"Wolf-Man" Drew
The Cannibal
Enemy
Humanoid. Cultist.
Spawn - Downtown.
Forced - When "Wolf-Man" Drew attacks: Heal 1 damage from him.
A Bitter Rivalry
Story
Machination.
Setup: Follow the instructions for your relevant era(s), below.
Past: Set Thoman Corrigan aside, out of play; he has been abducted. Place Mary Zielinski at Arkham Gazette. Set the Edwin Bennet enemy aside, out of play.
Present and Future: Set Thomas Corrigan and Mary Zielinski aside, out of play; they have been abducted. If you are playing in Epic Multiplayer Mode, set the Edwin Bennet enemy aside, out of play.
A Noble Legacy (Future)
Story
Setup: Set the Dimensional Beam Machine asset aside, out of play. Flip this story card over.
Such a momentous discovery should have occurred - Thomas and Mary's Nobel Prize, their worldwide acclaim, the event at the Arkham Advertiser, the two of them holding up the newspaper celebrating their accomplishments - and yet, there is no trace of such events happening. Unless you intervene...
A Pocket in Time
Location
Extradimensional.
Forced - After you move from A Pocket in Time to a Shattered location, or vice versa: Take 1 damage for each clue on that Shattered location.
: Explore. Draw the top card of the exploration deck. If it is a connecting location, put it into play and move to it. Do not take damage from the above Forced ability when moving via this effect.
Abandoned Chapel
Location
During the mythos phase, each investigator in Abandoned Chapel gets -1 to each skill.
Abbey Church
Location
If there are two agendas in play with different agenda numbers, Abbey Church gets +2 shroud.
Forced - When Abbey Church is revealed: Put the set-aside Chœur Gothique, Knight's Hall, Cloister, Chapel of St. Aubert, and Abbey Tower locations into play.
Abbey Tower
Spires Forbidden
Location
Agent of the King
Enemy
Humanoid. Cultist.
Prey - Most clues.
Hunter.
Forced - After Agent of the King attacks you: Move 1 of your clues to Agent of the King.
Forced - When you defeat Agent of the King: Take control of all of its clues.
Alma Hill
The Inquisitive Historian
Enemy
Humanoid. Cultist.
Spawn - Southside.
: Parley. Draw the top 3 cards of the encounter deck. Then, add Alma Hill to the victory display.
Amaranth
Lurking Corruption
Enemy
Humanoid. Coterie. Elite.
Hunter.
Forced - When damage or horror from Amaranth's attack is assigned to an asset: Defeat that asset and Amaranth shifts each of her attached keys.
Anette Mason
The High Priestess
Enemy
Humanoid. Witch. Elite.
Retaliate.
Forced - After the enemy phase begins: Discard the top 3 cards of the encounter deck. Spawn each Witch enemy discarded by this effect at Anette Mason's location. If no Witch enemies are discarded by this effect, ready her.
Anomalies in Spacetime
Story
Plot.
Setup: Place 1 horror on each Miskatonic University location, as anomalies. If you are playing in Epic Multiplayer Mode, also place 1 horror on the following locations, as anomalies: Arkham Gazette, Arkham Advertiser, O'Malley's Watch Shop, and Tick-Tock Club.
Remove the following enemies from the game: Tyr'thrha, Old Sadie Sheldon, and all 3 copies of Sheldon Gang. Flip this story card over.
Apex Strangleweed
Enemy
Creature. Flora.
Alert. Retaliate.
Forced - After Apex Strangleweed makes an attack of opportunity against you: Check your supplies. If you do not have a pocket knife, lose all remaining actions and end your turn.
Apocalyptic Presage
Enemy
Monster. Outsider.
Forced - When Apocalyptic Presage enters play: Each investigator chooses a non-weakness card they control in their hand or play area and sets it aside, out of play, as a hollow.
When Apocalyptic Presage is defeated: Instead of adding it to the victory display, discard it and choose up to 3 set-aside hollows. Add them to their owners' hands.
Apostle of Dagon
Enemy
Humanoid. Hybrid. Cultist.
Apostle of Dagon gets +1 health.
Forced - After Apostle of Dagon enters play: Place the set-aside black key on it.
Forced - When an investigator deals 1 or more damage to Apostle of Dagon: Add 1 token to the chaos bag.
Art Gallery
Location
Clover Club.
Forced - After you fail a skill test while investigating the Art Gallery: Lose 2 resources.
Atlach-Nacha
The Spider God
Enemy
Ancient One. Spider. Elite.
Massive.
Forced - When Atlach-Nacha leaves a location: If there are no investigators at that location, place 1 doom there. Otherwise, it attacks each investigator at that location.
Forced - After you evade Atlach-Nacha: Instead of exhausting it, choose an investigator at your location. It cannot attack the chosen investigator this round.
Attic
Location
Forced - After you enter the Attic: Take 1 horror.
Attic
Location
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."
Audubon Park
Location
Riverside.
Forced - When you evade an enemy at Audubon Park: Discard a random card from your hand.
Avery Claypool
Antarctic Guide
Enemy
Humanoid. Possessed. Elite.
: Parley. Test or (5) to get Claypool to stop babbling nonsense. If you succeed, place 1 resource on him (from the token pool). If you fail, he attacks you. If there are 1 resources on him, add him to the victory display.
Forced – If Avery Claypool is defeated: Cross his name off in the Campaign Log.
Back Alley
Location
Clover Club.
: Resign. We can get out this way!
Baharna
Location
Oriab. City. Port.
Veiled.
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Balcony
Location
Forced - After you perform a move action during which you move from the Balcony to the Theatre: Take 2 damage.
Basement
Location
Crime Scene.
: Test (1). If you succeed, move a Humanoid enemy at any location once toward the Basement.
After you defeat an enemy in the Basement: Move any number of clues controlled by investigators at the Basement to Tome of Rituals (if it is in play).
Basement Hall
Location
Arkham Asylum.
Forced - After the Basement Hall is revealed: Put the 4 set-aside Patient Confinement locations into play.
Beast of Aldebaran
Enemy
Monster. Elite.
Massive.
While assigning damage and horror from Beast of Aldebaran's attack, you must assign as much damage and horror as possible to a single card before assigning it to another card.
Bedroom
Location
: 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."
Beings of Ib
Enemy
Monster. Elite.
Prey - Investigator at a Ruins location only.
Aloof. Hunter. Swarming 1 .
During the "enemy attacks" step of the enemy phase, instead of attacking its engaged investigator, Beings of Ib attacks each investigator at its location (even if it is unengaged).
Big Ben
Location
London.
: Choose a concealed mini-card at Big Ben or a connecting location and test (2). If you succeed, look at the revealed side of that concealed mini-card (without exposing it). If you fail, take 1 horror. (Limit once per turn.)
Billiards Room
Location
Spectral.
Haunted - You must either discard an asset you control or take 1 damage.
Billy Cooper
The Crooked Cop
Enemy
Humanoid. Cultist.
Spawn - Easttown.
Forced - After a Monster enemy is defeated at Billy Cooper's location: Add Billy Cooper to the victory display.
Bone-Filled Caverns
Location
While you are investigating Bone-Filled Cavern, you have 1 fewer hand slot.
