolph warns you. "There is no turning back now. Are you ready to proceed?"

(→R1)

The Endless Stairs
The Endless Stairs

Act. Stage 3

Mythos
Clues: –
Spiraling stairs descend below for what seems like an infinity.

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

Objective - If each investigator is at The Enchanted Path, immediately advance.

Julian Kok
The Dream-Eaters #43. Beyond the Gates of Sleep #5.

Into Enchantment - Back

Act
When you reach the base of the stairway, you find yourself in an otherworldly oak forest. The forest floor is thick with countless years of fallen leaves, and you are surrounded by glowing fungi of all shapes and sorts. The soil is pierced with gnarled roots, and the trees are strangled by invasive vines. A winding dirt path leads deeper into the woods.

Each investigator loses all of their clues.

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

Remove each Steps location from the game.

Randomly choose 6 of the set-aside Enchanted Woods locations to put into play. Remove the other copy from the game.

Shuffle all of the remaining set-aside scenario cards, except for Laboring Gug and Randolph Carter (Expert Dreamer), to form the encounter deck. (From now on, investigators draw cards from the encounter deck during each mythos phase, as normal.)

The Final Descent
The Final Descent

Act. Stage 2

Mythos
Clues: –
To the south lies the small but thriving volcanic island of Oriab, dominated by the dormant volcano called Ngranek. The Bay of Baharna, marked by twin lighthouses, Thon and Thal, overlooks the Southern Sea.

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 #123. The Search for Kadath #5.

Where to? - Back

Act
As you board your ship once again, you find the crew loading barrels of trade goods: furs, ore, exotic spices, and the like. "We'll make a killing with these back on the mainland," the captain says, clapping your shoulder. "Hope you found what you were looking for, too. Where do you want to head next?"

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 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.

The Isle of Oriab
The Isle of Oriab

Act. Stage 2

Mythos
Clues: –
Much of the valley realm of Ooth-Nargai, ruled by the dreamer Kuranes, eludes the grasp of time. Nothing here ages or falls into disrepair. It is a realm of wonders and marvels - how many years might pass here before you even noticed?

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 #126. The Search for Kadath #8.

Where to? - Back

Act
Your ship's crew grumbles in protest when you announce your intention to leave. "Can you blame them?" the captain leans in and says quietly as the crew prepares for the voyage. "They would stay in port here forever if they could. But alas, the sea calls. So, where are we headed next?"

Search the encounter deck, discard pile, and all play areas for The Crawling Mist 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 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.

The King's Decree
The King's Decree

Act. Stage 3

Mythos
Clues: –
You suspend your disbelief and descend beneath the Moon’s crust. In order to reach the other side of the Moon, you must make your way though its black core, a transdimensional fluid from which nightmares are born.

Clues cannot be discovered from The Black Core except as a result of a successful investigation.

Objective - If each surviving investigator is at The Black Core and it has no clues on it, advance.

Patrick McEvoy
Dark Side of the Moon #212. Dark Side of the Moon #7.

To the Other Side - Back

Act
The lake of black ichor below the surface of the Moon is miles wide and bubbles with warm, noxious pockets of gas. Most of the lake bed is completely solid, and it seems for a moment that Randolph's plan is a dead end after all. Then, you take a final step, and your foot is caught by... nothing. Before you can react, you are yanked under the surface. You try to shout a warning to your companions, but your words are swallowed by the black core, along with the rest of your body. Your lungs barely have air. You struggle not to scream as you are carried by a fierce undertow. When you finally emerge, you are in another chamber just like the one you came from, only you can see a shaft of light piercing through the grey crust above you. Moments later, the rest of your party emerges. "Did we make it?" Virgil asks. "Why, I thought that was the end, for sure. This will make for an exciting chapter!"

Put the set-aside Caverns Beneath the Moon (Light Side), Light Side of the Moon, and The White Ship locations into play.

The Moon's Core
The Moon's Core

Act. Stage 4

Mythos
Clues: 5.
All you have to do is stay on the path.

Forced - After the first time any investigator enters an Enchanted Woods location: Record in your Campaign Log the dreamers strayed from the path.

Objective - Only investigators at The Enchanted Path may spend the requisite number of clues, as a group, to advance.

Julian Kok
The Dream-Eaters #44. Beyond the Gates of Sleep #6.

