You are on page 1of 170

He mentioned the establishment of the Dynasty in

Carcosa, the lakes which connected Hastur, Alde-


baran, and the mystery of the Hyades. He spoke of
Cassilda and Camilla, and sounded the cloudy depths
of Demhe and the Lake of Hali.
— Robert W. Chambers,
“The Repairer of Reputations”
Arkham Horror: The Card Game

RETURN TO
THE PATH TO CARCOSA
and

THE LABYRINTHS OF LUNACY


Campaign Guides

Fantasy Flight Games


Copyright © 2020 Fantasy Flight Games

Published by Fantasy Flight Games

fantasyflightgames.com

Arkham Horror, Fantasy Flight Games, the FFG logo, Living Card Game, LCG, and the LCG logo
are registered trademarks of Fantasy Flight Games.
Fantasy Flight Games is located at 1995 West County Road B2, Roseville, Minnesota, 55113, USA,
651-639-1905. Actual components may vary from those shown. Made in China. THIS PRODUCT
IS NOT A TOY. NOT INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER.

First printing, 1 2020


Contents

Contents

I Return to the Path to Carcosa 3

Have You Seen the Yellow Sign? 5


Expansion Icon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
How to Use The Expansion . . . . . . . . . . . . . . . . . . . . . . . . 5
Additional Rules and Clarifications . . . . . . . . . . . . . . . . . . . . 8
Campaign Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Optional Variants . . . . . . . . . . . . . . . . . . . . . . . . . . 10

Prologue 11

Scenario I: Curtain Call 13


Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Suggested Location Placement . . . . . . . . . . . . . . . . . . . 15
Resolutions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

Scenario II: The Last King 21


Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Suggested Location Placement . . . . . . . . . . . . . . . . . . . 23
Standalone Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Resolutions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

Interlude I: Lunacy’s Reward 29

Scenario III: Echoes of the Past 33


Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Suggested Location Placement . . . . . . . . . . . . . . . . . . . 36
Standalone Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Resolutions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
G
Scenario IV: The Unspeakable Oath 41
Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Suggested Location Placement . . . . . . . . . . . . . . . . . . . 45
Additional Rules and Clarifications . . . . . . . . . . . . . . . . . . . . 46
“Exile” . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Standalone Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Resolutions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47

Interlude II: Lost Soul 51

Scenario V: A Phantom of Truth 55


Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Suggested Location Placement . . . . . . . . . . . . . . . . . . . 62
Standalone Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Resolutions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64

Scenario VI: The Pallid Mask 69


Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Additional Rules and Clarifications . . . . . . . . . . . . . . . . . . . . 72
Location Adjacency in the Catacombs . . . . . . . . . . . . . . . 72
Standalone Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Resolutions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74

Scenario VII: Black Stars Rise 77


Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Suggested Location Placement . . . . . . . . . . . . . . . . . . . 81
Additional Rules and Clarifications . . . . . . . . . . . . . . . . . . . . 82
Dual Agendas . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Standalone Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Resolutions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84

Scenario VIII: Dim Carcosa 87


Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Suggested Location Placement . . . . . . . . . . . . . . . . . . . 91
Additional Rules and Clarifications . . . . . . . . . . . . . . . . . . . . 92
Locations in Dim Carcosa . . . . . . . . . . . . . . . . . . . . . 92
GG
Contents
Sanity in the Realm of Carcosa . . . . . . . . . . . . . . . . . . . 92
Standalone Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Resolutions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94

Epilogue 99

Optional Variants 101


Achievement List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Ultimatums . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102

Sample Starter Decks 105


We Unfortunate Few . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Mark Harrigan, the Soldier . . . . . . . . . . . . . . . . . . . . . . . . 106
Strategy Tips . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Minh Thi Phan, the Secretary . . . . . . . . . . . . . . . . . . . . . . . 108
Strategy Tips . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Sefina Rousseau, the Painter . . . . . . . . . . . . . . . . . . . . . . . 110
Strategy Tips . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Akachi Onyele, the Shaman . . . . . . . . . . . . . . . . . . . . . . . . 112
Strategy Tips . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
William Yorick, the Gravedigger . . . . . . . . . . . . . . . . . . . . . 114
Strategy Tips . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Lola Hayes, the Actress . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Strategy Tips . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116

Campaign Log 119


The Path to Carcosa . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Campaign Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120

Design Notes 121

Credits 123
The Path to Carcosa . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
Return to The Path to Carcosa . . . . . . . . . . . . . . . . . . . . . . 124
GGG
II The Labyrinth of Lunacy 127
Think of this as a test of human will… 129
Expansion Icon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
How to Use the Expansion . . . . . . . . . . . . . . . . . . . . . . . . 130
Epic Multiplayer Mode . . . . . . . . . . . . . . . . . . . . . . . 130
Single Group Mode . . . . . . . . . . . . . . . . . . . . . . . . . 131
Additional Rules and Clarifications . . . . . . . . . . . . . . . . . . . . 131
Paradox . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
”Timed” objectives . . . . . . . . . . . . . . . . . . . . . . . . . 132
Story Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Time Limit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Giving and Exchanging Cards and Tokens . . . . . . . . . . . . . 133
Scenario Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133

The Labyrinths of Lunacy 135


Group A Instructions . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Act 2 Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
Act 3 Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
Group B Instructions . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Act 2 Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Act 3 Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Group C Instructions . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
Act 2 Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
Act 3 Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
Resolutions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144

Credits 147

Index i
Contents



Part I

RETURN TO
THE PATH TO CARCOSA
Have You Seen the Yellow Sign?

Have You Seen the Yellow Sign


The Path to Carcosa is a campaign for Arkham Horror: The Card Game for 1–4 play-
ers. “Curtain Call” and “The Last King” can be found in The Path to Carcosa deluxe
expansion. “Echoes of the Past,” “The Unspeakable Oath,” “A Phantom of Truth,”
“The Pallid Mask,” “Black Stars Rise,” and “Dim Carcosa” can be found in the six
Mythos Packs of the same titles within The Path to Carcosa cycle.
Return to The Path to Carcosa is an expansion for Arkham Horror: The Card Game
that modifies and enhances The Path to Carcosa campaign. This expansion contains
several new encounter sets, divider cards for organising your collection, and new
player cards you can use to customize your investigator decks.

Expansion Icon
The cards in The Path to Carcosa campaign and in the Return to The Path to Carcosa
expansion can be identified by the symbol before each card’s collector number:

 
The Path to Carcosa Return to The Path to Carcosa

Note: Some cards in the “Return to” expansion are alternate versions of existing cards
from the Core set. In order to prevent players from being able to tell which card is which,
the front side of some of these cards bears the same copyright information, encounter set
number, expansion icon, and card collector number as its original version. The back side
reflects the card’s true set information.

How to Use The Expansion


In order to use the Return to The Path to Carcosa expansion, begin a campaign of
The Path to Carcosa (or a standalone scenario from that campaign) as normal, using
the setup instructions in the Campaign Setup in this Campaign Guide. However,
when setting up a scenario using this expansion, find the new scenario card titled
“Return to (scenario name)” and follow its additional setup instructions. These

Return to the Path to Carcosa
instructions are also included in each scenario’s Setup of this Campaign Guide and
can be identified by the symbol next to each entry:
Æ Always follow the instructions in entries like this one.
Æ These instructions only apply to Return to The Path to Carcosa games.

New Scenario Cards


Each of these new “Return to (scenario name)” scenario cards is included in one
of the following encounter sets, which modify and enhance the original scenario:

 
Return to Curtain Call Return to The Last King

 
Return to Echoes of the Past Return to The Unspeakable Oath

 
Return to A Phantom of Truth Return to The Pallid Mask

 
Return to Black Stars Rise Return to Dim Carcosa
These encounter sets contain new challenges and new versions of old cards. When
you are instructed to gather one of these encounter sets, follow the instructions on
the new scenario card. Some of these cards will replace old cards, while some will
simply get set aside or shuffled into the encounter deck. These instructions are also
included in each scenario’s Setup of this Campaign Guide for convenience.
For example: When setting up Curtain Call using this expansion, find the card titled
“ Return to Curtain Call” and follow its additional setup instructions.

New Encounter Sets


The Return to The Path to Carcosa expansion also includes five brand-new encounter
sets, which are designed to replace five encounter sets used in The Path to Carcosa
campaign:

Have You Seen the Yellow Sign?
Æ Delusory Evils replaces the Ancient Evils encounter set from the Core set.

 ➙ 
Ancient Evils * Delusory Evils

Æ Neurotic Fear replaces the Striking Fear encounter set from the Core set.

 ➙ 
Striking Fear * Neurotic Fear

Æ Hastur’s Envoys replaces the Agents of Hastur encounter set from the Core set.

 ➙ 
Agents of Hastur * Hastur’s Envoys

Æ Decaying Reality replaces the Decay and Filth encounter set from The Path to
Carcosa.

 ➙ 
Decay and Filth Decaying Reality

Æ Maddening Delusions replaces the Delusions encounter set from The Path to
Carcosa.

 ➙ 
Delusions Maddening Delusions

* These encounter sets come from the Core set.

When you are instructed to gather one of these encounter sets, it replaces the
original encounter set. Remove that encounter set from the game and use the new
one, as depicted.

Return to the Path to Carcosa
For example: The setup instructions on the Return to Curtain Call card indicate that the
players should replace the Delusions encounter set with Maddening Delusions and re-
place the Striking Fear encounter set with Neurotic Fear.

Additional Rules and Clarifications


New Keyword: Hidden
Some encounter cards in The Path to Carcosa campaign have the “hidden” keyword.
Hidden cards have Revelation abilities that secretly add them to your hand. This
should be done without revealing that card or its text to the other investigators.
While a hidden card is in your hand, treat it as if it were in your threat area. Its
Constant abilities are active, and abilities on it can be triggered, but only by you.
A hidden card counts toward your hand size, but it cannot be discarded from your
hand by any means except those described on the card. When discarded, hidden
cards are placed in the encounter discard pile. They do not remain a part of your
deck like weaknesses do. For the best experience, players are encouraged to stay “in
character” and not share information about hidden cards in their hand.

Lola and “Roles”


As a renowned actress, uLola Hayes can play many different roles. At the beginning of
each scenario, after investigators draw opening hands, Lola Hayes must choose a role
(Neutral, Guardian, Seeker, Rogue, Mystic, or Survivor). Lola can only play cards,
commit cards to skill tests, or trigger n, f, or r abilities on Neutral cards or
cards whose class matches her role. This restriction only applies to player cards, not
to encounter cards or weaknesses. Note that Constant and Forced abilities remain
active on cards whose class does not match Lola’s role.

Doubt and Conviction


Some story resolutions and interludes in The Path to Carcosa campaign instruct the
players to “Mark one Doubt” or “Mark one Conviction” in their Campaign Log.
This is done by filling in one of the boxes next to “Doubt” or “Conviction” at the
bottom of the Campaign Log.
Later in the campaign, some scenarios may be changed or altered depending
on whether the investigators “have more Doubt than Conviction” or “have more
Conviction than Doubt.” The investigators have more Doubt than Conviction if

Have You Seen the Yellow Sign?
the number of boxes filled in next to Doubt is greater than the number of boxes filled
in next to Conviction (and vice versa). Doubt and Conviction are shared among
all of the investigators, and they are not tied to any specific investigator. Doubt and
Conviction have no game effect except when explicitly referenced by the Campaign
Guide or by a card effect.

Story Cards
Story cards are a new cardtype in The Path to Carcosa campaign. These cards serve as
an avenue for additional narrative and typically appear as the reverse side of another
scenario card. When you are instructed to resolve a story card, simply read its story
text and resolve its game text, if any.

New Weaknesses
Each of the 3 new weaknesses in the Return to The Path to Carcosa expansion bear the
hidden keyword, which was first introduced in The Path to Carcosa expansion. These
weaknesses function like other hidden encounter cards, except that when discarded,
they are placed in your investigator’s discard pile instead of the encounter discard
pile.

Campaign Setup
To set up The Path to Carcosa campaign, perform the following steps in order.

1. Choose investigator(s).

2. Each player assembles his or her investigator deck.

3. Choose difficulty level.

4. Assemble the campaign chaos bag.

b Easy (I want to watch the play):


+1, +1, 0, 0, 0, –1, –1, –1, –2, –2, , , , , .
b Standard (I want to read the signs):
+1, 0, 0, –1, –1, –1, –2, –2, –3, –4, , , , , .

Return to the Path to Carcosa
b Hard (I want to speak the oath):
0, 0, 0, –1, –1, –2, –2, –3, –3, –4, –5, , , , , .
b Expert (I want The King in Yellow):
0, –1, –1, –2, –2, –3, –3, –4, –4, –5, –6, –8, , , , , .

You are now ready to begin at the Prologue.

Optional Variants
As an optional variant, for added chaos and replayability, you may choose to shuffle
the old The Path to Carcosa encounter set and the new one from Return to The Path
to Carcosa together, then randomly select a number of those cards to create a new
encounter set. The total number of cards in the new encounter set should be the
same as the number of cards in the original set (3 cards for Ancient Evils + Delusory
Evils; 7 cards for Striking Fear + Neurotic Fear; 6 cards for Decay and Filth + Decaying
Reality; 6 cards for Delusions + Maddening Delusions; and 4 cards for Agents of Hastur
+ Hastur’s Envoys).


Prologue

Prologue
You turn over the folded program in your hand, reading it for what seems like the hun-
dredth time. “Miskatonic Playhouse presents: The King in Yellow,” it reads. “A special
one-night engagement at Arkham’s very own Ward Theatre. An irresistible drama in two
acts. Production staged and directed by Nigel Engram.” The cast is a small ensemble, with
one unattributed credit at the end: “The Stranger.”
To have such a highly anticipated play come to Arkham all the way from Paris is a
noteworthy event, even if it is just for one night. For weeks leading up to the show, it was the
talk of the town. It seemed so unassuming…and yet, you have evidence something sinister
is at work. It started with the disappearance of one of the stagehands at the theatre — a
boy of only seventeen who missed rehearsal one night and was never seen again. Then, less
than two weeks before the performance, there was the musician whose corpse was found
with a gun in its mouth. Perhaps most chilling was the crazed man the coppers had picked
up in Independence Square who had been ranting and raving about the “King’s return.”
He was brought to Arkham Asylum, and you were surprised to discover that he was not
alone in his delusions.
Finding these events suspicious, you and your companions have delved deeper into
the matter. Although no connection can be proven, these weren’t the only strange events
surrounding the up-and-coming play. Instances of suicide and madness have followed in
its wake, and you are determined to discover why.
The lights in the auditorium dim, and a spotlight shines on the stage. What un-
folds is not quite what you expected. Slow-paced and monotonous, the first act of The
King in Yellow is a tedious bore. The setting and characters are compelling, but the me-
andering and nonsensical story does little to entertain or inform. You begin to wonder
whether the dreadful events surrounding The King in Yellow aren’t connected, after all.
Perhaps it was just your overactive imagination; how could such a trivial and unassum-
ing show cause such pandemonium? You are surprised when the first act closes without
any rising action or revelation. The lights rise for the intermission, and you consider leav-
ing early, stifling a yawn. Before you are able to decide, however, you find yourself drift-
ing…drifting…to sleep.
If uLola Hayes was chosen as an investigator for this campaign:
That investigator reads Lola Prologue (out loud).
Otherwise: Proceed to Scenario I: Curtain Call.

Return to the Path to Carcosa
Lola Prologue: Act I came and went without a hitch, as it often did in rehearsal. You
couldn’t help but note the blank, dismissive expressions on many of the audience members’
faces, and you wonder how the audience will react to the play’s disturbing second half. The
role of Cassilda is tiresomely boring for the first half of the play, although you enjoy por-
traying her regal charm. You find yourself missing your previous co-star, Miriam Twain,
and suddenly the dread and regret you had felt in Paris comes flooding back. With a sigh,
you retreat to a dark corner backstage to escape the sounds of stagehands preparing for
the next scene. You try to quell your emotions and replace your thoughts with those of
Cassilda’s — her hopes, her fears, her fate.
Just then, you catch the Stranger staring at you from afar, and you find yourself shak-
ing at the mere sight of him. Even though they continue to replace the actor who plays
the Stranger before each show (and indeed many times during rehearsals), you know that
this last-minute replacement is the most horrid of them all. Realising you never caught
his name, a shiver of terror courses through your spine. Have you found your way back to
the wolves, like a lost lamb? You cannot look away — his gaze is inescapable. Everything
goes black.
Proceed to Scenario I: Curtain Call.


Scenario I: Curtain Call

Scenario I: Curtain Call


You awaken with a start, as though shaken by an unseen force. You must have slept for
quite some time, for there are only a few other patrons in the audience, and no performers
on stage. The lights are dimmed, and the stage curtains are tattered and ripped, though
you do not remember that being the case during the first act. You wait a moment before
you are sure this isn’t part of the performance. As you wait, a foul but unrecognisable
smell permeates the air. How long have you been asleep? Shaking off your drowsiness,
you walk toward one of the seated patrons and ask for the time, but he does not respond.
It is then that you realize you are speaking to a corpse.

Setup
Æ Gather all cards from the encounter sets indicated by the following icons:

 
Delusions Hauntings

 
Cult of the Yellow Sign Striking Fear *


Rats *
* These encounter sets come from the Core set.

Æ Also gather all cards from the new encounter sets for Return to Curtain Call
shown here:


Return to Curtain Call


Return to the Path to Carcosa
Æ Replaces all cards from these encounter sets with those from the encounter
sets indicated by the following icons:

 ➙ 
Delusions Maddening Delusions

 ➙ 
Striking Fear * Neurotic Fear

Æ Construct the act deck using all six copies of Act 2a – “The Stranger”.

Æ Set the following cards aside, out of play: uThe Man in the Pallid Mask, uRoyal
Emissary, each copy of Lobby Doorway, and each copy of Backstage Doorway.

Æ Attach the Return to Curtain Call to uRoyal Emissary. It gains the following text:

This card cannot be detached from uRoyal Emissary (even if uRoyal


Emissary leaves play).
Forced – After uRoyal Emissary is added to the victory display:
Place 1 resource on this card, as a warning. For each warning on
this card, uRoyal Emissary gets +1 health.

Æ Put the Theatre, Lobby, Balcony, and Backstage locations into play. Each invest-
igator begins play at the Theatre.

= If uLola Hayes was chosen as an investigator for this campaign, she begins
play at Backstage, instead.

Æ Shuffle the remainder of the encounter cards to build the encounter deck.