Forced - When Bone-Filled Cavern is revealed: Put the top 2 Catacombs in the Catacombs deck into play below and to the right of Bone-Filled Cavern.
Bootlegger's Hideaway
Location
Cave.
Forced - After Bootlegger's Hideaway is revealed: Randomly choose 1 of the set-aside facedown keys and place it on Bootlegger's Hideaway without looking at it.
If you control the white key: Draw 3 cards. (Group limit once per game.)
Bootlegger's Hideaway
Location
Cave.
Forced - After Bootlegger's Hideaway is revealed: Randomly choose 1 of the set-aside facedown keys and place it on Bootlegger's Hideaway without looking at it.
If you control the black key: Gain 5 resources. (Group limit once per game.)
Broadmoor
Location
New Orleans.
: Resign. "We can't catch the beast!" You make your way to safety, letting the beast roam free.
Brood of Yog-Sothoth
Enemy
Monster. Abomination.
Massive.
Brood of Yog-Sothoth gets +1 health and cannot be damaged or attacked except using the ability on Esoteric Formula.
-H.P. Lovecraft, "The Dunwich Horror"
Brood of Yog-Sothoth
Charging Beast
Enemy
Monster. Abomination.
Massive.
Brood of Yog-Sothoth gets +1 health and cannot be damaged or attacked except using the ability on Esoteric Formula.
Forced - After Brood of Yog-Sothoth moves for the first time each round, if it is unengaged: It immediately moves again toward a random location.
Brood of Yog-Sothoth
Swelling Devourer
Enemy
Monster. Abomination.
Massive.
Brood of Yog-Sothoth gets +2 health and cannot be damaged or attacked except using the ability on Esoteric Formula.
Brood of Yog-Sothoth
Thrashing Spawn
Enemy
Monster. Abomination.
Massive. Retaliate.
Brood of Yog-Sothoth gets +1 health and cannot be damaged or attacked except using the ability on Esoteric Formula.
Brood of Yog-Sothoth
Amorphous Terror
Enemy
Monster. Abomination.
Massive. Retaliate.
Brood of Yog-Sothoth gets +1 health and cannot be damaged or attacked except using the ability on Esoteric Formula.
Forced - After Brood of Yog-Sothoth enters your location, or vice versa: Test (3). If you fail, take 1 horror.
Brood Queen
Dying Mother
Enemy
Creature. Insect. Mutated. Elite.
Spawn - ([codex] Σ) (page 21).
Massive. Alert.
Insect enemies at Brood Queen's location lose aloof.
Brood Queen gets +1 fight for each other Insect enemy in play and +X health, where X is the current day number.
Burial Ground
Location
Graveyard.
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."
Burial Pit
Location
Ancient. Ruins.
Forced - After you put Burial Pit into play by exploring successfully: You must either draw 2 cards from the top of the encounter deck or place 2 doom on Burial Pit, or any combination thereof.
Bury Them Deep
Event
Task.
Cost: 0.
William Yorick deck only.
Fast. Play after a non-Elite enemy at your location is defeated.
Add that enemy (and this card) to the victory display.
- William Shakespeare, Hamlet.
Canal Saint-Martin
Location
Paris.
After you evade an enemy at Canal Saint-Martin: Move that enemy to a connecting location. (Limit once per round.)
Canal Saint-Martin
Location
Paris.
While you are at Canal Saint-Martin, you must use your in place of your , and vice versa.
Catacombs of Kom el Shoqafa
Den of the Beast
Location
Alexandria.
: Test or (4). If you succeed, investigators at this location may spend 1 clues, as a group, to place 1 resource on the Light of Pharos. Then, if there are 3 resources on the Light of Pharos, choose an investigator at this location to take control of it.
Catacombs of Kom el Shoqafa
Bloody Nexus
Location
Alexandria.
: Test (6). If you succeed, automatically evade The Beast in a Cowl of Crimson (regardless of its current location). (Group limit once per game.)
Cats of Ulthar
Enemy
Creature. Elite.
Swarming 2.
When you reveal chaos tokens while attempting to evade this enemy, reveal an additional token. (Limit once per test.)
Forced - The first time an investigator defeats Cats of Ulthar (or one of its swarm cards): Add 3 swarm cards to the host and record in your Campaign Log (your investigator name) has broken the law of Ulthar.
Celephaïs
Location
Ooth-Nargai. City. Port.
Veiled.
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Cellar
Location
Forced - After you enter the Cellar: Take 1 damage.
Ceremony Room
Location
Lodge. Sanctum.
Forced - When the round ends: Each investigator and each Ally asset in the Ceremony Room takes 1 direct horror. Cancel this effect if an investigator in the Ceremony Room controls the key.
Chamber of Time
Location
Forgotten. Ruins.
Forced - After Chamber of Time enters play: Attach the set-aside Relic of Ages asset to the Chamber of Time. Place 1 doom on Chamber of Time.
Chamber of Time
Rearranged by Time
Location
Forgotten. Ruins.
Forced - After Chamber of Time enters play: Attach the set-aside Relic of Ages asset to the Chamber of Time. Place 1 doom on Chamber of Time.
Chapel of St. Aubert
Waters Forbidden
Location
Chthonian Depths
Location
Ancient. Cave.
Forced - After the last clue is discovered from Chthonian Depths: Check your supplies. If no investigator at this location has torches, place 1 doom on it.
Circuitous Trail
Location
Jungle.
As an additional cost for you to investigate or explore while at Circuitous Trail, check your supplies. If no investigator at your location has a compass, you must spend 3 resources.
Citrine Snake
Effigy of the Child
Asset
Item. Relic. Ancient.
Cost: –.
Revelation - Put Citrine Snake into play under your control. If you are poisoned, take 1 direct damage. If you are not poisoned, put a set-aside Poisoned weakness into play in your threat area.
Forced - When you resign: Add Citrine Snake to the victory display.
City of Elder Things
Location
Extradimensional. Otherworld.
After you reveal City of Elder Things, take 2 horror: Put the top card of the Unknown Places deck into play, unrevealed. For the remainder of the scenario, City of Elder Things is considered to be connected to that location, and vice versa.
City of Gugs
Location
Forced - After you enter City of Gugs: Flip it over and resolve the text on its other side.
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath
City of the Deep (v. I)
Act. Stage 2
Either remove 1 damage from an Ancient One enemy at your location, or investigators at a Lair location spend 1 clues, as a group: Decrease the flood level of any non-Sanctum location in play
Objective - Stop the Deep Ones' ritual by draining the city. If each location in play is unflooded, advance.
City of the Deep (v. II)
Act. Stage 2
Objective - Recover the riches of the Deep Ones. If the Lair of Dagon, the Lair of Hydra, and the Vault of Riches with the purple key have no clues on them, advance.
City of the Deep (v. III)
Act. Stage 2
Objective - Collapse the vault containing the Deep Ones' riches. If Dagon and Hydra each have at least 4 damage on them, advance.
City of the Moon-Beasts
Location
Surface. City.
X is the highest alarm level among all investigators.
Forced - At the end of the round: Each investigator at the City of the Moon-Beasts tests (2). Each investigator who fails must raise their alarm level by 1.
