Mysterious Stairs - Back

Location

Mysterious Stairs is connected to the locations above and below it.

"So worn and narrow were the steps, and so greasy with the ooze of inner earth, that the climber never quite knew when to expect a breathless fall and hurtling down to the ultimate pits..."
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath

Location

Graveyard.

Mythos
Shroud: 3. Clues: 0

Mysterious Stairs is connected to the locations above and below it.

Forced - When this location is revealed: Move The Unnamable to it.

While The Unnamable is at this location and has fewer than 1 damage on it, investigators at this location cannot move or resign.

Greg Bobrowski
A Thousand Shapes of Horror #187. A Thousand Shapes of Horror #20.
Mysterious Stairs
Mysterious Stairs

Mysterious Stairs - Back

Location

Mysterious Stairs is connected to the locations above and below it.

"So worn and narrow were the steps, and so greasy with the ooze of inner earth, that the climber never quite knew when to expect a breathless fall and hurtling down to the ultimate pits..."
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath

Location

Graveyard.

Mythos
Shroud: 3. Clues: 0

Mysterious Stairs is connected to the locations above and below it.

As an additional cost for you to move or resign at this location, you must discard 1 or more cards from your hand with at least 2 instances of the same skill icon among them.

Greg Bobrowski
A Thousand Shapes of Horror #188. A Thousand Shapes of Horror #21.
Mysterious Stairs
Mysterious Stairs

Location

Oriab. Ancient. Ruins.

Mythos
Shroud: 5. Clues: 1.

Veiled.

Forced - After you end your turn at Nameless Ruins: Deal 1 direct damage to an Ally asset you control.

Victory 1.
"By evening he was near the nameless ancient ruins on Yath's farther shore..."
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Emilio Rodriguez
The Search for Kadath #138. The Search for Kadath #20.

Story

Mythos

You have uncovered a Sign of the Gods (place 1 resource on the scenario reference card).

Flip this card back over.

The ruins of this settlement are vast, but it is the caverns that lie beneath that draw your interest. Deep underground, you become lost in a forbidden maze of wildly complex corridors, impossible to map. For days you scour the maze, unable to find the path to its core. Finally, you notice a dark shape, like a hazy shadow, watching you from around a corner. You pursue it until it leads you to a tomb in the center of the gargantuan cavern, surrounded by ancient tapestries depicting the once great kingdom of Tyrrhia. You wonder about the intentions of the shadow that led you here. Was it aiding you, or manipulating you? You record the story of Tyrrhia's fall before fleeing to the surface. You have no wish to stay any longer.
The Search for Kadath #138. The Search for Kadath #20.
Nameless Ruins
What Remains of Tyrrhia

Onyx Gates - Back

Location
"Where they dwelt, there must the cold waste lie close, and within it unknown Kadath and its onyx castle for the Great Ones."
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath

Location

Leng. Kadath.

Mythos
Shroud: 1. Clues: 12.

Onyx Gates gets +1 shroud.

Forced - After Onyx Gates is revealed: Check Campaign Log. Remove 1 clue from Onyx Gates for each tally mark recorded next to "Evidence of Kadath."

As you approach the gates, you notice an inscription in the onyx stone: "Do not seek the lands beyond, for they do not exist. These gates shall never open, for there is nothing beyond."
Sergey Glushakov
Where the Gods Dwell #298. Where the Gods Dwell #13.
Onyx Gates
Onyx Gates

Basement Door - Back

Location
One of several unmarked wooden doors in the cold, musty basement of St. Mary’s Hospital.

Location

St Mary's. Basement.

Mythos
Shroud: 2. Clues: 1.

: Choose an investigator at your location and test (4). If you succeed, heal 3 damage from that investigator. If you fail, deal 1 damage to that investigator.

Victory 2.
This room seems to have been abandoned midsurgery. On the operating table lies a deceased patient completely covered in a thin sheet... save for the spindly, spiderlike legs emerging from the patient's body.
Robert Laskey
The Dream-Eaters #76. Waking Nightmare #14.
Operating Room
Operating Room

Downstairs Doorway - Back

Location
This doorway was not open before. You only turned for a moment, but you thought you saw something. But what, exactly? A blur? A figure?

Location

Mythos
Shroud: 2. Clues: 1.

For each investigator at the Parlor, it gets +1 shroud.

If The Unnamable has 2 or more damage on it: The mirror gleams unnaturally, revealing a glint of silver. Remember that the investigators "recovered a strange key."

Victory 1.
Yoann Boissonnet
A Thousand Shapes of Horror #177. A Thousand Shapes of Horror #10.
Parlor
Parlor

Location

Vale. Central.