Scenario I: Curtain Call
Suggested Location Placement

Balcony

Lobby Theatre Backstage


Return to the Path to Carcosa

DO NOT READ
until the end of the scenario

If no resolution was reached (each investigator was defeated): Once again


you are startled awake, this time by the cold, clammy fingers of a hand on your
shoulder. “Are you alright?” an elderly man asks, helping you to your feet. Your
mind is a flurry of memories. Last you remember, the Ward Theatre had become
a place of nightmares, filled with dangerous fanatics and strange terrors. Worried,
you glance at your surroundings, only to find yourself on the rain-slicked curb outside
the theatre. Despite the events from earlier, the city seems normal to your eyes —
or at least, what passes as normal for Arkham. The bright glare of headlights drills
into your eyes as cars pass on the street, splashing dirty rainwater onto the sidewalk
beside you. The old man wears an expression of concern, noting the terror in your
eyes. “Were you mugged? Damn those trouble boys!” he exclaims. “Dry-gulching
folk on a night out to the the-a-tre! Not a single street those hooligans haven’t staked
a claim on, I tell you.”
You stand and walk over to the front window of the Ward Theatre to tentatively
peer through, but it is too dark to see anything inside. The elderly man eyes you
curiously for a moment, then shrugs and continues walking. “Well, I’d best be on
my way. I would do the same, if I were you,” he says, rounding the street corner.
You quickly follow, hoping to warn him to stay away from the theatre. But when
you turn the corner, it is not the elderly man you see, but the familiar sight of the
Stranger in his featureless, pallid mask. His unwavering gaze bears down upon you.
“Who are you?” you call out. The Stranger does not respond, but instead turns and
disappears into the alleyway behind the theatre. You give chase, hoping for answers,
but by the time you reach the alleyway, it is empty — save for a notice on the wall
near the theatre’s employee entrance. “Don’t be a wet blanket! Come to The King in
Yellow cast party. 8pm, at the home of Constance Dumaine, 1452 Atlantic Avenue.
Formal dress only.” You tear the notice from the wall and take it with you, frustrated
and lost.

Æ In your Campaign Log, record that the Stranger is on to you. Add uThe
Man in the Pallid Mask weakness to the lead investigator’s deck (does not
count towards deck size). For the remainder of this campaign, any time

Scenario I: Curtain Call
the bearer of uThe Man in the Pallid Mask leaves the campaign for any
reason, choose a new investigator to become the bearer of uThe Man in
the Pallid Mask weakness, and add it to that investigator’s deck.
Æ In your Campaign Log, under “Chasing the Stranger,” place one tally
mark for each time uThe Man in the Pallid Mask was defeated during this
scenario. For the remainder of the campaign, keep a running tally of the
number of times uThe Man in the Pallid Mask is defeated during a game.
Each tally will bring you one step closer to the truth.
Æ Each investigator earns experience equal to the Victory X value of each
card in the victory display.

Resolution 1: Fleeing from the theatre, you head straight to the police station in
Easttown. Bursting through the door, to the stares of onlookers and police officers
alike, you demand to see Sheriff Engle, stressing the importance of your visit. The
desk sergeant, who is lazily working through a stack of paperwork, shakes his head
and raises a finger in silence, then points to a nearby chair. The wait is excruciating.
Every moment is an eternity. The hands of the nearby clock crawl. You drum your
fingers on the desk. You tap your feet. You constantly peer over your shoulder to
make sure the pallid mask of the Stranger is not watching you through the front
window. Finally, the desk sergeant puts his pen down and sits up, beckoning you.
“Alright, what’s so important now?” You are only halfway through your explanation
of the night’s events when he sighs and shakes his head. “Look, if this is some kind
of joke, it ain’t funny,” he says. “We had officers downtown all night. Don’t try to
feed me some hooey straight to my face.” You insist, but the desk sergeant rises to
his feet and opens the door, motioning for you to leave. He raises his voice. “What,
you think we’re not busy enough or something? Beat it!” He mumbles about “blind
birds” behind your back as he escorts you out of the station.
You know what you saw earlier that night. Frustrated, you head back to the Ward
Theatre to find some kind of proof you can take to the police. You are surprised to
find that the front door of the theatre is locked. You are about to decide whether
or not to break down the door when you see a notice on the wall near the entrance.
“Don’t be a wet blanket! Come to The King in Yellow cast party. 8pm, at the home
of Constance Dumaine, 1452 Atlantic Avenue. Formal dress only.” You tear the
notice from the wall and fold it into your coat pocket, hoping it will lead you to the


Return to the Path to Carcosa
answers you seek.

Æ Did you really think the police would help you?


Æ In your Campaign Log, record that you tried to warn the police. Mark one
Conviction in your Campaign Log.
Æ If you “stole from the box office,” record in your Campaign Log that the
police are suspicious of you.
Æ In your Campaign Log, record that the Stranger is on to you. Add uThe
Man in the Pallid Mask weakness to the lead investigator’s deck (does not
count towards deck size). For the remainder of this campaign, any time
the bearer of uThe Man in the Pallid Mask leaves the campaign for any
reason, choose a new investigator to become the bearer of uThe Man in
the Pallid Mask weakness, and add it to that investigator’s deck.
Æ In your Campaign Log, under “Chasing the Stranger,” place two tally
marks. For the remainder of the campaign, keep a running tally of the
number of times uThe Man in the Pallid Mask is defeated during a game.
Each tally will bring you one step closer to the truth.
Æ Each investigator earns experience equal to the Victory X value of each
card in the victory display.

Resolution 2: You think about going to the police, but considering the horrors
in the theatre, they’re more likely to think you’re mad than to believe your story. A
small part of you wonders if this is still some kind of prank, but that can’t be the case
— it was all too real, too terrifying to forget. Wondering what course of action to
take, you find yourself backtracking over your escape route, returning to the theatre
with cautious steps. The bright glare of headlights drills into your eyes as cars pass
on the street, splashing dirty rainwater onto the sidewalk beside you. Soon the Ward
Theatre comes into sight, its bright lights dominating the streets of Downtown. You
expected the theatre to be in ruins, but its exterior looks the same as it did when you
arrived to see The King in Yellow earlier that night. You walk to the front window
of the Ward Theatre and tentatively peer through, but it is too dark to see anything
inside.
Just then, a chill brushes the nape of your neck, and you feel that you are being
watched. You turn, and spot a shadow fleeing around the corner. A swarm of roaches

Scenario I: Curtain Call
skitters across the sidewalk, following in the shadow’s wake. Your muscles tense with
uncertainty, and you round the corner in pursuit. Standing unconcerned on the side-
walk is a familiar-looking man in a featureless pallid mask.
His unwavering gaze bears down upon you. “Who are you?” you call out. The
Stranger does not respond, and instead turns and disappears into the alleyway be-
hind the theatre. You give chase, hoping for answers, but by the time you reach the
alleyway, it is empty — save for a notice on the wall near the theatre’s employee en-
trance. “Don’t be a wet blanket! Come to The King in Yellow cast party. 8pm, at
the home of Constance Dumaine, 1452 Atlantic Avenue. Formal dress only.” You
tear the notice from the wall and take it with you, hoping it will lead you to the
answers you seek.

Æ Do you think it was wise not to warn anyone?


Æ In your Campaign Log, record that you chose not to go to the police. Mark
one Doubt in your Campaign Log.
Æ In your Campaign Log, record that the Stranger is on to you. Add uThe
Man in the Pallid Mask weakness to the lead investigator’s deck (does not
count towards deck size). For the remainder of this campaign, any time
the bearer of uThe Man in the Pallid Mask leaves the campaign for any
reason, choose a new investigator to become the bearer of uThe Man in
the Pallid Mask weakness, and add it to that investigator’s deck.
Æ In your Campaign Log, under “Chasing the Stranger,” place two tally
marks. For the remainder of the campaign, keep a running tally of the
number of times uThe Man in the Pallid Mask is defeated during a game.
Each tally will bring you one step closer to the truth.
Æ Each investigator earns experience equal to the Victory X value of each
card in the victory display.


Return to the Path to Carcosa


Scenario II: The Last King

Scenario II: The Last King


If anyone has the answers to the questions that burn in your mind, it’s the cast and crew
of The King in Yellow. With no other leads to pursue, you put on your best clothes and
head to 1452 Atlantic Avenue, where a woman named Constance Dumaine is hosting an
event in celebration of the play’s one-night engagement in Arkham.

Setup
Æ Gather all cards from the encounter sets indicated by the following icons:

 
The Last King Hastur’s Gift

 
Decay & Filth The Stranger


Ancient Evils *

* This encounter set comes from the Core set.

Æ Also gather all cards from the new encounter sets for Return to The Last King
shown here:


Return to The Last King

Æ Replaces all cards from these encounter sets with those from the encounter
sets indicated by the following icons:

Return to the Path to Carcosa

 ➙ 
Decay & Filth Decaying Reality

 ➙ 
Ancient Evils * Delusory Evils

Æ Remove Agenda 1a – “Fashionably Late” from the game and replace it with the
new Agenda 1a – “Better Never Than Late.”

Æ Put all 6 locations into play (Foyer, Courtyard, Living Room, Ballroom, Dining
Room, and Gallery). See below for suggested placement. Each investigator
begins play in the Foyer.

Æ Shuffle the 5 Bystander assets depicted here (Constance Dumaine, Jordan Perry,
Ishimaru Haruko, Sebastien Moreau, and Ashleigh Clarke) and randomly place one
in each location except for the Foyer. Place 1p + 1 clues on each of these
assets.

= Note: These cards are double-sided and have story cards on their other side.
For the best experience, do not look at the other side unless an effect instructs
you to do so.

Æ Set the uDianne Devine enemy aside, out of play.


Æ Remove the original uDianne Devine from the game and replace it with the new
version of uDianne Devine (Mercurial and Mischevious).

Æ Place the 5 “Sickening Reality” story cards underneath the scenario reference
card.

= Note: These cards are double-sided and have encounter cards on their other
side. For the best experience, do not look at the other side unless an effect
instructs you to do so.

Æ Place the 3 new “Sickening Reality” cards underneath the scenario reference
card, along with the 5 original ones, for a total of 8.

Scenario II: The Last King
Æ Set the Shocking Display treachery aside, out of play.

Æ Shuffle the remainder of the encounter cards to build the encounter deck.

Suggested Location Placement

Dining Room Gallery

Ballroom Courtyard Living Room

Foyer


Return to the Path to Carcosa

Standalone Mode
If you are playing in Standalone Mode and do not wish to refer to any other
setup/resolutions, you may use the information below when setting up and
playing this scenario:

Æ Assemble the chaos bag using the following tokens:


+1, 0, 0, –1, –1, –1, –2, –2, –3, –4, , , , , .
Æ Randomly choose one of the following tokens: , , or . Add 2 of
the chosen token to the chaos bag.
Æ The lead investigator adds uThe Man in the Pallid Mask weakness ( #59)
to his or her deck.


Scenario II: The Last King

DO NOT READ
until the end of the scenario

If no resolution was reached and at least one investigator resigned: Go to


Resolution 1.

If no resolution was reached because each investigator was defeated: Go


to Resolution 2.

Resolution 1: The brisk autumn air embraces you as you exit the manor. There
is no doubt in your mind that the cast and crew of The King in Yellow have be-
come affected by madness. Perhaps it’s getting to you, as well. You feel an encroach-
ing darkness, a presence in your mind not unlike the gaze of the Stranger. Startled,
you peer about the front yard for the first time since escaping the manor. The scene
is…different. The front windows are not smashed as they were when you first ap-
proached. The trail of blood you had noticed on the porch has been wiped clean, and
instead of the disturbingly warped music you had heard upon entering, the soothing
tones of slow jazz drift out from the courtyard.

Æ In your Campaign Log, under “VIPs Interviewed,” record the name of


each character you “interviewed.”
Æ In your Campaign Log, under “VIPs Slain,” record the name of each
unique Lunatic enemy in the victory display.
Æ Each investigator earns experience equal to the Victory X value of each
card in the victory display.
Æ For every 2 clues that were on the act deck when the game ended, choose
an investigator to earn 1 additional experience point. Experience from
this reward must be divided as evenly among the investigators as pos-
sible.
Æ Proceed to Interlude I: Lunacy’s Reward.


Return to the Path to Carcosa
Resolution 2: “Excuse me, but it’s very late,” you hear a server say as he gently
taps you on your shoulder. You realize that you are sitting on a couch in the manor’s
living room, and that you have been asleep for some time. The party appears to be
winding down. No music fills the halls, the food is all but gone, and only a few guests
remain. “Perhaps you would like for me to get your coat?” the server asks with a
trained smile. You wobble as you rise to your feet, leaning against the couch’s armrest.
Your head pounds with a dizzying intensity, and your vision is spotted. You insist
that you are fine, and begin walking toward the foyer.
You no longer see any of the guests you were searching for earlier, not even the host-
ess, Mrs. Dumaine. All traces of the madness and horror you’ve experienced are
gone. Even the oddities you witnessed upon entering the manor have vanished —
the signs of struggle, the broken windows, the blood trail on the porch…Every piece
of evidence has been erased. But you still remember the night’s events, and in your
memory you will find your answers.

Æ In your Campaign Log, under “VIPs Interviewed,” record the name of


each character you “interviewed.”
Æ In your Campaign Log, under “VIPs Slain,” record the name of each
unique Lunatic enemy in the victory display.
Æ Each investigator earns experience equal to the Victory X value of each
card in the victory display.
Æ For every 2 clues that were on the act deck when the game ended, choose
an investigator to earn 1 additional experience point. Experience from
this reward must be divided as evenly among the investigators as pos-
sible.
Æ Remove all , , and  tokens from the chaos bag. Then, add 1 
token, 1  token, and 1  token to the chaos bag.
Æ Skip Interlude I: Lunacy’s Reward, and proceed directly to Scenario
III: Echoes of the Past.

Resolution 3: Several days later, you find yourself reminiscing about the party
you attended at 1452 Atlantic Avenue. What a roaring good time you had! And
yet, your memory is hazy. You can’t help but feel you are forgetting something im-
portant. Something about the play you’d watched earlier that night–The King in

Scenario II: The Last King
Yellow. That nagging sensation pursues you in every waking moment. Try as you
might to recall the night’s events in full, there remains a gaping hole in your memory.
As you strain to remember, your concern grows, almost to the point of obsession. De-
ciding that you absolutely must know what occurred that night, you head toward
the manor of the Historical Society in Southside. Perhaps there you can learn more
about The King in Yellow play…

Æ In your Campaign Log, under “VIPs Interviewed,” record the name of


each character you “interviewed.” Then, cross off each of those names,
since you forgot everything that happened that night.
Æ In your Campaign Log, under “VIPs Slain,” record the name of each
unique Lunatic enemy in the victory display.
Æ Each investigator earns experience equal to the Victory X value of each
card in the victory display.
Æ For every 2 clues that were on the act deck when the game ended, choose
an investigator to earn 1 additional experience point. Experience from
this reward must be divided as evenly among the investigators as pos-
sible.
Æ Remove all , , and  tokens from the chaos bag. Then, add 1 
token, 1  token, and 1  token to the chaos bag.
Æ Skip Interlude I: Lunacy’s Reward, and proceed directly to Scenario
III: Echoes of the Past.


Return to the Path to Carcosa


Interlude I: Lunacy’s Reward

Interlude I: Lunacy’s Reward


Æ The investigators must decide (choose one):
= Things seem to have calmed down. Perhaps we should go back inside and
investigate further.
Proceed to Lunacy’s Reward 1.

= I don’t trust this place one bit. Let’s block the door and get the hell out of
here!
Proceed to Lunacy’s Reward 2.

= If these people are allowed to live, these horrors will only repeat themselves.
We have to put an end to this. We have to kill them.
Proceed to Lunacy’s Reward 3.

Lunacy’s Reward 1: The change in the atmosphere has you curious. What if it was
all a trick of your mind? What if the hauntings that follow The King in Yellow are but
transitory? The answers to all of your questions might lie inside. Cautiously, you open the
front door to the manor once again. Reassuring jazz and the clamor of casual conversation
grow louder as you step inside. The enticing smell of roasted pork wafts through the air. As
you suspected, the signs of struggle and oddities you noticed before have vanished without
explanation. Then, as you turn the corner into the dining room, you find the Stranger
speaking with another man — tall, moustached, wearing a fine black suit, and holding
a silver-handled cane. The Stranger turns to you, his gaze drills through your mind, and
your vision swims with agony. Before you realize it, you are running as fast as you can,
toppling through the front doorway in a haze of pain and disorientation. Without time
to catch your breath, you race to your vehicle and speed away, hands trembling upon the
steering wheel.

Æ Why would you go back inside?


Æ In your Campaign Log, record that you intruded on a secret meeting. Mark
one Doubt in your Campaign Log.

Return to the Path to Carcosa
Æ Remove all , , and  tokens from the chaos bag. Then, add 2  tokens
to the chaos bag.

Æ The story continues in Scenario III: Echoes of the Past.

Lunacy’s Reward 2: You can’t trust your senses. This is all a trick, an attempt to lure
you back inside. You’re no safer now than you were before. Swallowing your fear, you set
to work barricading the front door of the manor using several of the heavy stone benches
lining the cobblestone path in the front yard. You hope it’s enough, but you aren’t willing
to stick around to find out. As soon as you’re done, you head back to your vehicle and
drive toward Southside, where you hope to find answers.

Æ That door isn’t going to stop them.

Æ In your Campaign Log, record that you fled the dinner party.

Æ Remove all , , and  tokens from the chaos bag. Then, add 2  tokens to
the chaos bag.

Æ The story continues in Scenario III: Echoes of the Past.

Lunacy’s Reward 3: You dare not risk stepping back inside that madhouse. But you
can’t let the monstrosities run amok, either. You root through the open garage for a few
supplies, finding an old hose, an empty gasoline canister, and some matches. Knowing
what you must do, you first siphon some gas from Mrs. Dumaine’s Oakland 6-54A. You
spread the gasoline across the front porch, inside the garage, and around the manor’s outer
walls. From there, all it takes is several matches to start the blaze. You watch from the front
yard as the manor is eventually consumed by the flames. The sounds of crackling fire and
snapping wood and the screeching of dying horrors fills the street. Satisfied, you head back
to your vehicle and tear off toward Southside, full of grim determination.

Æ You did what had to be done…Right?

Æ In your Campaign Log, record that you slain the monsters at the dinner party.
Mark one Conviction in your Campaign Log.

Interlude I: Lunacy’s Reward
Æ In your Campaign Log, under “VIPs Slain,” record the names of all five “VIPs,”
if not already recorded there: uConstance Dumaine, uJordan Perry, uIshimaru Haruko,
uSebastien Moreau, and uAshleigh Clarke.

Æ Remove all , , and  tokens from the chaos bag. Then, add 2  tokens
to the chaos bag.

Æ The story continues in Scenario III: Echoes of the Past.