City-Which-Appears-On-No-Map
Location
City. Otherworld.
Veiled.
For each Priest of a Thousand Masks at the City-Which-Appears-On-No-Map, reduce its shroud by 1.
Forced - After you fail a skill test while investigating the City-Which-Appears-On-No-Map: Search the encounter deck and discard pile for a Priest of a Thousand Masks and spawn it here. Shuffle the encounter deck.
Cliffs of Insanity
Location
Otherworld.
Forced - After you reveal Cliffs of Insanity: Move each concealed mini-card adjacent to it so they are arranged as evenly as possible in empty spots adjacent to locations not named Cliffs of Insanity.
Cliffside Road
Location
Road.
Road 1.
Forced - When a vehicle leaves this location: Investigators at this location, as a group, must spend 2 clues for each investigator in that vehicle. If they cannot, the vehicle's driver tests (X) or (X), where X is the number of clues they could not spend. If the driver fails, their vehicle is removed from the game and each investigator in that vehicle takes 10 damage. (Limit once per game for each vehicle.)
Cliffside Road
Location
Road.
Road 1.
Forced - When a vehicle leaves this location: Investigators at this location, as a group, must spend 2 clues for each investigator in that vehicle. If they cannot, the vehicle's driver tests (X) or (X), where X is the number of clues they could not spend. If the driver fails, their vehicle is removed from the game and each investigator in that vehicle takes 10 damage. (Limit once per game for each vehicle.)
Cloud Forest
Location
Jungle.
Forced - When an enemy at Cloud Forest would be dealt any amount of damage: Check your supplies. If no investigator at Cloud Forest has torches, cancel that damage.
Clover Club Pit Boss
Enemy
Humanoid. Criminal. Elite.
Prey - Highest .
Hunter.
Forced - After an investigator at Clover Club Pit Boss's location gains any number of clues: Clover Club Pit Boss readies, engages that investigator, and makes an immediate attack.
Coral Star Spawn
Enemy
Monster. Star Spawn. Elite.
Hunter. Relentless. Prey - Highest .
While Coral Star Spawn has damage on it, it gains alert and retaliate.
Forced - When you reveal an token while fighting or evading this enemy: Take 1 damage.
Corpse-Hungry Ghoul
Enemy
Humanoid. Monster. Ghoul.
Spawn - Bedroom.
Hunter.
Court of the Great Old Ones
A Not-Too-Distant Future
Location
Extradimensional. Otherworld.
Forced - After you enter Court of the Great Old Ones, test (3). For each point you fail by, take 1 horror.
Haunted - The next action you perform this round must be an investigate action.
Covered Bridge
Location
Bog.
Forced - After you reveal a token with a symbol while investigating Covered Bridge: Draw the top card of the encounter deck.
Crag of the Ghouls
Location
Vale.
Veiled.
The first treachery drawn during the mythos phase by an investigator at this location gains surge.
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Crazed Shoggoth
Enemy
Monster. Shoggoth.
Spawn - Nearest Altered location.
Forced - When Crazed Shoggoth attacks: If this attack would defeat an investigator, that investigator is instead killed.
Crystal Parasite
Enemy
Monster. Insect. Blight.
Hunter. Retaliate.
(Day [day]) Forced - After Crystal Parasite attacks: Heal 2 damage from it.
(Night [night]) Crystal Parasite gets +2 fight and +1 damage value for every 2 damage on it.
Crystal Pillars
Location
Ancient. Cave.
Forced - After you enter Crystal Pillars: Test (1). This test gets +1 difficulty for each vengeance point in the victory display. If you fail, take 1 damage and 1 horror.
Crystal Remains
The Child
Asset
Humanoid. Blight.
Cost: –.
Revelation - Put Crystal Remains into play in your play area.
If Crystal Remains is defeated, shuffle it with the top 2 cards of the encounter deck and place them facedown in a stack beneath the nearest Lair location.
Forced - When your turn begins: Take 1 damage or horror.
Crystal Remains
The Father
Asset
Humanoid. Blight.
Cost: –.
Revelation - Put Crystal Remains into play in your play area.
If Crystal Remains is defeated, shuffle it with the top 2 cards of the encounter deck and place them facedown in a stack beneath the nearest Lair location.
Forced - When your turn begins: Take 1 horror.
Crystal Remains
The Mother
Asset
Humanoid. Blight.
Cost: –.
Revelation - Put Crystal Remains into play in your play area.
If Crystal Remains is defeated, shuffle it with the top 2 cards of the encounter deck and place them facedown in a stack beneath the nearest Lair location.
Forced - When your turn begins: Take 1 damage.
Curiositie Shoppe
Location
Arkham.
Northside is connected to Curiositie Shoppe.
While you are in the Curiositie Shoppe, reduce the cost of each relic asset you play by 2.
Cyclopean Vaults
Location
Ancient. Pnakotus.
: Discard each non-weakness card in your hand.
If you have no cards in your hand: Remember that you "read about Earth."
If you have fewer than 5 cards in your hand: Draw cards until you have exactly 5 cards in your hand.
Dagon
Awakened and Enraged
Enemy
Ancient One. Elite.
Massive.
Dagon gets +6 health.
Forced - After an investigator at this location fails a skill test: Ready Dagon. Dagon attacks that investigator.
Danforth
Brilliant Student
Enemy
Humanoid. Possessed. Elite.
: Parley. You listen closely to Danforth’s rambling. Draw up to 2 cards from the top of the Tekeli-li deck. Then, place that many resources on Danforth (from the token pool). If there are 3 resources on him, add him to the victory display.
Forced – If Danforth is defeated: Cross his name off in the Campaign Log.
Daniel Chesterfield
…Or At Least, What's Left of Him
Enemy
Humanoid. Possessed. Elite.
Prey - Highest .
If you control Clasp of Black Onyx: Parley. You show Daniel the clasp, and he staggers backward, collapsing into a motionless husk. Add him to the victory display.
Dark Hollow
Location
Ancient. Cave.
Forced - After Dark Hollow enters play, check your supplies. If no investigator has a map: Place 1 additional clues on Dark Hollow.
Dark Young Host
Enemy
Monster. Dark Young.
Spawn - Any Bayou location.
Forced - When 1 or more clues are placed on Dark Young Host's location: Place those clues on Dark Young Host.
Forced - When Dark Young Host is defeated: Move all clues on Dark Young Host to its location.
Deconstruction Room
Location
Ancient. Pnakotus.
: Test (4) to attempt to retrieve a valuable organ from one of the alien cadavers. This test gets +1 difficulty for each clue on Deconstruction Room. If you succeed, remember that you "dissected an organ."
Deep Drifts
Location
Mountain.
Forced – After you move to Deep Drifts from a location below it: Discard the top 3 cards of your deck. Draw each weakness discarded this way.
Defuse the Explosives
Story
Part 1.
Revelation - Spawn the set-aside Mi-Go Meddler at the Fungus Mound. Put this card and the set-aside The Military's Plan asset into play next to the act deck, with 5 damage tokens on it. Place 1 horror token on 1 different Oozified locations farthest from the Crater. Horror tokens on locations represent explosives.