New Visitors - Back

Act
As you near the edge of the wood, more of the rodent-like creatures emerge, swarming out of burrows and honeycombed trees. Soon, the whole forest is alive with them. They surround you and chitter in a language you somehow understand: "Intruders." "They are with the cats." "New dreamers." "No, they followed the black cat." "But the black cat is not here." "We are many; they are few." Several of them emit low growls as they begin to close in. ust then, you hear a human voice call out, "What is the meaning of all this?" The owner of the voice is a blond young man with an unfazed expression. He is flanked by a pack of angry cats, each of whom falls into step beside him, save for one scarred old cat who takes the lead. You realize that the man speaks not to you, but to the creatures all around you, who slink backward as they are scolded. Then, to your ever-growing surprise, the scarred cat speaks: "Your tribute is late!"

The investigators must decide (choose one):

- Step back and watch this surreal scene play out. (→R1)

- Interrupt the scarred cat and handle this yourself. (→R2)

The Path
The Path

Act. Stage 3

Mythos
Clues: –
You are the last line of defense against the creatures that scheme to devour your world.

Spend 1 clue: Deal 3 damage to an Ancient One enemy at your location.

Forced - When the mythos phase begins: Reveal a random token from the chaos bag. If its modifier is negative, move Atlach-Nacha clockwise X times. X is the token's negative modifier.

Objective - If Atlach-Nacha is defeated, advance.

Cristi Balanescu
Weaver of the Cosmos #339. Weaver of the Cosmos #7.

Falling Down - Back

Act
The creature thrashes about violently as its webbing is ripped apart. The shimmer fades from the bridge's threads. In the distance, the cosmic array of lights winks out of existence, star by star. The spider's pained screech is deafening. You're not sure if it would be possible to kill a creature such as this, but you have done more harm to it in destroying its life's work than you could have ever done with bullets and blades.
As the woven threads of spider silk unravel, this realm's many suspended platforms of rock crumble and collapse into the endless aether below. You struggle to find something to stand on or grab hold of. Without the support of the web-bridge, the entire dimension collapses all around you.
With a final desperate screech that echoes throughout this world between worlds, Atlach-Nacha plunges into the eternal darkness below. You are quick to follow.

(→R1)

The Scheme's Demise
The Scheme's Demise

Act. Stage 2

Mythos
Clues: –
Inside the domed structure is a raised dais. Upon it sits a lumpish figure robed in yellow silk, a mask covering its face. "My master has plans for you," it drawls. "Now, step forward and receive my gift." You shake your head - you have seen this sort of disguise before. You know what sort of creature this "priest" truly is.

If an investigator "maneuvered the priest closer," and an investigator "stunned the priest": Defeat the High Priest Not to Be Described.

Objective - If the High Priest Not to Be Described is defeated, advance.

Patrick McEvoy
Where the Gods Dwell #291. Where the Gods Dwell #6.

A Foul Fate - Back

Act

If you defeated the High Priest Not to Be Described with damage, read the following:

As you strike it down, the creature spits foul curses at you in tongues that can scarcely be described. Its last breath is filled with hate.

If you defeated the High Priest Not to Be Described using the ability on act 2a, read the following:

Despite your fear - or perhaps as a result - you discover a means to escape the creature's grasp. With the creature distracted, you shove with all of your might, and it topples into the gaping well in the center of the room, letting out a hideous screech in its wake.

No matter how it was defeated, also read the following:

With the monster dispatched, you can explore its monastery in relative peace. Along the ruined walls of the stone building, tapestries depict the history of this land, a history of blood and suffering that you have no desire to remember when this is all said and done. Great snowcapped peaks loom over each of these scenes. In just one of them, a castle is woven in black thread.

The Thing in the Robes
The Thing in the Robes

Act. Stage 2

Mythos
Clues: –
The barred golden gates beyond will not open for you. Only the priests can judge whether you are worthy to pass through to the steps below. They cross their weapons - a steel halberd and a silver scythe - in front of the gates.

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

Objective - If neither Nasht nor Kaman-Thah are in play, immediately advance.

Julian Kok
The Dream-Eaters #42. Beyond the Gates of Sleep #4.

Beware the Road Ahead - Back

Act
Satisfied that you are worthy to enter the Dreamlands, the priests step aside to let you pass, and the gate beyond opens. Before you step through, one of them grabs you by the wrist and gives you a final warning: "Your journey shall take you beyond the lands of the gods. The eye of chaos is upon you now. Follow the path, and you shall be safe. But beware!" He tightens his grip. "Stray not from the path!"

Each investigator loses all of their clues.