Return to the Path to Carcosa


Scenario III: Echoes of the Past

Scenario III: Echoes of the Past


Your head throbs with a dull ache as you drive through the rainy streets of Arkham toward
your next destination. The threat of the Stranger looms in your mind, and you find yourself
glancing often at your rear-view mirror, expecting to see the expressionless visage of his
mask haunting you. Instead, you see nothing but the misty, starless night, and the deserted
road behind you.
Your thoughts once again wander, as they have often in the past few hours, to The
King in Yellow and to the city of Carcosa and its inhabitants. What was the message
hidden inside that awful play, the meaning within its madness? A lone detail worms its
way to the forefront of your thoughts, one made apparent by the discussions you’d over-
heard at Ms. Dumaine’s estate — that tonight’s performance of The King in Yellow was
not the first Arkham had seen of the foul play. There had been at least one other perform-
ance, directed by the same man: Nigel Engram.
There is one place in Arkham where records are often kept of important events occur-
ring within the city: the Historical Society’s manor house in Southside. If there are any
records of the previous show of The King in Yellow, the Historical Society may have held
onto them. Perhaps there you will find answers to the questions that burn in your mind.
Check Campaign Log. If uSebastien Moreau is listed under “VIPs Interviewed:”
Proceed to Sebastien’s Information.
Otherwise, skip to Setup.

Sebastien’s Information: You recall what Sebastien told you during the dinner party.
The King in Yellow had come to Arkham several decades ago, long before the Ward
Theatre was built. According to him, it isn’t surprising that few people remember — in
fact, part of their goal tonight was to bring The King in Yellow to a wider audience. The
Historical Society may have kept records pertaining to this earlier production, especially
if it was followed by events similar to what has occurred tonight. Perhaps you can find
some newspaper clippings or other articles describing what happened in the past.

Æ After you put Entry Hall into play during setup, place 1 p clues on it.
Proceed to Setup.


Return to the Path to Carcosa

Setup
Æ Gather all cards from the encounter sets indicated by the following icons:

 
Echoes of the Past Cult of the Yellow Sign

 
Delusions The Midnight Masks *

 
Locked Doors * Dark Cult *
* This encounter set comes from the Core set.
When gathering The Midnight Masks encounter set, only gather the 5 treach-
ery cards (2x False Lead and 3x Hunting Shadow). Do not gather the location,
act, agenda, or scenario reference cards from that set.
Æ Also gather all cards from the new encounter sets for Return to Echoes of the
Past shown here:


Return to Echoes of the Past
Æ Replaces all cards from these encounter sets with those from the encounter
sets indicated by the following icons:

 ➙ 
Delusions Maddening Delusions
Æ Randomly choose one Ground Floor Historical Society location, one Second
Floor Historical Society location, and one Third Floor Historical Society loc-
ation. Remove those locations from the game, without looking at their re-
vealed sides.

Scenario III: Echoes of the Past
Æ Randomly choose one Basement Historical Society location and remove it
from the game, without looking at its revealed side.

Æ Put the following locations into play: Entry Hall, both copies of Quiet Halls, and
the remaining 6 Historical Society locations. (see below for suggested location
placement.) Each investigator begins play in the Entry Hall.

Æ When putting locations into play, put all 3 copies of Quiet Halls into play, along
with the remaining 8 Historical Society locations. (The 3 basement locations
should be placed to form a bottom row below the 3 ground floor locations.)

Æ Set the following cards aside, out of play: Hidden Library, Possessed Oathspeaker,
uMr. Peabody, The Tattered Cloak, and Clasp of Black Onyx.

Æ Set both Keeper of the Oath enemies aside, out of play.

Æ Based on the number of players in the game:


= If there is exactly 1 player in the game, no changes are made.
= If there are exactly 2 players in the game, search the gathered encounter
sets for 1 copy of Seeker of Carcosa. Spawn it at a Third Floor Historical
Society location.
= If there are exactly 3 players in the game, search the gathered encounter
sets for 2 copies of Seeker of Carcosa. Spawn each at a different Third
Floor Historical Society location.
= If there are exactly 4 players in the game, search the gathered encounter
sets for 3 copies of Seeker of Carcosa. Spawn each at different Second
Floor or Third Floor Historical Society locations.

Æ Check Campaign Log. If you fled the dinner party: You arrive at the Histor-
ical Society with time to spare; each investigator can take 1 additional action
during their first turn of this game.

Æ Shuffle the remainder of the encounter cards to build the encounter deck.
Æ For the duration of this scenario, the following additional rule applies:


Return to the Path to Carcosa
Forced – After the investigators advance to act 2 or act 3: Spawn
a set-aside Keeper of the Oath in any empty Historical Society loca-
tion.

Attach the Return to Echoes of the Past card to the scenario reference card as a
reminder.

Suggested Location Placement

Historical Society Quiet Halls Historical Society

Historical Society Quiet Halls Historical Society

Historical Society Entry Hall Historical Society


Scenario III: Echoes of the Past

Standalone Mode
If you are playing in Standalone Mode and do not wish to refer to any other
setup/resolutions, you may use the information below when setting up and
playing this scenario:

Æ Assemble the chaos bag using the following tokens: +1, 0, 0, –1, –1, –1,
–2, –2, –3, –4, , , , , .
Æ Randomly choose one of the following tokens (, , or ). Add 2 of
the chosen token to the chaos bag.
Æ uSebastien Moreau is not listed under “VIPs Interviewed” or “VIPs Slain”.
Æ You did not flee the dinner party.


Return to the Path to Carcosa

DO NOT READ
until the end of the scenario

If no resolution was reached (each investigator resigned or was defeated):


You barely escape the building with your body and mind intact, and flee to
safety. Read Resolution 4.

Resolution 1: There are no coincidences when it comes to The King in Yellow.


There is no doubt in your mind that the object you’ve found is important. You decide
to take it with you before continuing your investigation. The last record you find
related to the original production of The King in Yellow is a psychiatric evaluation
of one Daniel Chesterfield, a stagehand who lost his wits after the final show. It
seems he was admitted to the asylum after the production ended. Perhaps he’s still
there…

Æ In your Campaign Log, record that you took the onyx clasp. Mark one
Conviction in your Campaign Log. For the remainder of the campaign,
one investigator must include the uClasp of Black Onyx weakness in his or
her deck. This card does not count toward that investigator’s deck size.
Æ Each investigator earns experience equal to the Campaign Log value of
each card in the victory display.
Æ If uSebastien Moreau (Savage Hysteria) is in the victory display, record
his name in your Campaign Log, under “VIPs Slain.”
Æ Remove all , , and  tokens from the chaos bag. Then, add 2 
tokens to the chaos bag.

Resolution 2: This investigation would make anybody paranoid. Attributing


some greater meaning to everything you find can be a dangerous proposition. You’re
sure that this clasp is meaningless, perhaps even a prop from the original play. You
leave it behind and continue your investigation. The last record you find related to
the original production of The King in Yellow is a psychiatric evaluation of one
Daniel Chesterfield, a stagehand who lost his wits after the final show. It seems he
was admitted to the asylum after the production ended. Perhaps he’s still there…

Scenario III: Echoes of the Past
Æ In your Campaign Log, record that you left the onyx clasp behind. Mark
one Doubt in your Campaign Log.
Æ Each investigator earns experience equal to the Campaign Log value of
each card in the victory display.
Æ If uSebastien Moreau (Savage Hysteria) is in the victory display, record
his name in your Campaign Log, under “VIPs Slain.”
Æ Remove all , , and  tokens from the chaos bag. Then, add 2 
tokens to the chaos bag.

Resolution 3: The figure collapses to the ground, its warped, melting body writh-
ing in agony. It wheezes and cries out, a yellow glow emanating from inside its
mouth and behind its eyes. “Daniel,” the thing says in its cracking voice. “Seek
Daniel…Daniel Chesterfield, the stagehand, he remembers!” Deep inside the man’s
words, there is another voice behind it, whispering faintly in a melodic language.
“Find him…He too has spoken the oath…The oath that doomed us all…!” With
those final words, the skin melts off the man’s bones, and he rattles to the floor.

Æ In your Campaign Log, record that you destroyed the oathspeaker. Any
one investigator may choose to add The Tattered Cloak to his or her deck.
This card does not count toward that investigator’s deck size.
Æ Each investigator earns experience equal to the Campaign Log value of
each card in the victory display.
Æ If uSebastien Moreau (Savage Hysteria) is in the victory display, record
his name in your Campaign Log, under “VIPs Slain.”
Æ Remove all , , and  tokens from the chaos bag. Then, add 2 
tokens to the chaos bag.

Resolution 4: The night’s events have left you exhausted. You were unable to
learn anything at the Historical Society’s manor that could drive your investigation
forward. Whoever those intruders were, they must have been looking for the same
information you were. Distraught, you find your way to the closest bed you can find
— in Ma’s Boarding House, not too far from the Historical Society. Dawn breaks
as you reach the boarding house, the front doorknob and ferns on the porch covered

Return to the Path to Carcosa
in dew. You are lucky enough to get a vacant room for the day, and soon you are fast
asleep.
Suddenly, you are falling. Above and all around you, a blinding radiance flares like
an inferno. Your head twinges with pain and your vision swims with brilliant colors.
Your skin is singed by the flames. Below you, the abyss opens and swallows you whole.
You then find yourself in a dank, windowless cell, filled with a putrid stench. A man
is huddled in a corner of the room, shivering from the cold, or from the hopelessness
of his situation, or perhaps both. “No mask,” he mutters over and over, “no mask, no
mask…” You take a few tentative steps forward, but before you can reach him, the
metal slot on his cell door slides open, and you hear an orderly call to him. “Daniel,
it’s time,” he says. “Daniel, wake up. Wake up, Daniel.” Then, you awaken.

Æ In your Campaign Log, record that the followers of the sign have found the
way forward.
Æ Each investigator earns experience equal to the Campaign Log value of
each card in the victory display. Each investigator earns 1 bonus exper-
ience as he or she gains insight into the machinations of The King in Yel-
low.
Æ If uSebastien Moreau (Savage Hysteria) is in the victory display, record
his name in your Campaign Log, under “VIPs Slain.”
Æ Remove all , , and  tokens from the chaos bag. Then, add 1 
token, 1  token, and 1  token to the chaos bag.


Scenario IV: The Unspeakable Oath

Scenario IV: The Unspeakable Oath


Check Campaign Log. If the followers of the sign have found the way forward: Read
Intro 1.
Otherwise, skip to Intro 2.

Intro 1: “Wake up, Daniel.” The words echo in your thoughts as you pace through the
disheveled room, trying to make sense of what you’d just experienced. You had awoken
that afternoon with a violent startle, your body shaking, bedsheets soaked with sweat.
Although you’d slept a healthy eight-and-a-half hours, you feel even more exhausted than
you had the previous night. You catch a glimpse of your dark, bloodshot eyes in the mirror
next to the dresser, and wonder if you’ve gotten any real sleep at all.
Who is Daniel, you wonder? The chamber from your dream looked like a prison, but
the man — Daniel — he seemed unhinged, as though he wasn’t in control of his mind.
This led to only one conclusion: An asylum. Knowing you’ll get little rest here, you head
towards Arkham Asylum, hoping your hunch is correct.
Skip to Intro 3.

Intro 2: Over the course of the next few days, you delve into the evidence you’ve collec-
ted, hoping to find any information regarding Daniel Chesterfield, a stagehand during the
previous production of The King in Yellow. As far as you can tell, he is the only surviving
member of that production’s cast and crew. The rest of them — that is, those for whom
you can find any records at all — disappeared or died soon after opening night in a variety
of fashions connected only by their morbidness. Freak accidents. Suicides. Vanishings.
It would seem that Daniel is your only lead, if you are to investigate further. Accord-
ing to the records you found, he was admitted to Arkham Asylum many years ago. All
documentation about Daniel’s treatment seems to end there. You’re unsure if he’s even
still alive. Perhaps he was cured and released. You were hoping to avoid this, but there
seems to be only one way to find out. You collect your belongings and head downtown,
towards Arkham Asylum.
Proceed to Intro 3.

Return to the Path to Carcosa
Intro 3: As you enter the asylum, you stop to speak with the receptionist, though you
feel your body urged to step deeper into the clutches of this madhouse. He gives you a
confused expression as you tell him of The King in Yellow and of Daniel. But at your
insistence, he pores through his file cabinet, eventually pulling out a stark white folder.
Inside is a wealth of information about the patients admitted to the asylum — medical
records, psychiatric evaluations, and the like. You recognize a few of the faces as he flips
through the pages. “Daniel…Daniel Chesterfield, yes? He is admitted under the special
care of Doctor Mintz. But you can’t see him; his level is restricted to staff only.” You
argue and insist to be let into the patient wing, knowing that Daniel must hold the key to
understanding what is really going on.
The receptionist gives a pitying smile and relents, nodding to the security guards nearby.
“Oh, of course, of course,” he says with all the honesty of a street peddler. “I will schedule
a meeting for you with Doctor Mintz so you can speak with him about Daniel. These
gentlemen will see you in.” Relieved that you will soon get the answers you seek, you are
escorted into the patient wing of Arkham Asylum…
Check Campaign Log. If uConstance Dumaine is listed under “VIPs Interviewed:”
Proceed to Constance’s Information.
Otherwise, skip to Setup.

Constance’s Information: You recall what Constance had told you when you spoke
with her during her hellish dinner party. She and the other members of the cast and crew
had been told by the director, Nigel Engram, to take some kind of oath. At first, she’d
written it off as the whim of an eccentric artist; something Mr. Engram did as a strange
formality to unite and strengthen the bonds of the cast and crew. And to his credit, she
claimed that it had worked; ever since they’d taken his strange oath, she and the other
members of the troupe felt much more confident and full of spirit. Perhaps Daniel had
a similar experience during the last production of The King in Yellow. You must speak
with him about this.

Æ Each investigator places the top card of his or her deck facedown in his or her
play area, without looking at it. Treat this card as a Courage asset with 0 cost,
no icons, and 2 sanity. Discard this card if it leaves play for any reason.

Proceed to Setup.

Scenario IV: The Unspeakable Oath

Setup
Æ Gather all cards from the encounter sets indicated by the following icons:

 
The Unspeakable Oath Hastur’s Gift

 
Inhabitants of Carcosa Delusions

 
Decay & Filth Agents of Hastur *
* This encounter set comes from the Core set.

Æ Also gather all cards from the new encounter sets for Return to The Unspeak-
able Oath shown here:


Return to The Unspeakable Oath

Æ Replaces all cards from these encounter sets with those from the encounter
sets indicated by the following icons:

 ➙ 
Delusions Maddening Delusions

 ➙ 
Decay & Filth Decaying Reality

Æ Set each Monster enemy among the gathered encounter sets aside, in a sep-
arate pile. (There should be 7 Monster enemies, in total.)

Return to the Path to Carcosa
Æ Set each Lunatic enemy among the gathered encounter sets aside, in a separ-
ate pile. (There should be 7 Lunatic enemies, in total.)
Æ Randomly choose 1 copy of Asylum Halls (Eastern Patient Wing) and 1 copy
of Asylum Halls (Western Patient Wing). Remove those copies from the game.
Put the remaining Asylum Halls into play. Each investigator begins play at an
Asylum Halls of his or her choice.
Æ Put the following locations into play: Mess Hall, Kitchen, Yard, Garden, Infirmary,
and Basement Hall (see suggested location placement).
Æ Set the following cards aside, out of play: Daniel Chesterfield, and each copy of
Patient Confinement.
Æ Set the Host of Insanity enemy and the Radical Treatment treachery aside, out
of play.
Æ Based on your difficulty level, add the following chaos token to the chaos bag,
for the remainder of the campaign:

= Easy: –2. = Hard: –4.


= Standard: –3. = Expert: –5.

Æ Check Campaign Log. Depending on the following circumstances, a differ-


ent version of act 2 should be used in this scenario. Each other version of act
2 is removed from the game.
= If you took the onyx clasp, use Act 2 – “The Really Bad Ones” (v. I)
= Otherwise, use Act 2 – “The Really Bad Ones” (v. II)
Æ When determining which version of act 2 to use, do not follow the original
setup instructions. Instead, remove the original versions of act 2 from the
game, and check the Campaign Log.
= If you have more (or equal) Conviction than Doubt, use the new Act
2 – “The Really Bad Ones” (v. III).
= If you have more Doubt than Conviction, use the new Act 2 – “The
Really Bad Ones” (v. IV).

Scenario IV: The Unspeakable Oath
Æ Shuffle the remainder of the encounter cards to build the encounter deck.

Suggested Location Placement

Garden

Yard

Kitchen Mess Hall Asylum Halls Asylum Halls Infirmary

Basement Hall


Return to the Path to Carcosa

Additional Rules and Clarifications


“Exile”
Some player cards must be exiled when they are used. When a card is exiled, it is re-
moved from the game and returned to your collection. During campaign play, a card
that has been exiled must be purchased again with experience points (between scen-
arios) if you wish to re-include it in your deck. If exiling 1 or more cards would re-
duce your deck below your investigator’s deck size, when purchasing cards between
scenarios, you must purchase cards so that a legal deck size is maintained (when
purchasing cards in this manner, you may purchase level 0 cards for 0 experience
cost until a legal deck size is reached).

Standalone Mode
If you are playing in Standalone Mode and do not wish to refer to any other
setup/resolutions, you may use the information below when setting up and
playing this scenario:

Æ Assemble the chaos bag using the following tokens:


+1, 0, 0, –1, –1, –1, –2, –2, –3, –3, –4, , , , , .
Æ Randomly choose one of the following tokens (, , or ). Add 2 of
the chosen token to the chaos bag.
Æ uConstance Dumaine is not listed under “VIPs Interviewed” or “VIPs Slain”.
Æ You did not take the onyx clasp.
Æ Do not read Interlude II: Lost Soul.


Scenario IV: The Unspeakable Oath

DO NOT READ
until the end of the scenario

Before resolving any other resolution, if at least 1 investigator was de-


feated: The defeated investigators read Investigator Defeat first.

Investigator Defeat: “Doctor Mintz, the patient has been medicated and is
ready to see you now.” Nurse Heather opened the file on the desk nearby, taking
a moment to review the patient’s records.
“Any changes in the patient’s condition?” Doctor Mintz asked in a monotone voice.
A formality. Both knew the patient was beyond repair.
“None. The patient’s delusions remain. Demanding to speak with the Warden,
claiming they are only guests, and rambling about that play that aired the other
night, The King in Yellow.”
“And their other crimes? The incident in the theatre? What about 1452 Atlantic
Ave?”
“They believe they were attacked, and were defending themselves.” Her voice was
thick with pity. What could have caused somebody to snap like this so quickly?
None of the patient’s records showed any prior history of mental instability. “Can
you make any sense of it, Doctor?”
“Who could?” Doctor Mintz sighed and stood, grabbing the file from his desk. “My
job is not to understand. It is to cure. Perhaps my experimental procedures will
prove fruitful on this one.” The nurse winced and felt goosebumps on her arm. She
knew how his procedures would turn out, and she doubted it would prove anything.