Forced - If there are no explosives among locations in play: Remember that "the explosives were defused." Flip this card over.
Forced - If The Military's Plan has no damage on it: Remember that "the explosives were detonated." Flip this card over.
Delve Too Deep
Event
Insight.
Cost: 1.
In player order, each investigator draws 1 card from the top of the encounter deck. Then, add Delve Too Deep to the victory display.
Den
Location
After you successfully investigate the Den, discard 1 card from your hand: Discover an additional clue at this location.
Investigators in the Den spend 1 clues, as a group: Remember that the investigators "studied a desecrated portrait."
Descent to Yoth
Location
Ancient. Cave.
Forced - After Descent to Yoth enters play: Each investigator must either place 1 doom on Descent to Yoth or draw the top 2 cards of the encounter deck.
After you successfully investigate Descent to Yoth: Instead of discovering clues, you may flip 1 doom on Descent to Yoth to its clue side.
Vengeance 2.
Desiderio Delgado Álvarez
The Man in the Blood-Soaked Suit
Enemy
Humanoid. Coterie. Elite.
Alert. Concealed 1 . Hunter. Retaliate.
Desiderio Delgado Álvarez gets +2 health.
Forced – When Desiderio Delgado Álvarez takes damage during act 1 or 2: Instead, automatically evade him.
After Desiderio Delgado Álvarez is evaded by 2 or more and there is another copy of him at your location, that copy deals this one 2 damage.
Desiderio Delgado Álvarez
The Man in the Blood-Soaked Suit
Enemy
Humanoid. Coterie. Elite.
Alert. Concealed 1 . Hunter. Retaliate.
Desiderio Delgado Álvarez gets +2 health.
Forced – When Desiderio Delgado Álvarez takes damage during act 1 or 2: Instead, automatically evade him.
After Desiderio Delgado Álvarez is evaded by 2 or more and there is another copy of him at your location, that copy deals this one 2 damage.
Desolate Road
Location
Road.
Road 1.
Forced - When a vehicle leaves this location: Investigators at this location, as a group, must spend 2 clues for each investigator in that vehicle. If they cannot, discard cards from the top of the encounter deck until a Vehicle enemy is discarded and spawn that enemy at Desolate Road. (Limit once per game for each vehicle.)
Desolate Road
Location
Road.
Road 1.
Forced - When a vehicle leaves this location: Investigators at this location, as a group, must spend 1 clue for each investigator in that vehicle. If they cannot, discard cards from the top of the encounter deck until a Vehicle enemy is discarded and spawn that enemy at Desolate Road. (Limit once per game for each vehicle.)
Dhole of the Wastes
Enemy
Monster.
Spawn - Cold Wastes or The Great Hall.
Prey - Lowest .
Hunter.
Dianne Devine
Knows What You're Up To
Enemy
Monster. Cultist. Possessed. Elite.
Prey - Most clues.
Hunter.
Dianne Devine gets +3 health.
Forced - After any investigator performs a parley action: Move Dianne Devine once toward that investigator.
Dimensional Shambler
Enemy
Monster. Extradimensional. Elite.
Hunter.
Forced - After Dimensional Shambler deals you damage from its attack: Reveal a random token from the chaos bag. If an symbol is revealed, it snatches you from this dimension; remove Dimensional Shambler from the game and you are defeated.
Dimensional Shambler
Hunter from Beyond
Enemy
Monster. Extradimensional. Elite.
Hunter.
Forced - After any investigator performs the same type of action twice in a row during the same phase, if Dimensional Shambler is ready and unengaged: Move it once toward that investigator. (Limit once per turn.)
♠A
Dining Room
Location
Room. Dormant.
Forced - After you discover the last clue at this location: Discard 1 card at random from your hand.
Don Lagorio
Secret Servant
Enemy
Humanoid. Servitor. Elite.
Hunter.
While resolving the hunter keyword on Don Lagorio, his location is connected to the location in the counter-clockwise direction, as well as the clockwise direction.
Dormitories
Location
Miskatonic.
Objective - If investigators in the Dormitories spend 3 clues, as a group: (→R2)
Downtown
Arkham Asylum
Location
Arkham.
: Heal 3 horror. (Limit once per game.)
Dr. Amy Kensler
Professor of Biology
Enemy
Humanoid. Possessed. Elite.
: Parley. Test (2) to convince Dr. Kensler to tell you what she has seen. For each point you succeed by, place 1 resource on her (from the token pool). If you fail, she attacks you. If there are 2 resources on her, add her to the victory display.
Forced – If Dr. Amy Kensler is defeated: Cross her name off in the Campaign Log.
Dr. Layla El Masri
Hieratic Translator
Enemy
Humanoid. Cultist. Brotherhood.
Spawn - Expedition Camp.
As a group, investigators at Dr. Layla El Masri's location discard cards from hand with a total of at least 4 icons among them: Parley. Add Dr. Layla El Masri to the victory display.
Dr. Mala Sinha
Daring Physician
Enemy
Humanoid. Possessed. Elite.
: Parley. Test (2) to attempt to calm Dr. Sinha down. For each point you succeed by, place 1 resource on her (from the token pool). If you fail, she attacks you. If there are 2 resources on her, add her to the victory display.
Forced – If Dr. Mala Sinha is defeated: Cross her name off in the Campaign Log.
Dr. Wentworth Moore
Dark Supplicant
Enemy
Humanoid. Cultist. Brotherhood.
Spawn - Museum of Egyptian Antiquities.
Dr. Wentworth Moore cannot be damaged while there is a ready Monster enemy at his location.
Forced - After Dr. Wentworth Moore enters play: Search the encounter deck and discard pile for a Monster enemy, and spawn it at his location. Shuffle the encounter deck.
Drive Off the Mi-Go
Story
Part 1.
Revelation - Spawn the set-aside Mi-Go General at the Fungus Mound. Place 1 clues on the Fungus Mound. Put this card into play, next to the act deck.
Forced - If Mi-Go General is defeated, or if there are no clues on the Fungus Mound: Remember that "the Mi-Go were driven off." Flip this card over.
Forced - If there are 4 or more clues on Fungus Mound: Remember that "the secret of the ooze was stolen." Flip this card over.
Droning Horde
Enemy
Monster. Insect. Servitor. Elite.
Hunter. Swarming 6.
Forced - After Droning Horde enters play: Each investigator chooses a card from their hand and places it facedown underneath an Insect enemy as a swarm card.
Forced - When Droning Horde attacks: It deals either its damage or its horror, instead of both.
Easttown
Arkham Police Station
Location
Arkham.
: Add 2 supply tokens or ammo tokens to an asset you control. (Limit once per game.)
Eater of the Depths
Enemy
Monster.
Spawn - Put a random set-aside location into play and spawn Eater of the Depths there.
Hunter. Massive.
X is the current depth level.
Eixodolon
Your Anguish Is My Power
Enemy
Humanoid. Servitor. Elite.
Hunter. Retaliate.
Eixodolon gets +6 health and cannot be defeated by damage.
Forced - When the enemy phase begins, if there is a copy of Harvested Pain in the victory display: Ready Eixodolon.