Mythos
Shroud: 3. Clues: 0

: Test (5) to attempt to scale the treacherous peaks. If you succeed, flip this card over and resolve the text on its other side.

Forced - When you leave Peaks of Thok: You must test (2) to climb down safely. If you fail, take 1 damage.

Dual Brush Studios
Point of No Return #260. Point of No Return #14.

Story

Mythos

Search the encounter deck and discard pile for a Hunting Nightgaunt and spawn it at Vale of Pnath, exhausted.

Each investigator at Peaks of Thok may draw 2 cards.

Choose any enemy in play and place 2 clues on it.

Flip this card back over.

You climb to the top of the hazardous peaks to survey the lands below. From this vantage point, you are able to see the movements of the various creatures that live in the vale. Soaring all around the peaks are black, winged things that somehow scowl at you with empty, expressionless faces. Upon the cliff that hangs over the vale, ghoul eyes watch your progress with morbid curiosity. The mound of bones and detritus below the precipice is home to nothing but the churning and dredging of something massive under the surface. To your left, the misty vale extends for miles until it reaches an enormous stone wall. Opposite the wall, far in the distance, you barely make out the shape of a city in the darkness. Incomprehensible whispers and mocking laughter seep into your ears. You dare no further study.
Point of No Return #260. Point of No Return #14.
Peaks of Thok
Inhabitants of the Vale

Location

Central.

Mythos
Shroud: 4. Clues: 1.

Veiled.

Gug enemies cannot enter the Plain of the Ghouls. If a Gug enemy would spawn at the Plain of the Ghouls, spawn it at the City of Gugs instead.

Victory 1.
"The ghouls were in general respectful, even if one did attempt to pinch him while several others eyed his leanness speculatively."
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Stanislav Dikolenko
Point of No Return #257. Point of No Return #11.

Story

Mythos

If the investigators possess fewer than 3 clues:

Try as you might, you cannot make any headway with the creatures that dwell i this region.

Flip this card back over. Come back when you have a greater understanding of this region. This card may be flipped over again when you are ready.


If the investigators possess at least 3 clues:

Having spent considerable time exploring the upper layer, you understand the ghouls' nature a bit more. They are more welcoming than their kin have been in the past, speaking to you in grunting, monosyllabic English. As you consider your options, you are approached by one of their kind who still wears human clothing. Unlike the rest, he is able to communicate with you perfectly. With an air of authority and wisdom about him, he demands to know why you have come to this place.

The investigators must spend 3 clues, as a group.

Advance the current act.

Flip this card back over.

Point of No Return #257. Point of No Return #11.
Plain of the Ghouls
A Strange Ghoul

Plateau of Leng - Back

Location
"...the icy desert plateau of Leng, which no healthy folk visit and whose evil fires are seen at night from afar."
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath

Location

Leng.

Mythos
Shroud: 3. Clues: 1.

Forced - When an enemy attempts to spawn at an empty location, and there are no empty locations in play: Spawn that enemy here, instead.

David Auden Nash
Where the Gods Dwell #295. Where the Gods Dwell #10.
Plateau of Leng
Plateau of Leng

Basement Door - Back

Location
One of several unmarked wooden doors in the cold, musty basement of St. Mary’s Hospital.

Location

St Mary's. Basement.

Mythos
Shroud: 4. Clues: 0

: Parley. Test (2). If you succeed, test (2). If you succeed, investigators at this location may spend 1 clues as a group to give control of the set-aside Randolph Carter asset to an investigator at this location.

The patient you've been looking for sits on a bed in the middle of this dark room. You ask him about his condition, but he merely replies, "Why should I help you? You'd never believe me, anyway."
Robert Laskey
The Dream-Eaters #77. Waking Nightmare #15.
Private Room
Private Room

Records Office - Back

Location
A plaque next to the door of this room reads: "RECORDS."
Underneath that, another sign warns: "STAFF ONLY."

Location

St Mary's.

Mythos
Shroud: 3. Clues: 2.

If you are not engaged with any enemies: One at a time, take 4 basic investigate actions.

Victory 2.
Shelves of folders line the walls of this room, and for some strange reason, they are completely waterlogged. You notice that the ceiling has partially collapsed due to mold and rot, and water drips from the ceiling onto the floor. Webs stick to your shoes with every step you take.
Mark Molnar
The Dream-Eaters #73. Waking Nightmare #11.
Records Office
Records Office

Location

Mnar. Ancient. Ruins.

