Mysterious Stairs - Back
Mysterious Stairs is connected to the locations above and below it.
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Location
Graveyard.
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.


Mysterious Stairs - Back
Mysterious Stairs is connected to the locations above and below it.
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Location
Graveyard.
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.


Location
Oriab. Ancient. Ruins.
Veiled.
Forced - After you end your turn at Nameless Ruins: Deal 1 direct damage to an Ally asset you control.
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Story
You have uncovered a Sign of the Gods (place 1 resource on the scenario reference card).
Flip this card back over.


Onyx Gates - Back
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Location
Leng. Kadath.
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."


Basement Door - Back
Location
St Mary's. Basement.
: 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.


Downstairs Doorway - Back
Location
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."


Location
Vale. Central.
: 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.
Story
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.


Location
Central.
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.
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Story
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.


Plateau of Leng - Back
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Location
Leng.
Forced - When an enemy attempts to spawn at an empty location, and there are no empty locations in play: Spawn that enemy here, instead.


Basement Door - Back
Location
St Mary's. Basement.
: 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.


Records Office - Back
Underneath that, another sign warns: "STAFF ONLY."
Location
St Mary's.
If you are not engaged with any enemies: One at a time, take 4 basic investigate actions.


Location
Mnar. Ancient. Ruins.
- H. P. Lovecraft, "The Doom That Came to Sarnath"
Story
Remember that the investigators "know what happened to Ib."
Flip this card back over.


Location
Mnar. Ancient. Ruins.
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.
- H. P. Lovecraft, "The Doom That Came to Sarnath"
Story
You have uncovered a Sign of the Gods (place 1 resource on the scenario reference card).
Flip this card back over.


Location
Vale.
Forced - After you discover 1 or more clues at Sea of Bones: Flip it over.
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Story
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.


Location
Depths.
Veiled.
X is the number of damage tokens on the scenario reference card.
Will you take the plunge?
Story
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.


Location
Depths.
Veiled.
X is the number of damage tokens on the scenario reference card.
Will you take the plunge?
Story
Look at the other side of another copy of Sea of Pitch.
Flip this card back over.


Location
Depths.
Veiled.
X is the number of damage tokens on the scenario reference card.
Will you take the plunge?
Story
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.


Location
Depths.
Veiled.
X is the number of damage tokens on the scenario reference card.
Will you take the plunge?
Story
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.


Location
Ooth-Nargai. City. Port.
Veiled.
As an additional cost for you to enter or leave Serannian, you must choose and discard a card from your hand.
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Story
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.


Seven Hundred Steps - Back
Seven Hundred Steps
Of Deeper Slumber
Location
Steps.
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.