Eixodolon's Pet
You Are Not Its First Victim, Or Its Last
Enemy
Monster. Elite.
Hunter. Retaliate.
While Eixodolon's Pet is “locked away,” it is immune to player card effects and Chamber of Hunger gains: “ Investigators at Chamber of Hunger spend 1 clues, as a group: Set Eixodolon's Pet aside, out of play. Remember that you “sent Eixodolon's Pet to another group.”
Eixodolon's Pet
You Are Not Its First Victim, Or Its Last
Enemy
Monster. Elite.
Hunter. Retaliate.
While Eixodolon's Pet is “locked away,” it is immune to player card effects.
El Malecón
Location
Havana.
After you expose a decoy at El Malecón: Expose another concealed mini-card at El Malecón. (Group limit once per round.)
Elisabetta Magro
High Servant of the Order
Enemy
Humanoid. Lodge. Elite.
Aloof.
Forced - When you look at Elisabetta Magro using the ability on Act 1a: Flip her to this side.
Forced - When the mythos phase ends: Place 1 doom on Elisabetta Magro.
Eliyah Ashevak
Dog Handler
Enemy
Humanoid. Possessed. Elite.
: Parley. Test (2) to sneak by Anyu and speak with Eliyah. For each point you succeed by, place 1 resource on him (from the token pool). If you fail, he attacks you. If there are 2 resources on him, add him to the victory display.
Forced – If Eliyah Ashevak is defeated: Cross his name off in the Campaign Log.
Emergency Room
Location
St Mary's.
While you are in the Emergency Room, each of your skill tests gets +1 difficulty for each card committed to it.
Emergent Monstrosity
Enemy
Monster. Abomination.
Spawn - The location to your right (or your location if there is no location to your right).
Emergent Monstrosity enters play exhausted.
Emissary from Yuggoth
Enemy
Monster. Yuggoth.
Concealed 2. Hunter. Massive.
Forced - After you discover a clue at a location with 1 or more concealed mini-cards, if Emissary from Yuggoth is in the shadows: It attacks you.
Enchanted Woods
Mystical Forest
Location
Woods.
As an additional cost for you to leave this location, you must choose and discard 1 card from your hand for each clue on this location.
Enchanted Woods
Village of Zoogs
Location
Woods.
Forced - After a Zoog enemy with the swarming X keyword spawns at this location: Add 1 additional swarm card to it.
Enchanted Woods
Great Stone Circle
Location
Woods.
Forced - After this location is revealed: Spawn the set-aside Laboring Gug at this location.
Enchanted Woods
Stone Trapdoor
Location
Woods.
While you are investigating this location, it gets +1 shroud for each card in your hand.
Enchanted Woods
The Moon-Tree
Location
Woods.
Forced - After you enter this location: You must either take 2 horror or lose all of your remaining actions.
Enchanted Woods
Fungal Forest
Location
Woods.
Forced - When your turn begins, if you are at this location: Reveal a random token from the chaos bag. If you reveal a , , , , or token, take 1 damage and lose 1 action.
Enchanted Woods
Lost Woods
Location
Woods.
Forced - After you reveal this location: If you do not leave this location before the end of the round, place 1 doom on the current agenda.
Engine Car
Location
Train.
Engine Car is connected to the location to the left of it.
Engine Car
Location
Train.
Engine Car is connected to the location to the left of it.
Forced - After you reveal Engine Car: Search the encounter deck and discard pile for a Grappling Horror and draw it. Shuffle the encounter deck.
Engine Car
Location
Train.
Engine Car is connected to the location to the left of it.
Forced - After you reveal Engine Car: Draw the top 3 cards of the encounter deck.
Engine Car
Location
Train.
Engine Car is connected to the location to the left of it.
Engine Car cannot be investigated.
Forced - After you reveal Engine Car: Put the set-aside Engineer into play at the Engine Car.
Escort the Car
Story
Part 1.
Revelation - Put the set-aside Armored Car into play at the location farthest from the Fungus Mound. Spawn the set-aside Mi-Go Destroyer enemy at the Fungus Mound. Put this card into play next to the act deck.
Forced - After Armored Car enters the Fungus Mound: Remember that "the car reached its target." Flip this card over.
Forced - If Armored Car is defeated or devoured: Remember that "the escort failed." Flip this card over.
Esoteric Order of Dagon
Location
Innsmouth. Hideout.
Revelation - Put Esoteric Order of Dagon into play.
Forced - After the last remaining clue is discovered from Esoteric Order of Dagon: Remove the top card of the Leads deck from the game (without looking at it).
Exhibit Hall
Medusa Exhibit
Location
Miskatonic. Exhibit.
Forced - After you fail a skill test while investigating this location: Discard an asset you control.
Exhibit Hall
Nature Exhibit
Location
Miskatonic. Exhibit.
Forced - After you enter this location: Discard 2 cards from your hand at random.
Exhibit Hall
Egyptian Exhibit
Location
Miskatonic. Exhibit.
Forced - After you fail a skill test while investigating this location: Lose 1 action.
Exhibit Hall
Hall of the Dead
Location
Miskatonic. Exhibit.
Forced - After you fail a skill test while investigating this location: Take 1 horror.
I know my death is imminent.
Exhibit Hall
Restricted Hall
Location
Miskatonic. Exhibit.
While Hunting Horror is at this location, this location cannot be investigated.
Exhibit Hall
Medieval Exhibit
Location
Miskatonic. Exhibit.
Forced - After you fail a skill test while investigating this location: Take 1 damage.
Experimental Therapies Ward
Location
St Mary's.
When you investigate Experimental Therapies Ward, take 1 horror: Experimental Therapies Ward gets -2 shroud for this investigation.
Ezel-zen-rezl
The Lord of Swarms
Enemy
Ancient One. Elite.
*Ezel-zen-rezl has a global health pool of 7 .
Hunter. Massive.
Forced - When the mythos phase ends: Each investigator at Ezel-zen-rezl's location chooses both a card from their hand and an asset they control and places them facedown underneath an Insect enemy as swarm cards.
Faculty Offices
The Night is Still Young
Location
Miskatonic.
Forced - After Faculty Offices is revealed: Search the encounter deck and discard pile for a Humanoid enemy and spawn it here. Shuffle the encounter deck.
Objective - If investigators in the Faculty Offices spend 2 clues, as a group: (→R1)
Farid
Seedy Salesman
Enemy
Humanoid. Cultist. Brotherhood.
Spawn - Cairo Bazaar.
: Parley. Test (7). You may spend up to 5 resources to reduce the difficulty of this test by 1 for each resource spent in this way. If you succeed, add Farid to the victory display. If you fail, Farid attacks you.
Field of Graves
Location
Forced - After you reveal Field of Graves: Test (4). For each point you fail by, discard 1 card at random from each player's hand.
First National Grocery
Location
Innsmouth. Midtown.
Forced - After you enter this location from a connecting location: Place 1 barrier between both locations.
: Parley. Test your lowest skill (2). If you succeed, remove 1 barrier between this location and a connecting location.
Fish Street Bridge
Location
Innsmouth. Coastal. Midtown.
Fish Street Bridge gets +1 shroud for each barrier between it and any connecting location.