Mythos
Shroud: 1. Clues: 1.
Victory 1.
"Not far from the gray city of Ib did the wandering tribes lay the first stones of Sarnath..."
- H. P. Lovecraft, "The Doom That Came to Sarnath"
Nele Diel
The Search for Kadath #132. The Search for Kadath #14.

Story

Mythos

Remember that the investigators "know what happened to Ib."

Flip this card back over.

It is said that the people of Sarnath were the ones who destroyed the city of Ib thousands of years ago. From what you can gather, the inhabitants of Ib had committed no crime other than possessing a disturbing appearance and carving strange sculptures upon the grey monoliths within their city. However, the retribution Sarnath faced was far greater than their own sin. Even now, long after the destruction of Ib, creatures resembling the city's inhabitants still haunt the Nameless Lake, hunting down intruders like the warriors of Sarnath who destroyed their civilization so long ago. Intruders such as yourself.
The Search for Kadath #132. The Search for Kadath #14.
Ruins of Ib
Ghosts of the Dead

Location

Mnar. Ancient. Ruins.

Mythos
Shroud: 3. Clues: 1.

Veiled. Sarnath cannot be flipped over unless the investigators "know what happened to Ib."

Forced - After you successfully investigate Sarnath by 1 or less: Take 1 horror.

Victory 1.
"Not even the mines of precious metal remained. DOOM had come to Sarnath."
- H. P. Lovecraft, "The Doom That Came to Sarnath"
Lino Drieghe
The Search for Kadath #131. The Search for Kadath #13.

Story

Mythos

You have uncovered a Sign of the Gods (place 1 resource on the scenario reference card).

Flip this card back over.

Although this city-state was founded ages ago and stood for over a thousand years, it is no more. The tales tell of a single night in which Sarnath fell. Now very little of it remains: only a vast marsh where the city once stood tall and proud. Among the ruins you find no standing buildings, but rubble of marble, brick, and chalcedony. But as you approach the remains, lightning splits the sky. There is a blinding flash. As you blink your eyes, everything changes. Where before no city stood, now there looms a ghostly image of Sarnath as it once was. Near the lake, where the lightning struck, you find a curious and ancient idol of green stone. It is coated with seaweed and chiseled in the likeness of a great water lizard. One of the gods of this realm, perhaps?
The Search for Kadath #131. The Search for Kadath #13.
Sarnath
The Doom of Sarnath

Location

Vale.

Mythos
Shroud: 2. Clues: 1.

Forced - After you discover 1 or more clues at Sea of Bones: Flip it over.

Victory 1.
"There was nothing anywhere but blackness and horror and silence and bones."
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Mark Molnar
Point of No Return #259. Point of No Return #13.

Story

Mythos

If there is no Dhole Tunnel at this location, search the encounter deck and discard pile for a Dhole Tunnel and attach it to this location, if able. Shuffle the encounter deck.

If Slithering Dhole is in play, move it to this location and add 2 clues to it. Otherwise, search the encounter deck, discard pile, and victory display for Slithering Dhole, and spawn it at this location, exhausted and with 2 clues on it.

Flip this card back over.

Traversing this canyon of cadavers and monstrous remains is laborious enough, but it is the churning and digging below the surface that causes you to hate this awful place. What sort of monstrosity could span the entirety of this ocean of bones? Your answer presents itself as you come across a great pit in the ravine. It is swallowing the bones and scraps of rotten meat like a whirlpool. When you reach the base of the tunnel and realize its true purpose, a shudder courses through you. It was made by an enormous creature: the thing that dwells below the sea of bones.
Point of No Return #259. Point of No Return #13.
Sea of Bones
Something Below

Location

Depths.

Mythos
Shroud: X. Clues: 1.

Veiled.

X is the number of damage tokens on the scenario reference card.

Deep in the vacuous expanse lies another dimension.
Will you take the plunge?
Mark Molnar
Point of No Return #262. Point of No Return #16.

Story

Mythos

Shuffle the encounter discard pile into the encounter deck and discard cards from the top until a Spider enemy is discarded. Spawn that enemy here with 1 clues on it (if it is swarming, place those clues on the host enemy).

Flip this card back over.

From the depths of the pitch-black ocean, the creatures suddenly emerge. They are similar to spiders in shape, but that is where the similarities end. Their bodies appear to be made from the same tarry substance as the ocean itself, and their eyes glow crimson red in the dark fog over the sea. The spiders surround your vessel and attempt to pull it - and you - into the depths.
Point of No Return #262. Point of No Return #16.
Sea of Pitch
Spider-Infested Waters

Location

Depths.

Mythos
Shroud: X. Clues: 1.

Veiled.

X is the number of damage tokens on the scenario reference card.