Put the set-aside Seven Hundred Steps, Base of the Steps, and The Enchanted Path locations into play.

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

The Trial of Nasht and Kaman-Thah
The Trial of Nasht and Kaman-Thah

Act. Stage 2

Mythos
Clues: –
Atlach-Nacha is distracted by its mindless task. Now is your chance!

Spend 1 clue: Deal 3 damage to an Ancient One enemy at your location.

Forced - When the mythos phase begins: Reveal a random token from the chaos bag. If its modifier is negative, spin Atlach-Nacha clockwise X times. X is the token's negative modifier.

Objective - If 4 Legs of Atlach-Nacha are in the victory display, advance.

Cristi Balanescu
Weaver of the Cosmos #338. Weaver of the Cosmos #6.

The Queen's Wrath - Back

Act
Having severed the wretched spider's legs and unraveled the webs it stood on, you hoped that this would send the thing careening into the endless void below. But as it falls, more thin, jagged legs erupt from below its abdomen, and it grips onto a nearby platform, just barely catching itself. The horrible maw, which extends down the length of its worm-like head, wrenches open. From it emerges a screech like a thousand nails on a chalkboard.

Flip Atlach-Nacha's center card over, to its enemy side. Place it at the location with the most doom in it.

The Weaver of the Cosmos
The Weaver of the Cosmos

Act. Stage 4

Mythos
Clues: –
Beware! For I am the one who has trapped you here, and you shall never leave. Your dreams are forever mine!

Spend 1 clue: Look at the top 3 cards of the encounter deck. Draw each of those cards with the hidden keyword and discard the rest.

Objective - Find and expose Nyarlathotep's true form by adding copies of Nyarlathotep to the victory display. If 1 plus 1 copies are in the victory display, advance.

Patrick McEvoy
Where the Gods Dwell #293. Where the Gods Dwell #8.

The True Shape - Back

Act

Check Campaign Log. If the black cat knows the truth and the investigators possess the Silver Key:

As the shadows disperse, the black cat appears on your shoulder. "Now!" it cries. The silver key shimmers with radiant light as you draw it out. "This is the only way to expose its true shape!"

Each investigator loses each of their clues. Each copy of Nyarlathotep in the victory display combines to form a single enemy with:

- Fight/evade values equal to the highest fight/evade value among combined copies of itself.

- Health/damage/horror/victory values equal to the total combined health/damage/horror/victory values of all combined copies of itself.

- All keywords from all combined copies of itself.

Spawn this monstrosity in The Great Hall. It is Nyarlathotep's True Shape. Place clues on each Forsaken Tower location until it has clues equal to its clue value.


Otherwise, proceed to (→R1).

Truth and Lies
Truth and Lies

Act. Stage 4

Mythos
Clues: –
The surface of the light side of the Moon is patrolled by ships that sail through the windless sky. One, however, looks different from the rest. Its hull is stark and shining, casting a white glow into the night. "The White Ship!" breathes Randolph.

Objective - Find a way off the Moon. (You will be instructed when to advance.)

Patrick McEvoy
Dark Side of the Moon #213. Dark Side of the Moon #8.

The Captain - Back

Act
With your party safely aboard the White Ship, you beseech its captain to leave the Moon at once. You have no desire to stay in this perilous place any longer than you have to. "Not yet," the captain replies with an amiable smile. You plead with him, but he raises a hand in a gesture of silence, peering out into the distance. You squint against the light from the sun, which hangs static in the dark sky. There, miles away, you spot the thing that drew the captain's eye: a bird with many wings and even more colors, its feathers bright and vivid. It perches on a ruined stone structure and preens itself. Then, just as your patience is beginning to wear thin, it launches itself into space, and the captain pulls up the ship's anchor.

(→R1)

Unexpected Rescue
Unexpected Rescue

Dream-Gate
Wondrous Journey

Location

Dreamlands.

Neutral
Shroud: 1. Clues: 0

Bonded (Gate Box).

Dream-Gate is connected to each other revealed location, and vice versa. Enemies and investigators other than Luke Robinson cannot enter Dream-Gate.

Forced - At the end of the investigation phase: Set Dream-Gate aside, out of play. (If Luke Robinson is here, move him to any revealed location.)

Frej Agelii
The Dream-Eaters #15.

Dream-Gate
Pointless Reality

Location

Dreamlands.

Neutral
Shroud: 6. Clues: 0

Bonded (Detached from Reality).

Enemies and investigators other than Luke Robinson cannot enter Dream-Gate.