Add 2 tokens to the chaos bag: Parley. Remove 1 barrier between this location and a connecting location.
Flesh-Eater
Enemy
Humanoid. Monster. Ghoul.
Spawn - Attic.
Fork in the Road
Location
Road.
Road 2.
Investigators at this location spend 1 clues, as a group: Look at the revealed side of any location ahead of this one.
Fork in the Road
Location
Road.
Road 2.
Investigators at this location spend 1 clues, as a group: Look at the revealed side of any location ahead of this one.
Formless Spawn
From the Abyss
Enemy
Monster. Abomination. Elite.
Spawn - Nexus of N'kai.
Massive. Formless Spawn cannot move or be moved.
Formless Spawn gets +1 fight and +1 evade for each doom on each card in Nexus of N'kai (including Nexus of N'Kai).
Fungal Cave
Location
Cave. Lair. Dark.
After you discover 1 or more clues from Fungal Cave: Heal 1 damage. (Group limit once per round.)
Forced - At the end of the round: Each enemy at Fungal Cave heals 2 damage.
Galata Docks
Location
Istanbul.
You can only enter Galata Docks from Galata. As an additional cost for you to do so, you must discard any combination of cards from your hand or assets from your play area with at least 3 matching skill icons.
Gardens of Luxembourg
Location
Paris.
While a Byakhee enemy is moving, if there is an investigator at Gardens of Luxembourg, that enemy's location is considered to be connected to Gardens of Luxembourg.
Gardens of Luxembourg
Location
Paris.
Forced - After you enter Gardens of Luxembourg, if there is at least 1 Byakhee enemy in play: Reveal a random token from the chaos bag. If you reveal a , , , , or symbol, each Byakhee enemy in play readies and moves to Gardens of Luxembourg.
Ghoul from the Depths
Enemy
Humanoid. Monster. Ghoul.
Spawn - Bathroom.
Retaliate.
Ghoul Pits
Location
Forced - After you reveal Ghoul Pits: Test (3). For each point you fail by, search the encounter deck and discard pile for a copy of Swarm of Rats and draw it. Shuffle the encounter deck.
Ghoul Priest
Enemy
Humanoid. Monster. Ghoul. Elite.
Prey - Highest .
Hunter. Retaliate.
Gran Teatro de La Habana
Location
Havana.
During your turn, spend 2 resources: Reduce Gran Teatro de La Habana's shroud by 2 until the end of your turn. (Limit once per turn.)
Grand Bazaar
Marble Fountain
Location
Istanbul. Bazaar.
: Parley. Take control of 1 clue from a Cultist enemy at this location. Then, return that enemy to the shadows and resolve its concealed keyword. (Limit once per round.)
Grand Bazaar
Rooftop Access
Location
Istanbul. Bazaar.
After you move to this location from a connecting location: Test (4). If you succeed, move again.
Forced - After an enemy moves to this location via hunter or patrol: Resolve that keyword again.
Grand Bazaar
Jewelers' Road
Location
Istanbul. Bazaar.
: Investigate. If you succeed, instead of discovering clues, you may play a Charm or Relic asset from your hand, reducing its cost by 1 for each point you succeeded by (to a minimum of 0).
Grand Chamber
Location
Ancient. Ruins.
Forced - When you investigate Grand Chamber and do not succeed by at least 2: Before resolving any other effects from this skill test, flip 1 of the clues on Grand Chamber to its doom side.
Grand Guignol
Theatre of the Great Puppet
Location
Paris.
Forced - After you reveal Grand Guignol: You must either take 2 horror, or shuffle all non-weakness cards from your hand into your deck, then draw an equal number of cards.
Grand Guignol
Theatre of the Great Puppet
Location
Paris.
Spend 5 resources: Either place 1 doom on the current agenda, or remove 1 doom from the current agenda. (Group limit once per game.)
Graveyard
Location
Arkham.
Forced - After you enter the Graveyard: Test (3). If you fail, you must either take 2 horror or move to Rivertown.
Green Room
Location
Private.
Investigate. You get +3 for this investigation. After this skill test ends, discard each card in your hand.
Grey Weaver
Enemy
Monster. Spider.
Prey - Lowest .
Hunter.
While Grey Weaver is ready, each investigator at its location cannot take move actions.
Gug Sentinel
Enemy
Monster. Gug.
Gug Sentinel gets +2 health.
Forced - After Gug Sentinel readies: Deal 1 horror to each investigator at its location.
Hall of Idolatry
Location
Ancient. Cave.
Forced - After you put Hall of Idolatry into play by successfully exploring: Check Campaign Log. If there are 5 or more tally marks under "Yig's Fury", draw the top card of the encounter deck (top 2 cards instead if there are 10 or more tally marks).
Hall of Loyalty
Location
Second Floor.
Spend the blue, red, white, or yellow key: Choose 3 of the following -
- Heal 1 damage.
- Draw 2 cards.
- Gain 3 resources.
- Add 4 tokens to the chaos bag.
Hall of the Deep
Location
Ground Floor.
Spend the red key: There is an audible click as the crest of blood fits into the stone altar. Put the set-aside Y'ha-nthlei Statue story asset into play under your control, Cursed side faceup.
Forced - After Hall of the Deep is revealed: Increase its flood level.
Hangman's Hill
Shrouded In Mystery
Location
Arkham.
Take 1 damage: Move 1 breach from Hangman's Hill to the current act.
Haunted Fields
Location
Each Spectral enemy at Haunted Fields gets +1 horror value.
Herman Collins
The Undertaker
Enemy
Humanoid. Cultist.
Spawn - Graveyard.
Choose and discard 4 cards from your hand: Parley. Add Herman Collins to the victory display.
Hidden Library
Location
While an enemy is moving, Hidden Library gains the Passageway trait.
- Lisa Farrell, The Investigators of Arkham Horror
Hidden Tunnel
Entrance to the Depths
Location
City.
Clues on Hidden Tunnel cannot be discovered or moved to other locations.
: Test a skill of your choice (4). You may spend a key to get +5 skill value for this test. If you succeed, return 1 clue on Hidden Tunnel to the token pool (2 clues instead if you spent a key).
High Priest Not to Be Described
Agent of the Other Gods
Enemy
Monster. Cultist. Avatar. Elite.
Alert. Massive. Retaliate.
This enemy cannot make attacks of opportunity.
If this enemy is exhausted, spend 1 clues: Remember that you "stunned the priest." Until the end of the scenario, this enemy gets -3 fight.
Horde of Night
Enemy
Monster. Elite.
Massive. Swarming 1 .
Horde of Night's swarm cards cannot attack.
Horde of Night's host card cannot be defeated. If it would be defeated, exhaust Horde of Night, instead.
Host of Insanity
Enemy
Avatar. Elite.
Massive. Hunter.
Host of Insanity gets +2 health.
If you control Clasp of Black Onyx: Parley. You reveal the clasp to the creature. It freezes in place, whispering a garbled prayer. Automatically evade Host of Insanity.
Hotel Manager
Let the Feast Begin
Enemy
Monster. Staff. Elite.
Massive. Retaliate.
Each Guest enemy loses patrol and gains surge.