Deep in the vacuous expanse lies another dimension.
Will you take the plunge?
Mark Molnar
Point of No Return #263. Point of No Return #17.

Story

Mythos

Look at the other side of another copy of Sea of Pitch.

Flip this card back over.

The ocean's waves are steady and slow, like rolling pits of sludge, but eventually you find a spot where the ocean is eerily still, and all is silent. You peer over the edge of your boat and gaze into the depths. Somewhere in the black vastness below is your destination...
Point of No Return #263. Point of No Return #17.
Sea of Pitch
Still Surface

Location

Depths.

Mythos
Shroud: X. Clues: 1.

Veiled.

X is the number of damage tokens on the scenario reference card.

Deep in the vacuous expanse lies another dimension.
Will you take the plunge?
Mark Molnar
Point of No Return #264. Point of No Return #18.

Story

Mythos

Set all of the clues from each Sea of Pitch aside.

Discard all other tokens and attachments from each Sea of Pitch.

Flip this card back over and shuffle the positions of each copy of Sea of Pitch so you do not know which is which (investigators and enemies remain at their current position).

Distribute the previously set-aside clues among each copy of Sea of Pitch, as evenly as possible.

Each Sea of Pitch may be flipped over again using their veiled keyword.

Though there is no wind in the dark caverns of the Underworld, enormous maelstroms of pitch attack your vessel from all sides. You struggle to remain in control of your boat as the whirlpools hurl you into pandemonium.
Point of No Return #264. Point of No Return #18.
Sea of Pitch
Rolling Pits

Location

Depths.

Mythos
Shroud: X. Clues: 1.

Veiled.

X is the number of damage tokens on the scenario reference card.

Deep in the vacuous expanse lies another dimension.
Will you take the plunge?
Mark Molnar
Point of No Return #265. Point of No Return #19.

Story

Mythos

If the investigators possess fewer than 3 clues:

Try as you might, you cannot find the way to the other side of this ocean of tar.

Flip this card back over. Come back when you have a greater understanding of this region. This card may be flipped over again when you are ready.


If the investigators possess at least 3 clues:

You row farther out, into deeper, darker waters, but there is still no sign of any other shore. Under the surface of the black, tarry liquid, you can see a series of glittering stars, like an unknown constellation beckoning you forward. If you didn't know any better, you would think it was a reflection of the sky above, but there is no sky in this dark realm. You lean over the edge of your boat and nearly vomit from the sensation of vertigo that assaults you. It must be hundreds of miles deep, and filled with horrors beyond your imagining. And yet, you know what you must do...

The investigators must spend 3 clues, as a group.

Flip this card back over and advance the current act.

Point of No Return #265. Point of No Return #19.
Sea of Pitch
Center of the Sea

Location

Ooth-Nargai. City. Port.

Mythos
Shroud: 3. Clues: 1.

Veiled.

As an additional cost for you to enter or leave Serannian, you must choose and discard a card from your hand.

Victory 1.
"...the marble cloud-city of Serannian, that lies in ethereal space beyond where the sea meets the sky..."
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Leanna Crossan
The Search for Kadath #140. The Search for Kadath #22.

Story

Mythos

Each investigator at Serannian heals 2 damage and gains 2 resources.

You have uncovered a Sign of the Gods (place 1 resource on the scenario reference card).

Flip this card back over.

The beautiful city of Serannian is a refuge from all the world's ills. In these turreted cloud-castles that hang in a heavenly sky, time slows to a halt. The allure of this city is ageless. You could lose yourself for years within its marbled streets and perfect gardens and never notice the difference. It is so peaceful that you nearly forget your quest, as well as the fact that your physical body still sleeps in the real world. Even so, you cannot help but wonder: Would it be better to simply stay in this tranquil realm and let your mind remain at peace, even while your body ages and withers away?
The Search for Kadath #140. The Search for Kadath #22.
Serannian
Timeless Beauty

Seven Hundred Steps - Back

Location
"So asking a farewell blessing of the priests and thinking shrewdly on his course, he boldly descended the seven hundred steps to the Gate of Deeper Slumber." - H. P. Lovecraft, The Dream-Quest of Unknown Kadath

Seven Hundred Steps
Of Deeper Slumber

Location

Steps.

Mythos
Shroud: 2. Clues: 1.

Forced - When you leave the Seven Hundred Steps: Take 1 horror for each card in your hand in excess of 3.

: Choose and discard 1 card from your hand.

Ian Kirkpatrick
The Dream-Eaters #47. Beyond the Gates of Sleep #9.
Seven Hundred Steps
Seven Hundred Steps