Æ Each investigator who was defeated is driven insane. If there are not
enough investigators to continue the campaign, the campaign is over and
the players lose.
Æ If another resolution was reached, the remaining investigators proceed
to that resolution.
Æ If no resolution was reached (each investigator was defeated): Go to
Resolution 1.

Return to the Path to Carcosa
Resolution 1: …And so ended the madness of The King in Yellow.

Æ In your Campaign Log, record that the King claimed its victims.
Æ If there are not enough investigators to continue the campaign, the cam-
paign is over and the players lose. Otherwise, the campaign continues.
(Each player whose investigator has been driven insane must choose a
new investigator from the pool of available investigators.)
Æ Check Campaign Log. If you took the onyx clasp, choose a new investig-
ator to take the clasp. That investigator must include the uClasp of Black
Onyx weakness in his or her deck. This card does not count toward that
investigator’s deck size.
Æ Each investigator earns experience equal to the Campaign Log value of
each card in the victory display.
Æ If uConstance Dumaine (A Little Too Sociable) is in the victory display,
record her name in your Campaign Log, under “VIPs Slain.”
Æ Remove all , , and  tokens from the chaos bag. Then, add 2 
tokens to the chaos bag.
Æ Skip Interlude II: Lost Soul and proceed directly to Scenario V: A
Phantom of Truth.

Resolution 2 (each defeated investigator should resolve Investigator Defeat


first): You are confronted by a number of orderlies and security guards, who bar
your escape. Feeling cornered and trapped, you have no choice but to fight your
way through them. As you struggle to escape, several of the patients nearby see their
opportunity, and attack the guards with a crazed fury. Nurse Heather shrieks and
retreats, and in the ruckus you are able to escape, bruised and battered but free once
more. It will take some time for your wounds to heal, but you have no time for that
yet.

Æ In your Campaign Log, record that the investigators were attacked as


they escaped the Asylum.
Æ Each investigator suffers 1 physical trauma as they are assaulted by the
Asylum’s guards.

Scenario IV: The Unspeakable Oath
Æ Each investigator earns experience equal to the Campaign Log value of
each card in the victory display.
Æ If uConstance Dumaine (A Little Too Sociable) is in the victory display,
record her name in your Campaign Log, under “VIPs Slain.”
Æ Remove all , , and  tokens from the chaos bag. Then, add 2 
tokens to the chaos bag.
Æ Proceed to Interlude II: Lost Soul.

Resolution 3 (each defeated investigator should resolve Investigator Defeat


first): With the asylum staff distracted and patients running amok, you are able
to slip away without being noticed. You escape deeper into the garden behind the
asylum, where a two-story tall fence topped with barbed wire is all that separates
you from the outside world. You have little time, and need to make it far away from
the asylum before the guards return and spot you. Using a straitjacket you’d found
inside to cover the barbed wire, you scale the fence quickly, breaking into a run as
you make it to the other side.

Æ In your Campaign Log, record that the investigators escaped the Asylum.
Æ Each investigator earns experience equal to the Campaign Log value of
each card in the victory display.
Æ If uConstance Dumaine (A Little Too Sociable) is in the victory display,
record her name in your Campaign Log, under “VIPs Slain.”
Æ Remove all , , and  tokens from the chaos bag. Then, add 2 
tokens to the chaos bag.
Æ Proceed to Interlude II: Lost Soul.


Return to the Path to Carcosa


Interlude II: Lost Soul

Interlude II: Lost Soul


If the Ally version of uDaniel Chesterfield was in play when the scenario ended, pro-
ceed to Daniel Survived.
If the Lunatic version of uDaniel Chesterfield was in play when the scenario ended,
proceed to Daniel Was Possessed.
If neither version of uDaniel Chesterfield was in play when the scenario ended, proceed
to Daniel Did Not Survive.

Daniel Survived: You decide to lay low for some time in Ma’s Boarding House and
hide Daniel from the authorities, although you’re unsure how long you’ll be able to stay
in Arkham with an escaped asylum patient. Daniel is a loose cannon, dazed and unre-
sponsive one moment, and screaming for his life the next. It takes several days for him
to realize he’s no longer institutionalized, which for some reason makes him even more
terrified. “He’s coming for me, he’s coming for me!” he rambles, sometimes for hours at a
time. Finally, during an unusually warm and starry night, Daniel is calm enough to open
up to you. “The King in Yellow, it’s not just a play,” he explains. “It’s a being named
Hastur, and He’s already claimed me. But there’s still time for you. You are not yet pos-
sessed. You have yet to speak the Oath. Whatever you do, speak not his name. Do not
give in.” You ask him about the strange events that have been happening across town, and
of the cultists and creatures you’ve encountered. “They are trying to find Carcosa,” he says
matter-of-factly. You recognize the name as the fictional city from the play, the one The
King in Yellow rules over. “They want to release Hastur from His prison. But you! —
You can open the way to Carcosa before they do! You can seal Hastur for good!” He grips
you tightly as he rants. “Quickly, before the Stranger discovers our plan!”
Hours later, Daniel is incoherent and unresponsive once more. You take a long walk
to ease your thoughts, mulling over this new information. You’re unsure what to make of
his wild claims. Before you can make a decision about what to do next, you return to find
the door to your room broken open. Daniel lies in a heap on the ground, his face colorless
and body limp. Judging from the bruising around his neck, you surmise that he has been
choked to death.

Æ Each investigator earns 2 additional experience as they gain insight into the
machinations of the Tattered King.

Return to the Path to Carcosa
Æ The investigators must decide (choose one):
= Possession? Oaths? There must be another explanation for all of this.
Proceed to Ignore the Warning.
= We must heed Daniel’s warning. We must not speak the name of the
King in Yellow. Proceed to Heed the Warning.

Daniel Did Not Survive: You decide to lay low for some time in Ma’s Boarding House,
unsure whether news of the events at the asylum will get out to the general public. You take
this time to make extensive notes of the events you’ve experienced thus far, including the
brief dialogue between you and Daniel. He’d spoke of The King in Yellow as if it were
an actual being, and even named it. “Hastur.” He’d rambled and muttered and screeched
other phrases, as well. You doubt you’ll ever forget them. “He made us speak the Oath.”
“The price was paid.” “They are opening the path to Carcosa.” For hours, you think about
Daniel’s warning to you, which he begged you to heed: “Do not speak His name.” His
final moments play out in your mind over and over again.

Æ The investigators must decide (choose one):


= Possession? Oaths? There must be another explanation for all of this.
Proceed to Ignore the Warning.
= We must heed Daniel’s warning. We must not speak the name of the
King in Yellow. Proceed to Heed the Warning.

Daniel Was Possessed: You decide to lay low for some time in Ma’s Boarding House,
unsure whether news of the events at the asylum will get out to the general public. You
take this time to make extensive notes of the events you’ve experienced thus far, including
the brief dialogue between you and Daniel. He’d spoke of The King in Yellow as if it were
an actual being, and even named it. “Hastur.” He’d rambled and muttered and screeched
other phrases, as well. You doubt you’ll ever forget them. “He made us speak the Oath.”
“The price was paid.” “They are opening the path to Carcosa.”
On the third night, you return to your room to find the door broken open. You enter
cautiously, wondering if the police are onto you. Or worse, the Stranger. You are surprised
to find the body of Daniel Chesterfield instead, lying on the ground with a pained, wide-
eyed expression on his face. He is dead. His eyes are bloodshot and yellow, and he clutches

Interlude II: Lost Soul
a copy of The King in Yellow in his stiff hands. You pry the playbook from his deathly
grasp and examine it. Daniel has scribbled notes in the margins of each page, mostly in-
comprehensible, but with a few lucid standouts. The first time the fictional city of Carcosa
is mentioned, scrawled next to it Daniel has written:

*Carcosa is real
Do not let them open the path

When Cassilda speaks of the tattered king, Daniel has written:

Hastur is the king in tatters


locked in his prison in the stars
seal him away and stop this madness!

Your mind swims with questions. How did he escape the asylum? How did he die?
And why does he appear human to your eyes now? With little time to spare, you clean the
room of your belongings and flee. Daniel’s words, which he begged you to heed, play out
in your mind over and over again.

Æ The investigators must decide (choose one):


= Possession? Oaths? There must be another explanation for all of this.
Proceed to Ignore the Warning.
= We must heed Daniel’s warning. We must not speak the name of the
King in Yellow. Proceed to Heed the Warning.

Ignore the Warning: For hours, you struggle with this insight into The King in Yel-
low. What is true? What is real? Only you can sort through this madness.

Æ In your Campaign Log, record that you ignored Daniel’s warning.

Æ Mark two Doubt in your Campaign Log.


Æ Proceed to Scenario V: A Phantom of Truth.

Return to the Path to Carcosa
Heed the Warning: For hours, you struggle with this insight into The King in Yellow.
What is true? What is real? Only you can sort through this madness.

Æ In your Campaign Log, record that you heeded Daniel’s warning.


Æ Mark two Conviction in your Campaign Log.
Æ Each investigator earns 1 additional experience as they gain insight into the
machinations of the Tattered King.

Æ For the remainder of the campaign, any time an investigator speaks the name
of HASTUR aloud during a scenario (or during the setup of a scenario), that
investigator must immediately take 1 horror.

Æ Proceed to Scenario V: A Phantom of Truth.


Scenario V: A Phantom of Truth

Scenario V: A Phantom of Truth


Check Campaign Log. If the King claimed its victims: Read Intro 1.
Otherwise, skip to Intro 2.

Intro 1: Several months have passed since The King in Yellow came to the Ward
Theatre. You and your companions have been investigating the strange incidents that
followed in its wake. What you have found makes you question the wisdom of continu-
ing your investigation, but the truth calls out to you, and you cannot help but answer.
It seems you weren’t the first to piece together the strange happenings surrounding The
King in Yellow. Another group of investigators had been researching these events as well.
Just a matter of days after the performance in Arkham, they were admitted to the asylum,
ranting about the King’s return and the “monsters” that had attacked them. Somehow
this doesn’t surprise you. Their fate makes you all the more certain you are on the right
trail…And all the more certain that you should stop while you still have the chance.
You’ve found the records those investigators kept before their incarceration, and picked
up the trail where they left off. They had interviewed some of the cast and crew of The
King in Yellow, and discovered several pieces of vital information. Their research also con-
tains notes about their discoveries in Arkham’s Historical Society, and accounts from their
time spent in the asylum, including interactions with a patient named “Daniel Chester-
field.” After a long night of compiling and comparing notes, you fall into a deep slum-
ber. In your dreams, you are subjected to visions of Carcosa — its black stars, twin suns,
shattered moons, and twisted spires.
Continue to Dream 1. Don’t get lost.

Intro 2: It has been several weeks since the events in the asylum, and you are still no
closer to the truth about The King in Yellow and Carcosa. You have scoured the city
for signs of the others Daniel had mentioned — the ones who are “opening the path to
Carcosa” — but found nothing. Either the trail has gone cold, or they’re no longer in
Arkham. Perhaps Daniel truly was insane, and you are only following him deeper down
the rabbit hole. Every night, you toss and turn as you are subjected to vivid dreams of
Carcosa — its black stars, twin suns, shattered moons, and twisted spires.
Continue to Dream 1. Don’t get lost.

Return to the Path to Carcosa
Dream 5: You peer in the mirror, and your reflection gives you a curious glance. “Wait
a second, this isn’t Dream 1,” you say.
Continue to Dream 1.

Dream 4: Smoke and embers float upwards into the starless night sky. The screams
of burning creatures fill you with a horrid sense of accomplishment. They almost sound
human, you consider. But you know that isn’t true.
Each investigator suffers 1 mental trauma. Continue to Dream 6.

Dream 8: You peer in the mirror, and the Stranger peers back at you. His gaze drills
into your mind. The mirror shatters.
Check Campaign Log. If there are 3 or fewer tally marks under “Chasing the
Stranger,” continue to Dream 9.
If there are 4 or more tally marks under “Chasing the Stranger,” continue to
Dream 10.

Dream 12: You peer up at the stained glass, curious. What is the shape of the shadow
along the window? What is the meaning behind this strange design?
Mark one Doubt in your Campaign Log. Continue to Dream 13.

Dream 2: Constance takes your hand and pulls you onto the polished dance floor.
“Come now, don’t be shy. Tonight is a night for dancing! For celebration!”
Check Campaign Log. If the King claimed its victims, continue to Dream 8.
If the above is not true, if you intruded on a secret meeting, continue to Dream
3.
If you slain the monsters at the dinner party, continue to Dream 4.
If none of the above are true, continue to Dream 6.

Dream 9: You chase the Stranger through dark, chilly passageways composed of hun-
dreds of thousands of skeletal bodies. Skulls watch as you run, their mouths rattling a

Scenario V: A Phantom of Truth
mocking taunt as you pass. The Stranger reaches a solid wall of bone, and is grabbed by
bony hands and pulled into the wall. Their mocking laughs reach an awful crescendo.
Continue to Dream 13.

Dream 1: You fall through the empty abyss of Hali. Creatures of unknown and im-
possible origin lurk just beyond the darkness of your sight. Hastur looms above you, mag-
nificent and yet bound in his prison of madness, manipulating your torturous descent with
a sole outstretched arm.
Each investigator has earned the Lost Soul weakness (The
Path to Carcosa #227) (does not count toward deck size). Shuffle one copy of this
weakness into each investigator’s deck.
Continue to Dream 2.

Dream 7: You find yourself inside the Arkham Police Department, desperately trying
to explain to the desk sergeant what happened in the Ward Theatre. He scoffs and refuses
to believe you. “We know what you’re really up to,” he says, and claps a pair of handcuffs
over your wrists. “You’re under arrest for larceny. Boys, take ‘em away.” Several other
cops flank you and prevent any escape. Your protests go unheard as you are firmly escorted
down a flight of concrete stairs and hurled into a cold jail cell. “Maybe some time in lockup
will change your story,” the desk sergeant shouts. He slams the door behind him, leaving
you with your spiralling thoughts. How did they find out? How could they possibly know?
Choose an investigator. The chosen investigator
has earned the Paranoia weakness (Core set, #97) (does not count toward deck size).
Shuffle 1 copy of this weakness into that investigator’s deck, if able.
Continue to Dream 8.

Dream 10: You chase the Stranger up a steep staircase of broken stone, a torrent of rain
crashing upon your back as you run. Lighting flashes in the distance. A vortex of swirling
black clouds looms above you, threatening to swallow the world whole. The masked man
dashes through a wide set of doors atop the stairs, and you follow close behind. The sound
of crashing thunder is muffled as the doors close behind you. Looking up, you see a familiar
depiction in stained glass. “Beautiful, is it not?” the Stranger says quietly.
Æ The investigators must decide (choose one):

Return to the Path to Carcosa
= “How could any of this be beautiful to you?” Continue to Dream 11.
= “What exactly am I looking at?” Continue to Dream 12.

Dream 3: “Ah, if it isn’t our esteemed guest,” the man with the moustache and the silver-
-handled cane says. He grabs a bottle of wine from the nearby countertop and pours you
a glass. “I hear you have taken quite the interest in our little production,” he says with a
smile. “Tell me: how are you enjoying Act 2, so far?”
Continue to Dream 6.

Dream 13: Daniel’s voice calls out to you. “They are opening the path to Carcosa.”
Continue to Awakening.

Dream 6: The lights of the theatre dim and a spotlight shines on the stage. “Welcome,
ladies and gentleman!” the creature exclaims. Its many tentacles reach across the stage,
up into the rafters, and throughout the aisles. It tears the curtains down, and tattered red
cloth falls over its bulbous form.
Check Campaign Log. If the police are suspicious of you, continue to Dream 7.
Otherwise, continue to Dream 8.

Dream 11: You avoid looking at the stained glass. If this vile man considers it to be
beautiful, it is probably some trap meant to ensnare your mind. You clench your fist until
your knuckles are white and step forward to confront the Stranger.
Mark one Conviction in your Campaign Log. Continue to Dream 13.

Awakening: You awaken from your fitful dream, sweating and gagging. This cannot
go on any longer. You have only one option if you are to continue your investigation. You
must find Nigel Engram, director of The King in Yellow, and architect of this madness.
Only he will have the answers you seek. You pack your bags and plan your trip to Paris,
the City of Lights.
Check Campaign Log. If uJordan Perry is listed under “VIPs Interviewed”:
Proceed to Jordan’s Information.
Otherwise, skip to Setup.

Scenario V: A Phantom of Truth
Jordan’s Information: According to Mr. Jordan Perry, who had financed several per-
formances of The King in Yellow across the world, Nigel Engram was an eccentric and
impassioned man, almost to the point of mania. Rumor was, he hadn’t directed any other
works since discovering The King in Yellow. Jordan had first met with Mr. Engram at
a café in Montparnasse, “L’agneau Perdu.” You travel there first, hoping to find Mr. En-
gram…

Æ Each investigator begins the game with 3 additional resources. Instead of the
normal starting location, each investigator begins play at Montparnasse.

Proceed to Setup.

Setup
Æ Gather all cards from the encounter sets indicated by the following icons:

 
A Phantom of Truth Evil Portents

 
Byakhee The Stranger

 
Agents of Hastur * The Midnight Masks *
* These encounter sets come from the Core set.
When gathering The Midnight Masks encounter set, only gather the 5 treach-
ery cards (2x False Lead and 3x Hunting Shadow). Do not gather the location,
act, agenda, or scenario reference cards from that set.
Æ Also gather all cards from the new encounter sets for Return to A Phantom of
Truth shown here:

Return to the Path to Carcosa


Return to A Phantom of Truth

Æ Replaces all cards from these encounter sets with those from the encounter
sets indicated by the following icons:

 ➙ 
Agents of Hastur * Hastur’s Envoys

Æ Check Campaign Log. If you have more (or equal) Doubt than Conviction:
= Search the gathered encounter sets for both copies of Twin Suns and all
3 copies of Hunting Shadow, and remove them from the game.
= During this scenario, use Act 1 – The Parisian Conspiracy (v. I). The other
version of act 1 is removed from the game.

Æ If you have more Conviction than Doubt:


= Search the gathered encounter sets for both copies of Black Stars Rise
and both copies of False Lead, and remove them from the game.
= During this scenario, use Act 1 – The Parisian Conspiracy (v. II). The other
version of act 1 is removed from the game.

Æ Choose one of the two Montmartre locations, one of the two Opéra Garnier loc-
ations, and one of the two Le Marais locations, at random. Put the chosen
locations into play. Remove the other versions of those locations from the
game.

Æ Put the remaining locations (Montparnasse, Gare d’Orsay, Grand Guignol, Canal
Saint-Martin, Père Lachaise Cemetery, Notre-Dame, and Gardens of Luxembourg)
into play. (See below for suggested placement.) Each investigator begins play
at Gare d’Orsay.