Forced - At the start of the enemy phase: Add 1 Guest enemy at Hotel Manager's location to the victory display, then place 2 doom on Hotel Manager. Move each other Guest enemy one location toward Hotel Manager.
Hotel Roof
Location
: Test (4) or (4). If you succeed, move to either Room 212, Room 225, or Room 245.
: Test (3). If you succeed, move any number of clues controlled by investigators at this location to Alien Device (if it is in play).
Hunter's Lodge
Location
Wilderness.
Forced - When you reveal Hunter's Lodge: Test or (3) to talk the hunter down. If you fail, take 1 damage.
Forced - When a Monster enemy enters this location: Deal 1 damage to it.
Ichtaca
Keeper of the Eztli
Enemy
Humanoid. Eztli. Elite.
Alert. Retaliate.
: Parley. Test (4) to convince Ichtaca you are not her enemy. If you succeed, place 1 clue on her. If you fail and Ichtaca is ready, she attacks you.
Icy Ghoul
Enemy
Humanoid. Monster. Ghoul.
Spawn - Cellar.
Ilek-Vad
Location
Forbidden. City. Port.
Veiled.
While you are at Ilek-Vad, reduce the cost of the first Spell, Ritual, or Relic card you play each round by 1.
Infected Star Spawn
Enemy
Monster. Star Spawn. Elite.
Hunter. Relentless. Prey - Highest .
Forced - The first time this enemy would be defeated: Heal all damage from it and ready it.
Forced - When you reveal an token while fighting or evading Infected Star Spawn: Take 1 horror.
Infirmary
Location
Arkham Asylum.
: Heal 1 damage and take 1 direct horror, or heal 1 horror and take 1 direct damage. (Limit once per round.)
Inner Chamber
Location
Forgotten. Ruins.
Spend X clues: Reveal the top X cards of the exploration deck. Draw 1 of the revealed cards and check your supplies. If you have chalk, you may choose 1 additional card and draw it. Shuffle the remaining cards into the exploration deck.
Innsmouth Jail
Location
Innsmouth. Hideout.
Revelation - Put Innsmouth Jail into play.
Forced - When you defeat an enemy at Innsmouth Jail: Instead of discarding that enemy, shuffle it into the Leads deck.
Innsmouth Jail
Location
Innsmouth. Midtown.
Spend 3 resources: Parley. Remove 1 barrier between this location and a connecting location.
If you control the black key: Parley. Read Flashback VIII in the Campaign Guide.
Innsmouth Shoggoth
Enemy
Monster. Shoggoth. Elite.
Hunter. Massive.
Innsmouth Shoggoth gets +2 health.
When Innsmouth Shoggoth moves via its hunter keyword, it ignores all barriers.
Forced - After Innsmouth Shoggoth moves: Remove each barrier it moved through.
Innsmouth Square
Location
Innsmouth. Midtown.
Forced - After this location is revealed: Spawn the set-aside Innsmouth Shoggoth at this location, exhausted.
: Parley. Move 1 barrier between this location and a connecting location so it is between this location and a different connecting location.
If the investigators control 2 or more keys, as a group: Parley. Read Flashback V in the Campaign Guide.
Intersection
Location
Road.
Road 3.
Investigators at this location spend 1 clues, as a group: Look at the revealed side of any location ahead of this one.
Intersection
Location
Road.
Road 3.
Investigators at this location spend 1 clues, as a group: Look at the revealed side of any location ahead of this one.
Interview Room
Restraining Chamber
Location
Ancient. Pnakotus.
: Parley. Test (4) or (4) to interrogate the captive mind restrained here. If you succeed, remember that you "interviewed a subject." If you fail, take 2 horror.
Interview Room
Ichor-Filled Chamber
Location
Ancient. Pnakotus.
Forced - After you enter this location: Test (3). Take 1 horror for each point you fail by.
Isolated Road
Location
Wilderness.
The first Hazard treachery revealed by an investigator at this location each round gains surge.
- Algernon Blackwood, The Wendigo
Istanbul University
Location
Istanbul.
: Test or (6). If you succeed, take control of 1 clue on Clues Unveiled. (Max one success per game.)
Jade Crocodile
Effigy of the Guardian
Asset
Item. Relic. Ancient.
Cost: –.
Revelation - Put Jade Crocodile into play under your control. You must either place 1 doom on your location, or take 2 damage.
Forced - When you resign: Add Jade Crocodile to the victory display.
James "Cookie" Fredericks
Dubious Choice
Enemy
Humanoid. Possessed. Elite.
Retaliate.
: Parley. Test (2) to wrestle the gun away from Cookie. For each point you succeed by, place 1 resource on him (from the token pool). If you fail, he attacks you. If there are 2 resources on him, add him to the victory display.
Forced – If James "Cookie" Fredericks is defeated: Cross his name off in the Campaign Log.
Jardines de la Tropical
Location
Havana.
After you successfully investigate Jardines de la Tropical by 3 or more: Choose a set-aside hollow. Its owner draws it.
Forced – After you fail by 3 or more while investigating Jardines de la Tropical: Choose a non-weakness card in your hand and set it aside, out of play, as a hollow.
Jeremiah Pierce
Your Next-Door Neighbor
Enemy
Humanoid. Cultist.
Spawn - Your House. Otherwise, Rivertown.
: Parley. Add Jeremiah Pierce to the victory display. Then, test (4). Place 1 doom on the current agenda for each point you fail by (this can cause the current agenda to advance).
Kensington Gardens
Location
London.
After you expose a decoy at Kensington Gardens: Heal 1 horror.
Forced - After you expose an enemy at Kensington Gardens: Take 1 horror.
Key Locus
Defensive Barrier
Asset
Ritual.
Cost: –.
You may attack Key Locus as if it were an enemy with 4 fight.
Spend 1 clue: Deal 2 damage to Key Locus.
Forced - If Key Locus is defeated: Add it to the victory display.
Khalid
Beloved Companion
Enemy
Creature. Risen.
Hunter.
Forced - After Khalid enters play: Move each other non-Elite enemy and civilian from its location to a connecting location (distributed as evenly as possible).
Kuala Lumpur Station
West Wing
Location
Kuala Lumpur. Haunted.
: Resign. "There's nothing more we can do here." You hastily book passage out of the city.
Investigators at this location spend 1 clues, as a group: Heal 2 horror. Remember that you "found a cheap memento."
La Chica Roja
The Girl in the Carmine Coat
Enemy
Humanoid. Coterie. Elite.
Concealed 5.
Forced - When an investigator engaged with La Chica Roja moves: Disengage her from that investigator.
Laboring Gug
Enemy
Monster. Gug.
Hunter.
Laboring Gug cannot enter The Enchanted Path.
Labyrinthine Chamber
Location
City.
Each time a chaos token is revealed during a skill test at this location, double its modifier if a key matching that chaos token is on this location or under the control of an investigator at this location.
Lair of Dagon
Location
Y'ha-nthlei. Lair.
Forced - After you enter Lair of Dagon: Test your lowest skill (3). If you fail, take 1 horror.
: Test (3) or (3). If you succeed, place 1 of your clues on the current act. You may spend 1 key to place 1 more of your clues on the current act.