After you successfully investigate Dream-Gate: Flip it.

Forced - At the end of the investigation phase: Set Dream-Gate aside, out of play. (If Luke Robinson is here, move him to any revealed location, and he takes 2 horror.)

Frej Agelii
The Dream-Eaters #15.
Dream-Gate
Dream-Gate

Attic - Back

Location
"They never unlocked that attic door, but left the whole house as it was, dreaded and deserted. When noises came from it, they whispered and shivered; and hoped that the lock on that attic door was strong."
- H. P. Lovecraft, "The Unnamable"

Location

Mythos
Shroud: 4. Clues: 1.

Investigators in the Attic spend 1 clues, as a group: Deep within a pile of monstrous bones, you see a glint of silver. Remember that the investigators "recovered a strange key."

Victory 1.
Yoann Boissonnet
A Thousand Shapes of Horror #181. A Thousand Shapes of Horror #14.
Attic
Attic

Location

Oriab. City. Port.

Mythos
Shroud: 2. Clues: 1.

Veiled.

Victory 1.
"The wharves of Baharna are of porphyry, and the city rises in great stone terraces behind them..."
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Nele Diel
The Search for Kadath #136. The Search for Kadath #18.

Story

Mythos

Each investigator at Baharna may return an Item or Supply card from their discard pile to their hand.

Remember that the investigators have "obtained supplies from Baharna."

Flip this card back over.

The city of Baharna is a thriving and bustling harbor where you can find all manner of trade goods, provisions, and other wares. In the marketplace, you find supplies that may aid you in your expedition to lands farther south, as well as beasts of burden to carry your belongings. It should not surprise you that the most common of these creatures are zebras, and yet you are stunned nonetheless. You could spend days perusing the bazaar and still find oddities to spark your imagination. Truly this is a land of wonders.
The Search for Kadath #136. The Search for Kadath #18.
Baharna
Wares of Baharna

Base of the Steps - Back

Location

You cannot enter the Base of the Steps unless all of the clues on the Seven Hundred Steps have been discovered.

Eventually, the steps give way to loamy soil. Coiling up the bottom few steps is a bed of glowing fungi whose shapes defy natural convention.

Location

Steps. Woods.

Mythos
Shroud: 3. Clues: 1.

Forced - After you enter the Base of the Steps, if you have at least 1 card in your hand: Test (X). X is the number of cards in your hand (after committing cards to this test). If you fail, for each card in your hand, you must either take 1 horror or discard that card.

Jason Caffoe
The Dream-Eaters #48. Beyond the Gates of Sleep #10.
Base of the Steps
Base of the Steps

Upstairs Doorway - Back

Location
Something scratches at the wood on the other side. Rats? Your imagination? No, something else. Something unnatural.

Location

Mythos
Shroud: 3. Clues: 1.

: Discard all non-weakness treachery cards from your threat area.

Investigators in the Bedroom spend 1 clues, as a group: Remember that the investigators "found a cracked mirror."

Victory 1.
Yoann Boissonnet
A Thousand Shapes of Horror #180. A Thousand Shapes of Horror #13.
Bedroom
Bedroom

Burial Ground - Back

Location
"Looking toward the giant willow in the centre of the cemetery, whose trunk has nearly engulfed an ancient, illegible slab, I had made a fantastic remark about the spectral and unmentionable nourishment which the colossal roots must be sucking in from that hoary, charnel earth...”
- H. P. Lovecraft, "The Unnamable"

Location

Graveyard.

Mythos
Shroud: 4. Clues: 1.

Each Ghoul enemy drawn spawns at Burial Ground instead of at its normal location.

Investigators in the Burial Ground spend 1 clues, as a group: Remember that the investigators "noticed the missing bones."

Victory 1.
Nele Diel
A Thousand Shapes of Horror #174. A Thousand Shapes of Horror #7.
Burial Ground
Burial Ground

Caverns Beneath the Moon - Back

Location
"...while in a black cave on a far unhallowed summit of the moon-mountains still vainly waited the crawling chaos Nyarlathotep." - H. P. Lovecraft, The Dream-Quest of Unknown Kadath

Location

Cave.

Mythos
Shroud: 6. Clues: 1.

Forced - After you fail a skill test while investigating Caverns Beneath the Moon: Until the end of your turn, reduce its shroud by 2.

Dual Brush Studios
Dark Side of the Moon #219. Dark Side of the Moon #14.
Caverns Beneath the Moon
Caverns Beneath the Moon