Æ Randomly choose one of the two Montparnasse locations, one of the two Grand
Guignol locations, one of the two Père Lachaise Cemetery locations, one of the
two Canal Saint-Martin locations, one of the two Notre-Dame locations, and one

Scenario V: A Phantom of Truth
of the two Gardens of Luxembourg locations. Put those locations into play. Re-
move the other versions of those locations from the game.

Æ Set the double-sided uThe Organist enemy aside, out of play.


Æ Set both copies of Figure in the Shadows aside, out of play.

Æ If there are any remaining copies of the Lost Soul weakness, set them aside, out
of play.

Æ Shuffle the remainder of the encounter cards to build the encounter deck.
Æ For the duration of this scenario, the following additional rules apply:

Forced - After uThe Organist enters play: Shuffle both set-aside


copies of Figure in the Shadows into the encounter deck, along with
the encounter discard pile.

Attach the Return to A Phantom of Truth card to the scenario reference card as
a reminder.


Return to the Path to Carcosa
Suggested Location Placement

Grand Guignol Canal Saint-Martin

Montmartre Père Lachaise Cemetery

Opéra Garnier Le Marais

Gare d’Orsay Gardens of Luxembourg Notre-Dame

Montparnasse


Scenario V: A Phantom of Truth

Standalone Mode
If you are playing in Standalone Mode and do not wish to refer to any other
setup/resolutions, you may use the information below when setting up and
playing this scenario:

Æ Assemble the chaos bag using the following tokens: +1, 0, 0, –1, –1, –1,
–2, –2, –3, –3, –4, , , , , .
Æ Randomly choose one of the following tokens (, , or ). Add 2 of
the chosen token to the chaos bag.
Æ During setup, choose one: Doubt or Conviction.
= If Doubt is chosen, for the remainder of this scenario, you are con-
sidered to have more Doubt than Conviction.
= If Conviction is chosen, for the remainder of this scenario, you are
considered to have more Conviction than Doubt.
Æ Throughout the setup of this scenario, there will be several references to
events in your campaign log. None of these events happened. Additionally,
there are no tally marks under “Chasing the Stranger,” and uJordan Perry is
not listed under “VIPs Interviewed” or “VIPs Slain”.
Æ Do not take the Lost Soul weakness as instructed during this scenario’s
introduction.
Æ The lead investigator adds uThe Man in the Pallid Mask weakness (The Path
to Carcosa #59) to his or her deck.


Return to the Path to Carcosa

DO NOT READ
until the end of the scenario

If no resolution was reached (each investigator resigned or was defeated):


You lose track of yourself within the city as you flee for your life. Your feet move of
their own accord. The beating of sinewy wings and screeching of creatures above you
spurs you onward. Soon you find yourself running down a narrow avenue, passing
a set of heavy iron gates. You are in a dead end — a court with tall, old houses on
either side. You turn back toward the entrance to find the shapes of many winged
creatures barring your path. They are perched on the gates and on the balconies
above, awaiting your doom. Walking with cold, sinister confidence, the man in black
opens the iron gate and enters the court. His face gleams in the darkness. His eyes
pierce your soul. For a moment, you recognise him for what he truly is. It is the last
you remember of that night.

Æ Record in your Campaign Log that you did not escape the gaze of the
phantom.
Æ Remove all , , and  tokens from the chaos bag. Then, add 2 
tokens to the chaos bag.
Æ If uJordan Perry (An Imposing Presence) is in the victory display, record
his name in your Campaign Log, under “VIPs Slain.”
Æ Each investigator earns experience equal to the Campaign Log value of
each card in the victory display.

Resolution 1: You can only assume this house belongs to Nigel Engram, the dir-
ector of The King in Yellow. At last, you have finally found your quarry…and yet,
it is little relief to your straining sanity. You feel like a dog being led by a leash, your
fate decided by a cruel master who has long kept you in the dark. You push these
gloomy thoughts to the back of your mind and knock on Mr. Engram’s door. There
is no response but a flock of magpies that scatter from the rooftop at the sudden noise.
You try the doorknob, hoping you won’t have to resort to more forceful measures. To
your surprise, you find the door unlocked.


Scenario V: A Phantom of Truth
Inside, Nigel’s home is a mess of notes, old books, and strange diagrams. Covering
the coffee table in his living room is an old, faded map, bearing many fold creases
and tattered edges. It looks to be an incomplete map of the catacombs beneath Paris,
or at least a section of it. The food in his pantry is old and rotten. There is no sign of
anyone having lived here for years, and yet the ink upon the living room walls is wet
and fresh. Over and over, across nearly every inch of the wallpaper, it reads:

He is already here.

Æ Record in your Campaign Log that you found Nigel’s home.


Æ Remove all , , and  tokens from the chaos bag. Then, add 2 
tokens to the chaos bag.
Æ If uJordan Perry (An Imposing Presence) is in the victory display, record
his name in your Campaign Log, under “VIPs Slain.”
Æ Each investigator earns experience equal to the Campaign Log value of
each card in the victory display.

Resolution 2: You can only assume this house belongs to Nigel Engram, the dir-
ector of The King in Yellow. At last, you have finally found your quarry… and yet,
it is little relief to your straining sanity. You feel like a dog being led by a leash, your
fate decided by a cruel master who has long kept you in the dark. You push these
gloomy thoughts to the back of your mind and knock on Mr. Engram’s door. A flock
of magpies scatters from the rooftop at the sudden noise. Then, to your surprise, the
door opens.
Across the threshold of the doorway stands a tall man with a thick, brown mous-
tache. A familiar silver-handled cane leans against the wall next to his coat hanger.
“So it’s you,” he says. “Come in. I have expected you for some time now.” He turns
away and walks toward his kitchen. You can hear a teapot whistling, as though he’d
been preparing for your arrival.
You enter his home, unsure of what to do next. This gentle, unassuming man is
not quite what you had expected. Nigel’s home is a mess of notes, old books, and
strange diagrams. Covering the coffee table in his living room is an old, faded map,


Return to the Path to Carcosa
bearing many fold creases and tattered edges. It looks to be an incomplete map
of the catacombs beneath Paris, or at least a section of it. Mr. Engram returns
moments later with hot tea and a plate of cheese and crackers. “I assume you are
here to find the path to Carcosa?” he asks, wearing an excited grin. You shake your
head in response, but he doesn’t seem to notice. He paces back and forth around
the room as he speaks rapidly. “He told me that you would be arriving soon. That
I should…Prepare.” Nigel turns toward you as he reaches the wooden door across
from you, his eyes flashing. “Don’t worry. All is ready. The way is paved.” He opens
the door to his study and steps inside, leaving you behind to interpret his cryptic
comments. You wait a few minutes for him to return, but when he does not, you
begin to worry. Then you notice that mold has already begun to grow over the cheese
he’d brought you. “Mr. Engram?” you call out, and you hesitantly knock on the door
to his study. There is no response. When you enter the room, you find him hanging
from the ceiling fan, his body rotting from weeks of decomposition.

Æ Record in your Campaign Log that you found Nigel Engram. Each invest-
igator suffers 1 mental trauma from the shock of their discovery. Each
investigator earns 2 additional experience as they gain insight into the
machinations of the Tattered King.
Æ Remove all , , and  tokens from the chaos bag. Then, add 2 
tokens to the chaos bag.
Æ If uJordan Perry (An Imposing Presence) is in the victory display, record
his name in your Campaign Log, under “VIPs Slain.”
Æ Each investigator earns experience equal to the Campaign Log value of
each card in the victory display.

Resolution 3: As the sun rises once more over the skyline of Paris, you lose sight
of the mysterious figure. Frustrated at your failure, you return to your hotel to sleep
and recover from the horrors of the past few nights. Your fitful dreams return —
dreams of Carcosa, of the King in Tatters, and of the shadowy figure whom you had
pursued through the streets of Paris. When you awaken, you are no longer in your
hotel room.

Æ Record in your Campaign Log that you were unable to find Nigel.


Scenario V: A Phantom of Truth
Æ Remove all , , and  tokens from the chaos bag. Then, add 2 
tokens to the chaos bag.
Æ If uJordan Perry (An Imposing Presence) is in the victory display, record
his name in your Campaign Log, under “VIPs Slain.”
Æ Each investigator earns experience equal to the Campaign Log value of
each card in the victory display.


Return to the Path to Carcosa


Scenario VI: The Pallid Mask

Scenario VI: The Pallid Mask


Check Campaign Log. If you did not escape the gaze of the phantom, or if you were
unable to find Nigel: Read Intro 1.
If you found Nigel’s abode, or if you found Nigel Engram, skip to Intro 2.

Intro 1: You are stirred awake by dirty, stale air and dust in your throat. You are lying
on a slab of cold stone inside a lightless underground passageway. How did you get here?
And where is “here” exactly? A shiver courses up your body, and your hair stands on end.
Rising to your feet, you take stock of your surroundings. Bones decorate the walls and
ceiling around you, open-mouthed skulls peering back at you everywhere you look.

Æ Record in your Campaign Log that you awoke inside the catacombs.

Check Campaign Log. If uIshimaru Haruko is listed under “VIPs Interviewed”:


Proceed to Haruko’s Information.
Otherwise, skip to Setup.

Intro 2: The contents of Nigel Engram’s home answer none of your questions about
The King in Yellow, but do hint at where you should head next. The old, tattered map
you found on his coffee table depicts a section of the infamous Catacombs of Paris. One
particular room on the map has been circled with pen, and next to it is written: “The
key to opening the Path lies here!” You swallow your fear and head immediately for the
entrance to the catacombs underneath Rue de la Tombe-Issoire.

Æ Record in your Campaign Log that you entered the catacombs on your own.

Check Campaign Log. If uIshimaru Haruko is listed under “VIPs Interviewed”:


Proceed to Haruko’s Information.
Otherwise, skip to Setup.

Return to the Path to Carcosa
Haruko’s Information: Just past the archway closest to you, you see a familiar symbol
etched into the skull of a sheep: rows of concentric semicircles, lined with exotic runes. Two
wavy lines descend from the design, leading into the skull’s lower jawbone. You recognise it
as the pattern Haruko had shown you. Wondering why it would appear here, you examine
the skull in greater detail. As soon as you touch the underside of the skull’s jawbone, its
mouth suddenly opens. Bones collapse to the ground as the wall slides to reveal a new
path.

Æ Remember that “you opened a secret passageway.”

Proceed to Setup.

Setup
Æ Gather all cards from the encounter sets indicated by the following icons:

 
The Pallid Mask Ghouls *

 
Hauntings Chilling Cold *
* These encounter sets come from the Core set.

Æ Also gather all cards from the new encounter sets for Return to The Pallid
Mask shown here:


Return to The Pallid Mask

Æ Find the Tomb of Shadows and the Blocked Passage (each one is the revealed side
of a Catacombs location). Set them aside, out of play.

Æ Check Campaign Log.



Scenario VI: The Pallid Mask
= If you awoke inside the catacombs: Put a random Catacombs location
(other than the set-aside Tomb of Shadows or Blocked Passage) into play,
Catacombs side faceup. For the remainder of the scenario, that location
is referred to as “the starting location.” Place a resource token on this
location to mark it as the starting location. Do not place investigators
here yet.
= If you entered the catacombs on your own: Find The Gate to Hell (it is the
revealed side of a Catacombs location). Put The Gate to Hell into play, Cata-
combs side faceup. For the remainder of the scenario, The Gate to Hell is
referred to as “the starting location.” Place a resource token on The Gate
to Hell to mark it as the starting location. Do not place investigators
here yet.

Æ Set all of the other locations aside as a separate “Catacombs Deck.” To do


this, perform the following:

= Shuffle the set-aside Tomb of Shadows, the set-aside Blocked Passage, and
3 other Catacombs locations together to form the bottom 5 cards of
the Catacombs Deck, Catacombs side faceup.
= Then, place all of the other Catacombs locations on top, in a random or-
der. All of the cards in the Catacombs Deck should be showing only
the Catacombs side, so that the players do not know which is which.

Æ When building the Catacombs deck:

= First set aside the Tomb of Shadows and the Blocked Passage, as normal.
= Next, add the 4 new Catacombs locations included in this encounter set
with the remaining Catacombs locations, and determine your starting
location, as normal.
= Next, randomly choose 4 Catacombs locations and remove them from
the game, without looking at them.
= Build the remainder of the Catacombs deck as normal.
Æ Each investigator begins play at the starting location. (Remember to trigger
the Forced effect on that location when it is revealed.) If “you opened a secret

Return to the Path to Carcosa
passageway,” choose a Catacombs location adjacent to the starting location and
reveal it.
Æ The bearer of uThe Man in the Pallid Mask weakness searches his or her deck for
it and sets it aside, out of play.
Æ Shuffle the remainder of the encounter cards to build the encounter deck.
Æ For the duration of this scenario, the following additional rules apply:

For the purposes of Corpse Dweller’s spawn ability, uThe Man in the
Pallid Mask does not count as a Humanoid enemy.
While it is act 2, uThe Man in the Pallid Mask cannot leave the Tomb
of Shadows.

Attach the Return to The Pallid Mask card to the scenario reference card as a
reminder.

Additional Rules and Clarifications


Location Adjacency in the Catacombs
During this scenario, locations will be arranged in a set pattern, with new locations
from the Catacombs Deck emerging to the left, right, above, or below existing loca-
tions, as they are revealed. A location that is put into play to the left, right, above, or
below another location should be set next to that location in the manner described,
with no other locations in between them.
A location that is next to another location in this manner is considered adjacent.
Locations are only adjacent orthogonally (left, right, above, and below), and are not
adjacent diagonally. During this scenario, adjacent locations are considered to be
connected to one another.
You cannot put a location into play where an existing location already is. If you
are given the choice to place a location from the Catacombs Deck in one of multiple
spots, and one of those spots is occupied by an existing location, you cannot choose
that spot. You must choose a spot unoccupied by a location, if able. If all of the
specified spots are occupied by existing locations, the Forced effect fails and no new
Catacombs locations are put into play.

Scenario VI: The Pallid Mask

Standalone Mode
If you are playing in Standalone Mode and do not wish to refer to any other
setup/resolutions, you may use the information below when setting up and
playing this scenario:

Æ Assemble the chaos bag using the following tokens:


+1, 0, 0, –1, –1, –1, –2, –2, –3, –3, –4, , , , , .
Æ Randomly choose one of the following tokens (, , or ). Add 2 of
the chosen token to the chaos bag.
Æ The lead investigator adds uThe Man in the Pallid Mask weakness (The Path
to Carcosa #59) to his or her deck.
Æ You found Nigel’s abode / entered the catacombs on your own.

Æ uIshimaru Haruko is not listed under “VIPs Interviewed” or “VIPs Slain”.


Return to the Path to Carcosa

DO NOT READ
until the end of the scenario

If no resolution was reached (each investigator was defeated): You are


shaken awake by a police officer and lifted to your feet. You feel as though the weight
of a train has slammed into your head. The pain is unbearable. The man shines a
flashlight in your eyes and asks you several questions in French. Dazed as you are,
you find it difficult to answer. He points toward the staircase nearby and pushes you
away from the catacombs. You stumble onto the Rue de la Tombe-Issoire and slowly
make your way to a hotel where you can stay the night.
Several days of research later, the meaning of the strange diagrams you saw within
the catacombs still escapes you. You feel as though you have been led on a wild goose
chase. Just as you are about to give up, you see a faded yellow book on the table
nearest to you. You are stunned to discover that it is the unabridged script of The
King in Yellow. Drawn on the cover in black ink is the very same diagram whose
meaning you have been struggling to interpret for several sleepless nights. Who had
placed it here? How had it come to your hotel room? Regardless, you know what
you must do. The play holds the secrets — it has all along — and yet like a fool
you have avoided reading Act II out of superstition. Its words cannot harm you any
more than the creatures and fanatics you have already encountered. Trembling, you
open to the second part, and begin to read.

Æ In your Campaign Log, record that you know the site of the gate.
Æ Each investigator must choose whether or not to read Act II of The King
in Yellow. At least one investigator must read Act II. In your Campaign
Log, record the names of each investigator who chose to read Act II.
Each investigator who read Act II searches the collection for a random
basic Madness or Pact weakness, and adds it to his or her deck (does
not count toward deck size). Each investigator who read Act II earns 2
additional experience as they gain insight into the machinations of the
Tattered King.
Æ Remove all , , and  tokens from the chaos bag. Then, add 2 
tokens to the chaos bag.


Scenario VI: The Pallid Mask
Æ If uIshimaru Haruko (Just Skin and Bones) is in the victory display, record
her name in your Campaign Log, under “VIPs Slain.”
Æ Each investigator earns experience equal to the Campaign Log value of
each card in the victory display.

Resolution 1: The burned skull holds the key to everything. You are sure of it.
You have tried every method available to you in studying the diagram it bears, but
the answer eludes you still. You have brought the skull to experts, occultists, and
professors. You have even tried speaking with the skull on more than one occasion.
Exasperated, you place the skull on your night table and try to get some sleep for
the first time since escaping the catacombs. As you fall asleep, you cannot shake the
sight of the diagram etched in the skull’s forehead.
You awaken with a spark of inspiration and rush to the Musée du Louvre, a famous
Parisian museum housing tens of thousands of paintings, drawings, and archaeolo-
gical finds. You spend days exploring the museum — every display, every collection,
every single object of art that might hold a clue to the diagram’s meaning. Finally,
you see it: a painting depicting a beautiful island town weathering a torrential storm.
Waves crash against the stone of the outer wall, the tide threatening to swallow the
island whole. Lightning flashes around the tower of the abbey above the village. A
whirlwind of black clouds churns in the sky above. The diagram from the burned
skull you hold in your hands is recreated perfectly in the stained glass of the abbey.
The title of the piece is “The Path Is Open.”

Æ In your Campaign Log, record that you know the site of the gate.
Æ Remove all , , and  tokens from the chaos bag. Then, add 2 
tokens to the chaos bag.
Æ If uIshimaru Haruko (Just Skin and Bones) is in the victory display, record
her name in your Campaign Log, under “VIPs Slain.”
Æ Each investigator earns experience equal to the Campaign Log value of
each card in the victory display.

Resolution 2: You fall ceaselessly through the empty abyss. No air slows your
descent or courses through your hair. It is a passageway devoid of reality. Finally,

Return to the Path to Carcosa
you pass through an invisible gateway and enter another realm. Looming above
and below you are two skylines, one a warped reflection of the other. A vortex of
swirling black clouds and crashing waves lies in between them. You study both sides
— the familiar city and its strange mirror. Could this be the path to Carcosa? A
passageway between realities, where realms converge? If so, all that is left is to find
where this gate appears on Earth. You fall into the vortex below.
You are shaken awake by a police officer and lifted to your feet. You feel as though
the weight of a train has slammed into your head. The pain is unbearable. The man
shines a flashlight in your eyes and asks you several questions in French. Your eyes
widen with realization and you wrest your arm free from the confused man’s grip.
“I have to go at once!”