Lantern Chamber
Location
Manor. Private. Basement.
During your turn, name a card: Draw the top card of the encounter deck. If it is the named card, cancel its effects and discard it. Discover 1 clue at this location. (Limit once per turn.)
If this location has no clues: Test (4). If you succeed, flip over any spellbound card.
Lantern Room
Location
Falcon Point.
Lantern Room cannot be flooded.
Forced - After Lantern Room is revealed: Place the set-aside white key on it.
Legs of Atlach-Nacha
Enemy
Ancient One. Spider. Elite.
Massive.
This enemy cannot make attacks of opportunity.
X is the shroud value of this enemy's location.
Forced - When you would evade this enemy: Instead of exhausting it, choose an investigator at your location. This enemy cannot attack the chosen investigator this round.
Legs of Atlach-Nacha
Enemy
Ancient One. Spider. Elite.
Massive.
This enemy cannot make attacks of opportunity.
X is the shroud value of this enemy's location.
Forced - When you would evade this enemy: Instead of exhausting it, choose an investigator at your location. This enemy cannot attack the chosen investigator this round.
Legs of Atlach-Nacha
Enemy
Ancient One. Spider. Elite.
Massive.
This enemy cannot make attacks of opportunity.
X is the shroud value of this enemy's location.
Forced - When you would evade this enemy: Instead of exhausting it, choose an investigator at your location. This enemy cannot attack the chosen investigator this round.
Legs of Atlach-Nacha
Enemy
Ancient One. Spider. Elite.
Massive.
This enemy cannot make attacks of opportunity.
X is the shroud value of this enemy's location.
Forced - When you would evade this enemy: Instead of exhausting it, choose an investigator at your location. This enemy cannot attack the chosen investigator this round.
Library
Location
Lodge.
While you are investigating the Library, if you control the key, the Library gets -3 shroud.
Library
Location
As an additional cost to investigate the Library, you must either lose 1 action or take 1 horror.
Investigators in the Library spend 1 clues, as a group: You read a strange journal entry regarding one of the graves in the burial ground outside. Put the set-aside Unmarked Tomb location into play.
Library
Location
Manor. Private. Second Floor.
You get +1 skill value while parleying at this location.
If the Jewel of Sarnath is at this location: Test (3). If you succeed, either place 1 damage on the Jewel of Sarnath or remove 1 token from it. (Group limit once per game.)
Library of Ebla
Location
Extradimensional.
: Test (5) to search the library for arcane lore. If you succeed, deal 3 damage to Nahab, even if she is out of play. (Group limit one success per game.)
Light Side of the Moon
Location
Surface. Ruins.
: Test (1) or (1) to attempt to hide among the ruins. For every 3 points you succeed by, reduce your alarm level by 1. (Limit one success per round.)
Lighthouse Keeper's Cottage
Location
Falcon Point.
Lighthouse Keeper's Cottage cannot be fully flooded.
Forced - After Lighthouse Keeper's Cottage is revealed: Place the set-aside yellow key on it.
Lighting Box
Location
Private.
While you are in the Lighting Box, increase the resource cost of each card in your hand by 2.
Limulus Hybrid [day]
In the Light
Enemy
Monster. Abomination. Elite.
Elusive. Massive.
Limulus Hybrid gets +3 health and cannot make attacks of opportunity.
Forced - After Limulus Hybrid flips to this side: Deal 1 damage to it.
Lloigor
Enemy
Monster.
Prey - Fewest cards in hand.
Aloof. Hunter.
While an investigator at Lloigor's location has no cards in hand, Lloigor loses aloof.
Forced - At the end of the enemy phase: Each investigator at Lloigor's location or a connecting location discards 1 random card from their hand.
Lodge Enforcer
Enemy
Humanoid. Cultist. Silver Twilight.
Spawn - Most breaches (or Silver Twilight Lodge if there are no locations in play with breaches on them).
Retaliate.
Treat Lodge Enforcer's location as if its printed text box were blank (except for Traits).
Magh'an Ark'at
The Child of Paradise
Enemy
Ancient One. Mutated. Elite.
*Magh'an Ark'at has a global health pool of 8.
Hunter. Massive. Retaliate.
Forced - When the mythos phase ends: Place 1 resource on each Mutated enemy at Magh'an Ark'at's location, as a mutation. Deal 1 damage to each investigator at this location for each mutation on Magh'an Ark'at.
Many-Angled Thing
Enemy
Monster. Extradimensional. Tindalos. Elite.
Spawn - Tindalos.
Hunter. While Many-Angled Thing is at a...
- ...Past location, it gets +1 evade and gains alert.
- ...Present location, it gets +1 damage and +1 horror.
- ...Future location, it gets +1 fight and gains retaliate.
Master Bedroom
Location
Spectral.
Haunted - Place 1 of your clues on Master Bedroom.
Mess Hall
Location
Arkham Asylum.
Forced - After you successfully investigate the Mess Hall: Choose and discard 1 card from your hand.
Mi-Go Abductor
Enemy
Monster. Mi-Go. Elite.
While Mi-Go Abductor is ready, it gains:
"Forced - At the start of the enemy phase: If Mi-Go Abductor is at University Chemist's location, deal 1 direct damage to University Chemist. Otherwise, move Mi-Go Abductor once toward University Chemist's location."
Mi-Go Destroyer
Enemy
Monster. Mi-Go. Elite.
While Mi-Go Destroyer is ready, it gains:
"Forced - At the start of the enemy phase: Move Mi-Go Destroyer once toward Armored Car."
While attacking Armored Car, Mi-Go Destroyer deals +2 damage.
Mi-Go Harvester
Enemy
Monster. Mi-Go. Elite.
While Mi-Go Harvester is ready, it gains:
"Forced - At the start of the enemy phase: If Meteorite Sample is attached to Mi-Go Harvester, move it once toward the Fungus Mound. Otherwise, move Mi-Go Harvester once toward Meteorite Sample's location. Then, if it is at the same location as Meteorite Sample, attach Meteorite Sample to it."
Mi-Go Meddler
Enemy
Monster. Mi-Go. Elite.
While Mi-Go Meddler is ready, it gains:
"Forced - At the start of the enemy phase: If Mi-Go Meddler is at a location with explosives, remove 1 damage from The Military's Plan. Otherwise, move Mi-Go Meddler once toward a location with explosives."
Mi-Go Researcher
Enemy
Monster. Mi-Go. Elite.
Aloof.
While Mi-Go Researcher is ready, it gains:
"Forced - At the start of the enemy phase: Move Mi-Go Researcher once toward the nearest Ooze enemy that has not been researched. For each such enemy at its location, place 1 resource on Prevent Their Research and 1 resource on that enemy; that enemy is 'researched.'"
Mi-Go Scientist
Enemy
Monster. Mi-Go. Elite.
While Mi-Go Scientist is ready, it gains:
"Forced - At the start of the enemy phase: If Brain Case is attached to Mi-Go Scientist, move Mi-Go Scientist once toward the Fungus Mound. Otherwise, move Mi‑Go Scientist once toward Brain Case’s location, and if it is at Brain Case’s location, attach Brain Case to it (if it is under an investigator’s control, they lose control of it)."