Æ In your Campaign Log, record that you know the site of the gate. Add two
tally marks under “Chasing the Stranger.”
Æ Remove all , , and  tokens from the chaos bag. Then, add 2 
tokens to the chaos bag.
Æ If uIshimaru Haruko (Just Skin and Bones) is in the victory display, record
her name in your Campaign Log, under “VIPs Slain.”
Æ Each investigator earns experience equal to the Campaign Log value of
each card in the victory display.


Scenario VII: Black Stars Rise

Scenario VII: Black Stars Rise


The island commune of Mont Saint-Michel lies off the northwestern coast of France. It
is beautiful, elegant, and enigmatic — a place out of a fairy tale. Only this tale is one of
horrors and madness. During low tide, you would be able to reach the island on foot by
crossing the tidal causeway that emerges from the sea. However, by the time you reach the
coast, the tide is much higher than you’d anticipated. Dark clouds cover the sky, and a
distant crash of thunder signals the start of the oncoming storm. You find a boat whose
captain is willing to take you to the island, and prepare for the ritual to come.
Check Campaign Log. If uAshleigh Clarke is listed under “VIPs Interviewed”:
Proceed to Ashleigh’s Information.
Otherwise, skip to Setup.

Ashleigh’s Information: You recall the night where this all began, and your thoughts
drift to the mesmerizing song Ashleigh sang that night. Somehow you remember the lyrics
perfectly after all this time, and its haunting melody is ingrained in your mind. “Above the
city the storm clouds rage, and waves crash through the gilded cage…Below the earth
the salt water seeps, the shadows fall as the red sun sleeps…” Studying the island that
lies before you, illuminated by flashes of lighting and assaulted by tumultuous waves, you
can’t help but wonder if Ashleigh was singing about this very moment.

Æ During this scenario, as a f triggered ability, an investigator may remove


1 doom from an agenda in play. (Group limit once per game.)

Proceed to Setup.


Return to the Path to Carcosa

Setup
Æ Gather all cards from the encounter sets indicated by the following icons:

 
Black Stars Rise Evil Portents

 
Byakhee Inhabitants of Carcosa

 
The Stranger Dark Cult *


Ancient Evils *
* These encounter sets come from the Core set.
Be aware that some cards from the Black Stars Rise encounter set have mul-
tiple versions, some with The Flood Below encounter set icon on their reverse
side, and some with The Vortex Above encounter set icon on their reverse side.
These encounter sets are indicated by the following icons:

 
The Flood Below The Vortex Above

Æ Also gather all cards from the new encounter sets for Return to Black Stars
Rise shown here:


Return to Black Stars Rise


Scenario VII: Black Stars Rise
Æ Replaces all cards from these encounter sets with those from the encounter
sets indicated by the following icons:

 ➙ 
Ancient Evils * Delusory Evils
Æ Based on your difficulty level, add the following chaos token to the chaos bag
for the remainder of the campaign:

= Easy: –3. = Hard: –6.


= Standard: –5. = Expert: –7.

Æ Sort each copy of the following cards into two separate piles, based on the
encounter set icon on their reverse side: Agenda 2a – “Let The Storm Rage”,
Agenda 2c – “The Entity Above”, Chapel of St. Aubert, and Abbey Tower.
= You should have two piles of exactly four cards. Each pile should have
one copy of each of the above listed cards. The cards in the first pile
should have The Flood Below encounter set icon on their reverse side,
and the cards in the second pile should have The Vortex Above encounter
set icon on their reverse side.
= Flip each pile over so that only the Black Stars Rise encounter set icon is
showing. Randomize the two piles so you cannot tell which is which.
= Choose one pile at random to remove from the game and one pile at
random to use throughout this scenario’s setup. Do not look at the
reverse sides of any of the cards in either pile.
Æ This scenario does not have an act deck. Instead, it has two agenda decks.
One agenda deck is built using agendas 1a, 2a, and 3a. The other agenda deck
is built using agendas 1c, 2c, and 3c (remember to use the versions of agendas
2a and 2c that were randomly chosen earlier).
Æ Set the following cards aside, out of play: both act cards (Act 3a and Act 3c),
uBeast of Aldebaran, each copy of Tidal Terror, each copy of Rift Seeker, Cloister,
Knight’s Hall, Abbey Tower, and Chapel of St. Aubert (remember to use the versions
of Abbey Tower and Chapel of St. Aubert that were randomly chosen earlier).

Return to the Path to Carcosa
Æ Choose one of the two Choeur Gothique locations, at random, and set it aside.
Remove the other version of Choeur Gothique from the game.

Æ Choose one of the two North Tower locations, one of the two Outer Wall loca-
tions, and one of the two Broken Steps locations, at random. Put the chosen
locations into play. Remove the other versions of those locations from the
game. Then, put the remaining locations (Porte de l’Avancée, Grand Rue, and
Abbey Church) into play. (See next page for suggested placement.) Each in-
vestigator begins play at Porte de l’Avancée.

Æ Sort each copy of Cloister and Knight’s Hall into two piles, based on the en-
counter set icon on their reverse side. One pile should consist of the original
versions of Cloister and Knight’s Hall, the other should consist of the new ver-
sions included in this encounter set. Flip each pile over so only the Black Stars
Rise encounter set icon is showing. Randomize the two piles so you cannot
tell which is which. Choose one pile at random to remove from the game and
one pile at random to use throughout this scenario’s setup.

Æ Each investigator searches the collection for a random basic Madness, Pact,
Cultist, or Detective weakness, and adds it to his or her deck.

Æ Shuffle the remainder of the encounter cards to build the encounter deck.


Scenario VII: Black Stars Rise
Suggested Location Placement

North Tower

Abbey Church Broken Steps Outer Wall

Grand Rue

Porte de l’Avancée


Return to the Path to Carcosa

Additional Rules and Clarifications


Dual Agendas
During this scenario, there are two agenda decks. One represents a means for you
and your allies to open the path to Carcosa, and leads to one of the two set-aside act
cards. The other represents a means for Hastur to escape into our world, and spells
demise for Earth.
When playing this scenario, while there are two agenda decks in play, players
must observe the following additional rules:

= Whenever 1 or more doom is placed on “the current agenda,” the play-


ers may decide which of the two agendas to place this doom on.
= Doom on cards other than the two agendas (such as enemies, locations,
or assets) count towards the doom threshold of both agendas.
= When one agenda advances, doom on the other agenda is not removed.
All other doom in play is removed.
= If the doom thresholds of both agendas are satisfied during the “Check
doom threshold” step of the Mythos phase, choose only one agenda to
advance. Then, once you have completed advancing that agenda, check
the doom threshold of the other agenda and advance it if its doom
threshold is still satisfied.


Scenario VII: Black Stars Rise

Standalone Mode
If you are playing in Standalone Mode and do not wish to refer to any other
setup/resolutions, you may use the information below when setting up and
playing this scenario:

Æ Assemble the chaos bag using the following tokens:


+1, 0, 0, –1, –1, –1, –2, –2, –3, –3, –4, –5, , , , , .
Æ Randomly choose one of the following tokens (, , or ). Add 2 of
the chosen token to the chaos bag.
Æ The lead investigator adds uThe Man in the Pallid Mask weakness (The Path
to Carcosa #59) to his or her deck.
Æ Do not take any additional weaknesses as instructed in this Setup.
Æ uAshleigh Clarke is not listed under “VIPs Interviewed” or “VIPs Slain”.


Return to the Path to Carcosa

DO NOT READ
until the end of the scenario

If no resolution was reached (each investigator was defeated): Go to Res-


olution 3.

Resolution 1: You hold your breath as you swim through freezing water toward
the spires below. As you get closer, you see ripples throughout the water, as though
you are peering into a reflection upon the sea’s surface. You break through the surface
and gasp as air fills your lungs.

Æ In your Campaign Log, record that you opened the path below.
Æ Remove all , , and  tokens from the chaos bag. Then, add 2 
tokens and 2  tokens to the chaos bag.
Æ If uAshleigh Clarke (Songs Die Unheard) is in the victory display, record
her name in your Campaign Log, under “VIPs Slain.”
Æ Each investigator earns experience equal to the Campaign Log value of
each card in the victory display.

Resolution 2: You marvel at the cloud-waves encircling you and fly toward the
spires above. The desolate and inscrutable city of Carcosa towers before you. You
suddenly realize you are falling — not floating — and a pulling force takes hold of
your body.

Æ In your Campaign Log, record that you opened the path above.
Æ Remove all , , and  tokens from the chaos bag. Then, add 2 
tokens and 2  tokens to the chaos bag.
Æ If uAshleigh Clarke (Songs Die Unheard) is in the victory display, record
her name in your Campaign Log, under “VIPs Slain.”
Æ Each investigator earns experience equal to the Campaign Log value of
each card in the victory display.


Scenario VII: Black Stars Rise
Resolution 3: When you awaken, you are sitting in the choeur gothique of Mont
Saint-Michel’s abbey. No rain pelts the glass of the windows above, and you hear
no thunder, nor the screeching of winged horrors overhead. Somehow, you had es-
caped the island’s certain doom. You creep to the door of the abbey and open it with
trepidation. A dazzling light sears your eyes, and you lift your hand to block the
glare of two suns. You stand overlooking the Lake of Hali. Black stars hang in the
heavens above. Beyond, over leagues of tossing cloud-waves, the towers of Carcosa
rise behind the shattered moon.

Æ You’ve met with a terrible fate, haven’t you?


Æ In your Campaign Log, record that the realm of Carcosa merged with our
own, and Hastur rules over them both.
Æ Each investigator is driven insane.
Æ The investigators lose the campaign.


Return to the Path to Carcosa


Scenario VIII: Dim Carcosa

Scenario VIII: Dim Carcosa


Check Campaign Log. If you opened the path below: Read Intro 1.
If you opened the path above, skip to Intro 2.

Intro 1: You swim to the edge of the water and throw yourself upon the rocky shore,
gasping for air. You lie there for some time, utterly exhausted. Every muscle in your body
aches. Before you lies a desolate expanse of plain. In the distance, the alien spires of a
warped city rise into the clouds. Behind you, the dark surface of the lake from which you’d
emerged reflects the glare of two suns. When you peer back into the murky depths, you see
no sign of the chapel where you’d made the leap, or of Mont Saint-Michel, or even of Earth.
This is Carcosa — the realm of madness in the stars, where Hastur reigns supreme.
Skip to Setup.

Intro 2: You land on a piece of black obsidian stone winding up a dark spire. You cough
blood and feel a searing pain in your gut, as though you’d broken a rib. Before you lies a
warped, alien city. Its twisting streets and aberrant architecture have no semblance of
order or structure. In the distance, a murky lake reflects the glare of two suns. When you
look up, the abbey of Mont Saint-Michel peeks just below the clouds, flipped upside-down.
This is Carcosa — the realm of madness in the stars, where Hastur reigns supreme.
Proceed to Setup.


Return to the Path to Carcosa

Setup
Æ Gather all cards from the encounter sets indicated by the following icons:

 
Dim Carcosa Delusions

 
Cult of the Yellow Sign Inhabitants of Carcosa

 
Agents of Hastur * Striking Fear *
* These encounter sets come from the Core set.

Æ Also gather all cards from the new encounter sets for Return to Dim Carcosa
shown here:


Return to Dim Carcosa
Æ Replaces all cards from these encounter sets with those from the encounter
sets indicated by the following icons:

 ➙ 
Agents of Hastur * Hastur’s Envoys

 ➙ 
Striking Fear * Neurotic Fear
Æ Check Campaign Log. Depending on the following circumstances, a differ-
ent version of act 2 should be used in this scenario. Each other version of act
2 is removed from game.

Scenario VIII: Dim Carcosa
= If you have 5 or less total Doubt and Conviction, use Act 2 – “Search
For the Stranger” (v. I)
= If you have 6 or more total Doubt and Conviction, and have more
Doubt than Conviction, use Act 2 – “Search the Stranger” (v. II)
= If you have 6 or more total Doubt and Conviction, and have more Con-
viction than Doubt, use Act 2 – “Search the Stranger” (v. III)
= If you have 6 or more total Doubt and Conviction, and you have ex-
actly equal Doubt and Conviction, you may choose to use either Act
2 – “Search For the Stranger” (v. II) or Act 2 – “Search For the Stranger”
(v. III)

Æ Randomly put 1 copy of Bleak Plains, 1 copy of Dim Streets, 1 copy of Ruins of
Carcosa, and 1 copy of Depths of Demhe into play. (See next page for suggested
location placement.) Set each other copy of Bleak Plains, Dim Streets, Ruins of
Carcosa and Depths of Demhe aside, out of play.

Æ Put Shores of Hali, Dark Spires, and Palace of the King into play. (See next page
for suggested location placement.)

= Check Campaign Log. If you opened the path below, each investigator
begins play at Shores of Hali.
= Check Campaign Log. If you opened the path above, each investigator
begins play at Dark Spires.

Æ Remove the original Palace of the King location from the game and replace it
with the new Palace of the King (Hastur’s Domain). Proceed with location
setup as normal.

Æ Set the following new locations aside, out of play: Recesses of Your Own Mind,
The Throne Room, and Stage of the Ward Theatre.

Æ The bearer of uThe Man in the Pallid Mask weakness searches his or her deck for
it and sets it aside, out of play.

Æ Set the following cards aside, out of play: uHastur (The King in Yellow), uHastur
(Lord of Carcosa), uHastur (The Tattered King), and Beast of Aldebaran.

Return to the Path to Carcosa
Æ Check the number of tally marks under “Chasing the Stranger” in your Cam-
paign Log.

= If there are 2 or fewer tally marks, add 3 doom to Agenda 1a.


= If there are between 3‐5 tally marks, add 2 doom to Agenda 1a.
= If there are between 6‐8 tally marks, add 1 doom to Agenda 1a.
= If there are 9 or more tally marks, no change is made.

Æ Each investigator takes direct horror equal to half his or her sanity, rounded
down (cannot be prevented). This horror cannot cause you to become de-
feated (see “Sanity in the Realm of Carcosa,” below).

Æ Shuffle the remainder of the encounter cards to build the encounter deck.
Æ For the duration of this scenario, the following additional rules apply:

uHastur’s health cannot be reduced to less than 2 unless any in-


vestigator “knows the secret.”

Attach the Return to Dim Carcosa card to the scenario reference card as a re-
minder.


Scenario VIII: Dim Carcosa
Suggested Location Placement

Dim Streets

Shores of Hali Bleak Plains Palace of the King Depths of Dembe Dark Spires

Ruins of Carcosa


Return to the Path to Carcosa

Additional Rules and Clarifications


Locations in Dim Carcosa
Each of the locations in this scenario have no unrevealed side, and therefore enter
play with their revealed side face up. Instead of an unrevealed side, these locations
have story cards on their reverse sides. Whenever a location in Dim Carcosa enters
play (including during setup), place clues on that location equal to its clue value, as
normal.

Sanity in the Realm of Carcosa


In the twisted and madness-inducing realm of Carcosa, insanity is an inevitability.
But even with your mind fractured and broken, your investigation does not end here.
During this scenario, investigators are not defeated when they have horror on
them equal to or greater than their sanity. Investigators may continue to take hor-
ror even in excess of their sanity. While an investigator has more horror on them
than sanity, their “remaining sanity” is considered to be 0.

Standalone Mode
If you are playing in Standalone Mode and do not wish to refer to any other
setup/resolutions, you may use the information below when setting up and
playing this scenario:
Æ Assemble the chaos bag using the following tokens:
+1, 0, 0, –1, –1, –1, –2, –2, –3, –3, –4, –5, , , , , , , .
Æ During setup, choose one: Doubt, Conviction, or neither.
= If Doubt is chosen, for the remainder of this scenario, you are con-
sidered to have 8 Doubt and 0 Conviction.
= If Conviction is chosen, for the remainder of this scenario, you are
considered to have 8 Conviction and 0 Doubt.
= If neither is chosen, for the remainder of this scenario, you are con-
sidered to have 0 Conviction and 0 Doubt.

Scenario VIII: Dim Carcosa
Æ Randomly choose one of the following options:
= You opened the path below. Add 2  tokens to the chaos bag.
= You opened the path above. Add 2  tokens to the chaos bag.
Æ The lead investigator adds uThe Man in the Pallid Mask weakness (The Path
to Carcosa #59) to his or her deck.
Æ There are no tally marks under “Chasing the Stranger.”
Æ Do not read the campaign Epilogue, even if you win the scenario.


Return to the Path to Carcosa

DO NOT READ
until the end of the scenario

If no resolution was reached (each investigator was defeated): Check


Campaign Log.

Æ If you have more (or equal) Conviction than Doubt, go to Resolution


4.
Æ If you have more Doubt than Conviction, go to Resolution 5.

Resolution 1: You stand atop the balcony of the abbey tower in Mont Saint-
-Michel, wet wind coursing through your hair. The Pallid Mask lies in your hands,
devoid of warmth. You can scarcely bring yourself to look at it. You remember
everything now — how it all began, how it ended, and everything in between. There
is only one thing left to do. You hurl the mask into the air with all of your strength
and watch as it flies into the tempest-tossed waves below.

Æ In your Campaign Log, record that the investigators prevented Hastur


from escaping his prison.

Æ In your Campaign Log, record the names of each investigator who ended
the game with at least 1 copy of the Possession treachery in his or her hand.
Æ Each investigator suffers 2 physical trauma and 2 mental trauma, as he or
she never fully recovers from his or her time spent in Carcosa, the realm
of madness.
Æ Each investigator earns experience equal to the Campaign Log value of
each card in the victory display. Each investigator earns 5 bonus exper-
ience, as he or she has triumphed over his or her own self — the most
dangerous of foes.
Æ The investigators win the campaign!


Scenario VIII: Dim Carcosa
Resolution 2: A roar of applause startles you awake. The crowd of the theatre
rises to their feet, cheering endlessly. Several patrons in the front row are throwing
roses to the actors on stage, who are bowing with wide smiles across their faces. A
searing headache crawls through your temples. How did you get back here? Were
you in the theatre all along? What about the dinner party? The asylum? The cata-
combs?…Carcosa? Was it all just a terrible dream?
You exit the auditorium before the crowd rushes to do the same. Dizziness and
exhaustion harries your senses. The weight of your lengthy investigation is crushing
your mind. By the time you finally reach the lobby, you are clawing your way across
the ground. Just then, a man in an elegant suit reaches down and grabs you by your
arm, pulling you to your feet. You are about to thank him when you realize who he is.
The sight of him causes you to stagger backward in horror momentarily. The actor
who plays the role of the Stranger is still wearing his pale, featureless mask. He
gives you a wordless bow, then turns and leaves through the Ward Theatre’s front
entrance.

Æ In your Campaign Log, record that the investigators prevented Hastur


from escaping his prison.

Æ In your Campaign Log, record the names of each investigator who ended
the game with at least 1 copy of the Possession treachery in his or her hand.
Æ Each investigator suffers 2 mental trauma, as he or she never fully recov-
ers from his or her time spent in Carcosa, the realm of madness.
Æ Each investigator earns experience equal to the Campaign Log value of
each card in the victory display. Each investigator earns 5 bonus experi-
ence, as he or she has learned the truth behind The King in Yellow.
Æ The investigators win the campaign!

Resolution 3: When you awaken, you are sitting in the choeur gothique of Mont
Saint-Michel’s abbey. No rain pelts the glass of the windows above, and you hear
no thunder, nor the screeching of winged horrors overhead. Somehow, you have es-
caped. You creep to the door of the abbey and open it with trepidation. A dazzling
light sears your eyes, and you lift your hand to block the glare of the sun. You stand
overlooking beautiful Mont Saint-Michel. Seagulls fly over the abbey under a back-
drop of cloudless sky. The waters around the abbey are calm and azure-blue.

Return to the Path to Carcosa
“I’ve been looking all over for you!” You hear a voice exclaim behind you. You turn
with a startle. For a moment you expect to see the Stranger and his Pallid Mask,
but instead, the boat captain you’d hired to take you to Mont Saint-Michel stands
at the edge of the steps, smiling at you. “Are you ready to head back?”

Æ In your Campaign Log, record that the investigators prevented Hastur


from escaping his prison.

Æ In your Campaign Log, record the names of each investigator who ended
the game with at least 1 copy of the Possession treachery in his or her hand.
Æ Each investigator suffers 2 physical trauma, as he or she never fully re-
covers from his or her time spent in Carcosa, the realm of madness.
Æ Each investigator earns experience equal to the Campaign Log value of
each card in the victory display. Each investigator earns 5 bonus experi-
ence, as he or she has learned the truth behind The King in Yellow.
Æ The investigators win the campaign!

Resolution 4: When you awaken, you are sitting in the choeur gothique of Mont
Saint-Michel’s abbey. No rain pelts the glass of the windows above, and you hear
no thunder, nor the screeching of winged horrors overhead. Somehow, you have
escaped the island’s certain doom. You creep to the door of the abbey and open it
with trepidation. A dazzling light sears your eyes, and you lift your hand to block the
glare of two suns. You stand overlooking the Lake of Hali. Black stars hang in the
heavens above. Beyond, over leagues of tossing cloud-waves, the towers of Carcosa
rise behind the shattered moon.

Æ You’ve met with a terrible fate, haven’t you?


Æ In your Campaign Log, record that the realm of Carcosa merged with our
own, and Hastur rules over them both.
Æ Each investigator is driven insane.
Æ The investigators lose the campaign.


Scenario VIII: Dim Carcosa
Resolution 5: The outside world will never know how you tried to save them.
They treat you with pity, with scorn and contempt, but you know the truth. They
are resigned to their hideous fate, but still you try day after day to bring them your
message. You must warn them of The King in Yellow of Hastur and of Carcosa.
“Another lost soul,” they say, but they cannot possibly fathom what you have gone
through in your attempt to save them. You warn them that he is coming to claim
them, but they never believe you. You write of Aldebaran and of the black stars on
the wall of your cell, but the words become faded as the years go by. Your warning
is never heeded.

Æ You didn’t really think you could escape, did you?


Æ In your Campaign Log, record that Hastur has you in his grasp.
Æ Each investigator is driven insane.
Æ The investigators lose the campaign.


Return to the Path to Carcosa


Epilogue

Epilogue
Read the following only if the investigators won the campaign.
Check Campaign Log. If at least one investigator was possessed, only those invest-
igators read this epilogue. Do not read it out loud unless all investigators were pos-
sessed.
It has taken months of preparation, but you are finally ready to unveil your latest work to
the world. Gathering financial investments was your first task, of course. That hadn’t
taken too long given the connections you’d made during your stay in Paris. You have
been assured that the cast assembled is the finest that money could afford, but still you
strive to make everything perfect. It must be perfect. The story must be told, so that the
world knows. You’ve heard the troupe whisper behind your back: the remarks about your
bizarre passion, the concern about your piercing yellow eyes. It matters not to you. All you
care about is the performance. The pronunciation of the words. The melody of Cassilda’s
song. The design of the Stranger’s mask.
This would be the greatest performance of The King in Yellow ever.


Return to the Path to Carcosa


Optional Variants

Optional Variants
Achievement List
The following is a list of achievements you may strive toward as you play the Return
to The Path to Carcosa campaign. These achievements can only be completed while
playing using the Return to The Path to Carcosa encounter sets. As you complete each
of these achievements, check the box next to them. Try to complete all of them for
the ultimate challenge!

☐ Fair Warning: Defeat the Royal Emissary three times during a single play-
through of Curtain Call.

First Steps: Interview the following VIPs in The Last King:

☐ Constance Dumaine
☐ Sebastien Moreau
☐ Jordan Perry
☐ Ashleigh Clarke
☐ Ishimaru Haruko

☐ Crashing the Party: Defeat the Lunatic version of uDianne Devine in The Last
King.

☐ For Prying Eyes: Add the Hidden Library to the victory display in Echoes of
the Past.

☐ The Cuckoo’s Nest: Resign with Daniel Chesterfield under an investigator’s


control in The Unspeakable Oath.

☐ Take A Look At This!: Parley with the Host of Insanity in The Unspeakable
Oath.

☐ The Path of Death: Use your Clasp of Black Onyx to find a shortcut in The
Pallid Mask.

Return to the Path to Carcosa
☐ Guessing Game: Advance to the final agenda of one agenda deck before ad-
vancing the first agenda of the other agenda deck in Black Stars Rise.

☐ Hastur Made Me Do It: Defeat Hastur in Dim Carcosa while a Possession


treachery is in your hand.

☐ Say My Name: After you have heeded Daniel’s warning, speak the name of
HASTUR aloud seven or more times during a single scenario (or its setup).

☐ Get Back Here: Win The Path to Carcosa campaign having never ended a
scenario with The Man in the Pallid Mask in play.

☐ The Path is False: Win The Path to Carcosa campaign with 8 Doubt.

☐ The Path is Real: Win The Path to Carcosa campaign with 8 Conviction.

☐ The Path is Mine: Win The Path to Carcosa campaign with less than 2 Doubt
and Conviction in total.

☐ Line in the Sand: Win The Path to Carcosa campaign with at least three Ulti-
matums active.

☐ Carcosa Expertise: Win The Path to Carcosa campaign on Expert difficulty.

Ultimatums
The following is an optional variant you can use to add an additional layer of diffi-
culty and excitement to your experience. Before setting up the campaign or a stan-
dalone scenario, the investigators may optionally select as many of the following
Ultimatums as they wish. Each Ultimatum is a restriction, limitation, or additional
rule that makes the game harder. You are not forced to choose any particular Ulti-
matum, and the choice of which Ultimatum(s) to use must be unanimous among all
investigators in the group. Once chosen, all Ultimatums are permanent throughout
the duration of the scenario/campaign.
The following is a list of some Ultimatums we’ve designed, but feel free to use
these as inspiration to design your own.

Optional Variants
Ultimatum of the Unspeakable Name: Campaign Mode only. If you heeded Dan‐
iel’s warning in your Campaign Log, each time you speak the name of HASTUR
aloud during the setup or play of a scenario, in addition to taking 1 horror,
suffer 1 mental trauma.
Ultimatum of Finality: Campaign Mode only. If an investigator is defeated by phys-
ical damage, they are killed. If an investigator is defeated by mental damage,
they are driven insane.
Ultimatum of Survival: Campaign Mode only. If an investigator is killed or driven
insane, that player is eliminated from the campaign and cannot continue play-
ing as a new investigator.
Ultimatum of Failure: Add an additional  chaos token to the chaos bag for the
entirety of the scenario/campaign.
Ultimatum of Broken Promises: Remove the  chaos token from the chaos bag
for the entirety of the scenario/ campaign.
Ultimatum of Induction: Investigator decks can only contain level 0 cards. Invest-
igators cannot earn or spend experience.
Ultimatum of Disaster: Add 1 additional random basic weakness to each investig-
ator’s starting deck.
Ultimatum of Dread: Do not skip the mythos phase during the first round of each
game.
Ultimatum of Agony: When assigning damage or horror, investigators must as-
sign as much damage and horror as possible to a single card before any excess
damage or horror may be assigned to a different card.
Ultimatum of Chaos: Each investigator’s starting deck of non-signature, non-weakness
cards must be selected at random from among all eligible options in that
player’s collection.
Ultimatum of the Highlander: Each investigator’s deck can only include one copy
of each card, by title (unless multiple copies of that card are required by the
investigator’s deckbuilding requirements).


Return to the Path to Carcosa


Sample Starter Decks

Sample Starter Decks


Investigating the events occurring throughout Arkham is dangerous work. You will
confront monstrosities far beyond your ken, and the knowledge you seek may cause
irreparable harm to your psyche. You’ll need the best tools, strong allies, and useful
skills if you are to succeed in the campaigns to come.
To help you in your investigations, we have provided a sample starter deck for
each investigator in Arkham Horror: The Card Game. These decks are a gateway into
the world of Arkham, and are each one example of the kinds of decks that can be
built for each investigator in the game. These decks are ideal for players who wish to
get into the action as fast as possible, or for inexperienced deckbuilders who wish
to be provided with a starter deck they did not need to assemble on their own.
Each of the provided decks is accompanied by tips and tricks for playing that
deck, explaining how to make the best use of an investigator’s ability, or demonstrat-
ing card synergy within the deck.
These starter decks are meant to be used at the beginning of a campaign, and
thus have 0 experience points spent. The number in parentheses next to each card
is its card collector number. If a card does not specify the number of copies you
should use, use only 1 copy of that card.

We Unfortunate Few
The following starter decks are for the six investigators included in The Path to Car-
cosa deluxe expansion. Using the contents of a single copy of the Core set and a single
copy of The Path to Carcosa expansion, up to two of these starter decks may be built
at one time, in the following combinations: uMark Harrigan and uAkachi Onyele, uMinh
Thi Phan and uSefina Rousseau, uWilliam Yorick and uAkachi Onyele, uMinh Thi Phan and
uMark Harrigan, or uLola Hayes (by herself). With a second copy of the core set, any
four of these starter decks may be built simultaneously (except for uLola Hayes).


Return to the Path to Carcosa

Mark Harrigan, the Soldier


Investigator Dynamite Blast  ( 24)
uMark Harrigan  ( 1) 2x “Let me handle this!”  ( 22)
Barricade  ( 38)
Assets (15)
Elusive  ( 50)
uSophie ( 9)
Backstab  ( 51)
.45 Automatic  ( 16)
Sneak Attack  ( 52)
Physical Training  ( 17)
Cunning Distraction  ( 52)
Beat Cop  ( 18)
2x Emergency Cache ( 88)
First Aid  ( 19)
Machete  ( 20)
Skills (5)
Guard Dog  ( 21)
The Home Front ( 7)
2x .32 Colt  ( 20)
Vicious Blow  ( 25)
2x True Grit  ( 21)
2x Overpower ( 91)
2x Knife ( 86)
Manual Dexterity ( 92)
2x Flashlight ( 87)

Events (12) Weaknesses (2)


Evidence!  ( 22) Shell Shock ( 8)
Dodge  ( 23) 1 random basic weakness

Mark Harrigan Strategy Tips


uMark Harrigan is a tough fighter who is great at dealing with enemies and supporting
a group of investigators. With his high combat and decent agility, he allows you to
choose which approach you wish to use when encountering enemies — fighting or
evading. Since his ability gives you a benefit after one of your cards takes damage,
he usually plays best when charging headfirst into danger.
Cards that can be assigned damage work well with uMark Harrigan’s ability, al-
lowing you to draw cards while avoiding damage. Beat Cop, Guard Dog, and True Grit
are the best cards for you to play early. With uMark Harrigan’s already high combat
value, the .32 Colt is a great weapon to rely on. When the going gets rough, or if you
need to perform a skill test you are not particularly good at (such as intellect), use
the Sophie asset’s ability to boost your skill value, drawing a card in the process.

Sample Starter Decks
However, you must be careful. uMark Harrigan is a powerful investigator while
he has 4 or less damage on him, but as soon as he has 5 damage, he becomes signi-
ficantly weaker. Sophie becomes a drain on his skills, and he is extremely vulnerable
to his Shell Shock weakness. Try to keep uMark Harrigan’s health above this threshold,
and make use of First Aid and The Home Front to heal him if he takes too much damage.
Finally, the decklist below contains a handful of off-class Tactic cards that can
get you out of sticky situations. Use Elusive to move quickly, Cunning Distraction to
evade groups of enemies, and Sneak Attack to take them out without the need for a
weapon.


Return to the Path to Carcosa

Minh Thi Phan, the Secretary


Investigator 2x Knife ( 86)
uMinh Thi Phan  ( 2) 2x Flashlight ( 86)

Assets (19) Events (8)


uAnalytical Mind ( 10) Mind Over Matter  ( 36)
Magnifying Glass  ( 30) Working a Hunch  ( 37)
Old Book of Lore  ( 31) “Look what I found!”  ( 79)
uDr. Milan Christopher  ( 33) Lucky!  ( 80)
Hyperawareness  ( 34) 2x No Stone Unturned  ( 26)
Medical Texts  ( 35) 2x Hiding Spot  ( 38)
Leather Coat  ( 72)
Skills (4)
Scavenging  ( 73)
Deduction  ( 39)
Baseball Bat  ( 74)
Survival Instinct  ( 81)
Rabbit’s Foot  ( 75)
2x Unexpected Courage ( 93)
Stray Cat  ( 76)
Dig Deep  ( 77) Weaknesses (2)
Archaic Glyphs  ( 25) The King in Yellow ( 11)
2x Fieldwork  ( 24) 1 random basic weakness

Minh Thi Phan Strategy Tips


uMinh Thi Phan is an investigator who is at her best when used to aid other teammates.
Her ability, which allows you to add wild icons to cards committed to skill tests at
her location, makes her a great character for a group to rally around. She can also
use Analytical Mind to aid her teammates from afar.
uMinh Thi Phan’s ability allows you to easily boost a skill test by 2 or 3 each turn,
but this approach requires a lot of cards. Old Book of Lore and No Stone Unturned can
help you get the cards you need when you need them. Scavenging is also great with
uMinh Thi Phan, thanks to her high intellect. Use these tools along with Analytical
Mind to keep your hand flush with wild icons at all times.
Although she is great at supporting her allies, uMinh Thi Phan struggles when left
on her own, especially when encountering enemies. Survivor cards such as Stray Cat,

Sample Starter Decks
Cunning Distraction, and Hiding Spot can help you stay away from dangerous enemies,
and allow you to investigate locations even while an enemy is present.
Your best approach with uMinh Thi Phan is to commit 1 card to each skill test and
use her ability to enhance the number of icons on that card. However, The King in
Yellow counters this strategy completely. This is another reason why it is important
for you to keep a lot of cards in your hand — if you have 6 matching icons in your
hand, you can use them to get rid of The King in Yellow very quickly.


Return to the Path to Carcosa

Sefina Rousseau, the Painter


Investigator Elusive  ( 50)
uSefina Rousseau  ( 3) Backstab  ( 51)
Sneak Attack  ( 52)
Assets (16) Drawn to the Flame  ( 64)
Switchblade  ( 44) Ward of Protection  ( 65)
Pickpocketing  ( 46) Blinding Light  ( 66)
.41 Derringer  ( 47) 2x Sleight of Hand  ( 29)
uLeo de Luca  ( 48) 2x Daring Maneuver  ( 30)
Hard Knocks  ( 49) 2x Emergency Cache ( 88)
Holy Rosary  ( 59)
Shrivelling  ( 60) Skills (5)
Scrying  ( 61) Opportunist  ( 53)
Arcane Studies  ( 62) Fearless  ( 67)
Arcane Initiate  ( 63) Guts ( 89)
2x Stealth  ( 28) Perception ( 90)
2x Knife ( 86) Manual Dexterity ( 92)
2x Flashlight ( 87)
Weaknesses (2)
Events (15) Stars of Hyades ( 13)
3x The Painted World ( 12) 1 random basic weakness

Sefina Rousseau Strategy Tips


uSefina Rousseau is a tricky investigator with a powerful starting hand and the ability
to make forgeries of her event cards. As such, this decklist is very event-heavy, with
many different events for various situations. Choosing which events to place under-
neath uSefina Rousseau when drawing your opening hand is very important, as it will
determine which events you can copy with The Painted World throughout the game.
Be aware that this deck has only 1 copy of most of its events, so if an event is placed
underneath her, it might be the only copy of that event in your deck.
Despite uSefina Rousseau’s low combat, this deck has many ways of dealing with
enemies. Copy Backstab, Sneak Attack or Blinding Light to defeat enemies at your

Sample Starter Decks
location, or use Sleight of Hand to put a .41 Derringer into play and unload. Though her
intellect skill is low, you can use Sleight of Hand with Flashlight to investigate for your
entire turn, and then get the Flashlight back. Finally, spending experience points on
Lockpicks ( 31) allows uSefina Rousseau to investigate with a skill value of 6.
Daring Maneuver is a tricky card that may seem useless at first, but it can prove
powerful under the right circumstances. Use it to guarantee an extra damage with
Switchblade or .41 Derringer, to get Opportunist back into your hand, or to avoid losing
a supply from your Lockpicks.
When confronted with the Stars of Hyades, consider carefully which event to
discard. There may be a dire need for that event in the future!


Return to the Path to Carcosa

Akachi Onyele, the Shaman


Investigator Ward of Protection  ( 65)
uAkachi Onyele  ( 4) Blinding Light  ( 66)
2x Uncage the Soul  ( 33)
Assets (14)
2x Astral Travel  ( 34)
Spirit-Speaker ( 14)
2x Emergency Cache ( 52)
Forbidden Knowledge  ( 58)
Holy Rosary  ( 59)
Shrivelling  ( 60)
Skills (8)
Scrying  ( 61)
Fearless  ( 67)
Arcane Studies  ( 62)
2x Guts ( 89)
Arcane Initiate  ( 63)
2x Perception ( 90)
2x Alchemical Transmuta-  ( 32)
Manual Dexterity ( 92)
tion
2x Unexpected Courage ( 93)
Archaic Glyphs  ( 25)
2x Knife ( 86)
2x Flashlight ( 87)
Weaknesses (2)
Events (9) Angered Spirit ( 15)
Drawn to the Flame  ( 64) 1 random basic weakness

Akachi Onyele Strategy Tips


uAkachi Onyele is a well-rounded spellcaster with an emphasis on assets that have
limited charges. Having a suite of different spell assets with various effects allows
you to make use of her high willpower, and extra charges help to ensure that you
don’t run out of uses right when you need them most.
This deck is all about spells. Use Arcane Initiate to search for them, Uncage the
Soul to play them, and your wealth of willpower icons to support them. As you earn
more experience, consider spending most of that experience on additional spells to
support different playstyles, so you are ready for anything.
Spirit-Speaker is one of the most important cards in this deck, because it has so
many different uses. Use it to bounce a spell with no charges back to your hand so
it can be played again, thereby refilling its charges. Or, use it to get rid of a spell

Sample Starter Decks
you no longer need, and gain some resources in the process. Between Spirit-Speaker,
Uncage the Soul, Alchemical Transmutation, Emergency Cache, and Forbidden Knowledge,
you should have lots of resources at your disposal. Use these resources along with
Arcane Studies to investigate successfully, or to teleport wherever you need to go with
Astral Travel.
But, beware: Angered Spirits can show up at any time, demanding you move your
charges onto them from your spells. This shouldn’t be too difficult to accomplish,
but keep in mind that doing so exhausts those assets, many of which need to be ready
in order to trigger their abilities.


Return to the Path to Carcosa

William Yorick, the Gravedigger


Investigator 2x Knife ( 86)
uWilliam Yorick  ( 5) 2x Flashlight ( 86)

Assets (20) Events (7)


Leather Coat  ( 72) Bury Them Deep ( 16)
Scavenging  ( 73) Evidence!  ( 22)
Baseball Bat  ( 74) Dodge  ( 23)
Rabbit’s Foot  ( 75) “Look What I’ve Found”  ( 79)
Stray Cat  ( 76) Lucky!  ( 80)
Dig Deep  ( 77) 2x Emergency Cache ( 88)
.45 Automatic  ( 16)
Skills (4)
Physical Training  ( 17)
Vicious Blow  ( 25)
Beat Cop  ( 18)
Survival Instinct ( 81)
First Aid  ( 19)
2x Resourceful ( 39)
Machete  ( 20)
Guard Dog  ( 21) Weaknesses (2)
2x Lantern  ( 36) Graveyard Ghouls ( 17)
2x Gravedigger’s Shovel  ( 37) 1 random basic weakness

William Yorick Strategy Tips


uWilliam Yorick is a tenacious and surprisingly resilient survivor who can make re-
peated use of discarded assets. With his high combat, lower agility, and access to
guardian cards, he prefers to hunt down and fight enemies rather than evade them.
This deck contains many assets that can be discarded from play, and several ways
of getting them back (uWilliam Yorick’s ability, Scavenging, and Resourceful). Leather
Coat, Beat Cop, Stray Cat, Baseball Bat and Knife are perfect targets for these abilities.
But the real stars of this deck are Lantern and Gravedigger’s Shovel. In addition to being
useful tools in their own right, these assets can be discarded from play to trigger
powerful effects. Use the Gravedigger’s Shovel to discover clues from locations with
high shroud values, and Lantern to deal damage to enemies with high fight values or
the retaliate keyword. If you defeat an enemy by discarding a Knife or Lantern, you

Sample Starter Decks
can immediately trigger uWilliam Yorick’s ability to play that asset from your discard
pile!
uWilliam Yorick’s biggest weakness is time. Playing multiple assets more than
once can be rather time-consuming, and Graveyard Ghouls can complicate things by
giving you an additional enemy to defeat. Try to make the most of each of your turns
so you do not lose via doom. To best manage your time, use Lucky and “Look what
I found!” to turn failed skill tests into progress, and limit your movement whenever
possible.


Return to the Path to Carcosa

Lola Hayes, the Actress


Investigator Working a Hunch  ( 37)
uLola Hayes ( 6) Barricade  ( 38)
Cunning Distraction  ( 78)
Assets (14) “Look What I’ve Found”  ( 79)
.45 Automatic  ( 16) Lucky!  ( 80)
Beat Cop  ( 18) No Stone Unturned  ( 26)
First Aid  ( 19) Hiding Spot  ( 38)
Machete  ( 20) 2x Emergency Cache ( 88)
Magnifying Glass  ( 30)
Old Book of Lore  ( 31) Skills (11)
uDr. Milan Christopher  ( 33) Vicious Blow  ( 25)
Leather Coat  ( 72) Deduction  ( 39)
Stray Cat  ( 76) Survival Instinct  ( 81)
2x Perception ( 90)
True Grit  ( 21)
2x Overpower ( 91)
2x Knife ( 86)
2x Manual Dexterity ( 92)
2x Flashlight ( 87)
2x Unexpected Courage ( 93)
Events (12) Weaknesses (3)
2x Improvisation  ( 18) 2x Crisis of Identity ( 19)
Dodge  ( 23) 1 random basic weakness

Lola Hayes Strategy Tips


uLola Hayes is a versatile investigator whose ability to switch roles allows her to excel
at many different aspects of gameplay. She is a more advanced investigator than
most, and it takes a skilled player to play her effectively. This deck is composed of
a large number of neutral cards and the minimum number of required class cards
(7 cards each from 3 different classes) in order to minimize complexity. Since uLola
Hayes can always play, commit and trigger neutral cards, this mitigates the drawback
of her ability.
This deck focuses on 3 classes: Guardian, Survivor, and Seeker. Switch to Guard-
ian when you need to fight enemies or heal, Survivor when you need to evade en-

Sample Starter Decks
emies, or Seeker when you need to investigate. Try not to stay in any one role for the
entirety of the game, as this puts you at risk of a game-ending Crisis of Identity. It is
best to let the flow of gameplay take you naturally from one role to the next, depend-
ing on the circumstances of the scenario and the cards you have in your hand or in
play.
Cards with constant benefits are ideal when playing as uLola Hayes, since they are
always active regardless of your role. Beat Cop, Magnifying Glass, uDr. Milan Christopher,
Leather Coat, and True Grit are great to play early. When the going gets rough, you can
quickly switch roles using Improvisation and use its cost reduction to play one of your
events for free.
Although a 40-card deck is larger than most, the card draw from Improvisation,
many of your skill cards, and the search effects from Old Book of Lore and No Stone
Unturned can help you draw into the cards you need.


Return to the Path to Carcosa


Campaign Log

Campaign Log

The Path to Carcosa


Campaign Log

INVESTIGATORS
PLAYER NAME PLAYER NAME PLAYER NAME PLAYER NAME

INVESTIGATOR INVESTIGATOR INVESTIGATOR INVESTIGATOR

UNSPENT EXPERIENCE UNSPENT EXPERIENCE UNSPENT EXPERIENCE UNSPENT EXPERIENCE

TRAUMA (Physical|Trauma) TRAUMA (Physical|Trauma) TRAUMA (Physical|Trauma) TRAUMA (Physical|Trauma)

EARNED STORY EARNED STORY EARNED STORY EARNED STORY

ASSETS/WEAKNESSES ASSETS/WEAKNESSES ASSETS/WEAKNESSES ASSETS/WEAKNESSES

KILLED AND INSANE INVESTIGATORS

Doubt ☐☐☐☐ ☐☐☐☐ VIPs Interviewed

Conviction ☐☐☐☐ ☐☐☐☐


Chasing the Stranger ☐☐☐☐ ☐☐☐☐ VIPs Slain
☐☐☐☐ ☐☐☐☐


Return to the Path to Carcosa

Campaign Notes
Campaign Log

The King in Yellow Campaign Notes

☐ Prologue
☐ Curtain Call
☐ The Last King
☐ Lunacy’s Reward
☐ Echoes of the Past
☐ The Unspeakable Oath
☐ Lost Soul
☐ A Phantom of Truth
☐ Black Stars Rise
☐ Dim Carcosa
☐ Epilogue


Design Notes

Design Notes
Congratulations on completing The Path to Carcosa campaign! This campaign is
very special to me because it focuses on the work of Robert W. Chambers in his
notorious compilation of short stories, The King in Yellow. These stories were my
first exposure to the greater Mythos, and I absolutely adore every one of them.
For this campaign, I really wanted to capture the madness and insanity of The
King in Yellow, both mechanically in the campaign’s game text, and also in its story
text. I wanted to inspire in the players the same feelings Chambers evoked in his own
work. There are obvious references, of course: for example, players might find the
clasp of black onyx from “The Yellow Sign,” and the scenario “A Phantom of Truth”
is largely inspired by “In the Court of the Dragon.” But these references are just a
small way we pay homage to The King in Yellow.
One of the tools Chambers is famous for using in The King in Yellow is the concept
of the “unreliable narrator.” This is the idea that you — the reader — cannot trust
that every word you are reading is true. The King in Yellow invites the reader to doubt
the narrator, and in doing so, creates dissonance between the author and the reader.
I wanted to explore this concept within the confines of Arkham Horror: The
Card Game. But how does one create an unreliable narrator in a card game? We
explored this question in several ways. The first is by writing the story text of each
scenario in such a way as to invite multiple interpretations of the events happening
to the investigators. Was the theatre truly full of cultists and terrifying creatures?
Or were the investigators victims of their own delusions? Were the guests of Con-
stance Dumaine’s dinner party monstrous horrors, or innocent bystanders? Did the
investigators visit Arkham Asylum searching for Daniel Chesterfield, or were they
patients? There are no right or wrong answers to these questions. They are answered
by the players themselves, who are the lens through which these events must be in-
terpreted.
The second way we evoke the unreliable narrator is through the use of Doubt
and Conviction. These decisions call upon the players to question whether or not
what they are reading is real, just like Chambers did in The King in Yellow. These
decisions alter the campaign’s story to suit your own beliefs. If you believe your
investigator to be mad, perhaps that is how things will turn out. In addition to adding
replay value to the campaign, this sends an interesting message about the very nature

Return to the Path to Carcosa
of delusion and insanity.
Now that you have played through the campaign once, I invite you to play through
a second time with these notes in mind. There are many interpretations of the story
that can be created — several of which I do not even mention in these notes. Each
interpretation has its own hints littered throughout the campaign. What was Nigel
Engram’s endgame, if any? What was “the secret” that allowed you do defeat Has-
tur? Feel free to post your theories online, but be wary not to spoil the campaign’s
surprises for others!
We hope you’ve enjoyed delving into the mysteries of The King in Yellow, and
look forward the next campaign to come. It will be an adventure.


Credits

Credits
The Path to Carcosa
Fantasy Flight Games
Arkham Horror: The Card Game Design: Nate French and Matthew Newman
Expansion Design: Matthew Newman
Editing & Proofreading: Jeremiah J. Shaw
Arkham Horror: The Card Game Graphic Design: Mercedes Opheim and Evan
Simonet with Monica Helland and Christopher Hosch
Expansion Graphic Design: Christopher Hosch, Taylor Ingvarsson, and Mercedes
Opheim
Graphic Design Manager: Brian Schomburg
Art Direction: Taylor Ingvarsson
Managing Art Director: Melissa Shetler
Arkham Horror Story Group: Dane Beltrami, Matthew Newman, Katrina Ostrander,
and Nikki Valens
“The Path to Carcosa” Story Text: Matthew Newman
Creative Director: Andrew Navaro
Executive Game Designer: Corey Konieczka
Executive Producer: Michael Hurley

Asmodee North America


Production Manager: Megan Duehn
LCG Manager: Mercedes Opheim
Publisher: Christian T. Petersen

Playtesters
David Boeren, Alex Byers, Tom Capor, Brian L. Casey, Matt Charboneau, Marcia “Find
all da Clues” Colby, Stephen Coleman, Sean Conyne, Alexis Elmore, Justin Engelking,
Grant Flesland, Jed Humphries, Chris “Milan” Gerber, Jill McTavish, Chad Reverman,
Zap Riecken, Jim Roberts, Jake Ryan, Mai Speak, Becca Starr, Michael Strunk, Justin

Return to the Path to Carcosa
Thibodeaux, Ana Watson, James Watson, Matthew Watson, Zachary “Punch ’em with
the Shovel” Varberg, and Jeremy “Went Infinite Again” Zwirn

Return to The Path to Carcosa


Expansion Design and Development: Matthew Newman
Producer: Calli Oliverius
Editing and Proofreading: B.D. Flory
Card Game Manager: Mercedes Opheim
Arkham Horror Story Review: Dane Beltrami and Kara Centell-Dunk
Expansion Graphic Design: Neal W. Rasmussen
Graphic Design Coordinator: Joseph D. Olson
Graphic Design Manager: Christopher Hosch
Art Direction: Preston Stone
Managing Art Director: Tony Bradt
Quality Assurance Coordination: Andrew Janeba and Zach Tewalthomas
Production Management: Jason Glawe and Dylan Tierney
Visual Creative Director: Brian Schomburg
Senior Project Manager: John Franz-Wichlacz
Senior Manager of Product Development: Chris Gerber
Executive Game Designer: Corey Konieczka
Head of Studio: Andrew Navaro

Playtesters
John Atkinson, Cady Bielecki, Joe Bielecki, Alex Byers, Eric Foertsch, Geoff Hankes, Mi-
chael Hill, Brian Lewis, Jamie Lewis, Glenn Mondro, Annete Nepomuceno, Daniel Run-
ning.


Return to the Path to Carcosa


Part II

THE LABYRINTHS OF LUNACY


Think of this as a test of human will…

Think of this as a test of human will…


Prepare to be trapped in The Labyrinths of Lunacy, a unique Arkham Horror: The
Card Game scenario. This scenario can only be played using the two game modes
described on the next page, and cannot be integrated into an existing campaign as a
side story.

Expansion Icon
The cards in this scenario can be identified by the symbol before each card’s collector
number:


The Labyrinths of Lunacy

Encounter Sets
This scenario has three encounter sets. The Epic Multiplayer encounter set is only
used when playing Epic Multiplayer Mode. The Single Group encounter set is only
used when playing Single Group Mode. Finally, The Labyrinths of Lunacy encounter
set is used in both modes. Some of the cards in the Epic Multiplayer and Single Group
sets have the same title, so make sure you are playing with the correct encounter sets!

 
Epic Multiplayer Single Group


The Labyrinths of Lunacy


The Labyrinth of Lunacy

How to Use the Expansion


The Labyrinths of Lunacy can be played in one of two ways: With a single group of
1-4 players in Single Group Mode, or with 3-12 players split into three groups of 1-4
players each in Epic Multiplayer Mode.
Pages 131-133 include additional rules and clarifications for both versions of
the scenario, while pages 130-131 include special rules pertaining to Single Group
Mode and Epic Multiplayer Mode.

Epic Multiplayer Mode


To play The Labyrinths of Lunacy in Epic Multiplayer Mode, first divide the invest-
igators into three separate groups — Group A, Group B, and Group C. Each group
requires its own copy of The Labyrinths of Lunacy in order to play. At least 1 in-
vestigator must be assigned to each group, and no more than 4 investigators may be
assigned to a single group.
During gameplay, observe the following additional rules:

Æ When constructing decks for The Labyrinths of Lunacy, use the rules for
standalone mode on page 19 of the Rules Reference. You do not need to
start with 0 experience.

Æ Each group has its own play area, and plays the game separately from one
another. Rules, actions, and card effects cannot affect investigators in other
groups, unless explicitly stated otherwise.

Æ At the end of each round, investigators must pause the game and wait until
all three groups have reached the end of the round. At that point, each group
may trigger “At the end of the round” abilities, in any order. Once all three
groups have triggered “At the end of the round” abilities, continue to the next
round.

Æ With the exception of asking other groups whether they have reached the
end of the round, investigators cannot communicate with investigators in
other groups, unless a scenario card permits them to do so. Investigators also
cannot examine other groups’ play areas. (For the best effect, groups should play
at different tables or in different rooms.)

Think of this as a test of human will…
Single Group Mode
When played in Single Group Mode, The Labyrinths of Lunacy can be played in one
of two ways — as a single standalone scenario, or over a series of three games, like a
mini-campaign.
When played as a single standalone scenario, you may play as either Group A,
B, or C. Use the setup instructions for the group chosen to set up the game.
When played as a mini-campaign, play three consecutive games — one for each
group — in an order of your choosing. Unlike a normal campaign, the following
rules apply:

Æ When constructing decks for The Labyrinths of Lunacy, use the rules for
standalone mode on page 19 of the Rules Reference. You do not need to
start with 0 experience.

Æ Players may swap investigators and/or decks in between each scenario, in or-
der to represent the different groups of investigators who have been trapped
inside the Labyrinths.

Æ Experience is not earned or spent in between scenarios during this campaign.

Æ There is no Campaign Log for this campaign. During this campaign, invest-
igators do not earn trauma, and investigators who are killed or driven insane
may still be used in other scenarios.

Additional Rules and Clarifications


Paradox
The Labyrinths of Lunacy is a strange place. You will sometimes be confronted with
seemingly impossible situations. Game text on cards might not make sense at first.
Solving these paradoxes is the key to your survival. Keep a keen eye and be aware of
your surroundings, and you might escape.

The Labyrinth of Lunacy

”Timed” objectives
Many act cards in this scenario have special objectives marked with the word Timed.
These act cards represent a task or condition the investigators must perform by the
time the agenda advances. Investigators do not advance the act card as soon as
this condition is met. They must first wait for the agenda to advance.
In this scenario, the act and agenda cards do not advance independently of one
another; when the agenda advances, it will instruct you to advance the act card, as
well. The back of each act card will have further instructions based on whether or
not you were able to succeed in your task.
When playing in Epic Multiplayer Mode, a group cannot advance to the next act
and agenda until all other groups are ready to advance to the next act and agenda.
When playing in Single Group Mode, if the investigators feel that they have com-
pleted their objective with time to spare, when adding doom tokens to the agenda
during the mythos phase, they may choose to add doom tokens to the agenda until
its doom threshold is satisfied.

Story Cards
Story cards are a new cardtype in this scenario. These cards serve as an avenue for
additional narrative and game text. When a story card is drawn, read its story text
and resolve its Revelation effect. Its game text is considered active for as long as
the card is in play. The story cards in this scenario are double sided, with one side
entitled “Deep Within the Labyrinth.” Do not flip them to this side until you are
instructed to do so.

Time Limit
When playing in Epic Multiplayer Mode, the players (or your event organizer) may
impose a time restriction for each act and agenda of the game. The default limit for
each act and agenda is 60 minutes. The players (or your event organizer) may im-
pose a different time restriction, often depending on the number of players. If time
runs out, any groups that have not yet completed the current round should continue
playing until the next mythos phase, then place doom on the current agenda until
its doom threshold is met and advance the agenda.


Think of this as a test of human will…
Giving and Exchanging Cards and Tokens
When playing this scenario in Epic Multiplayer Mode, there are some effects that
allow investigators the option to give tokens, cards in hand, or assets in play to in-
vestigators in other groups.
Please be courteous when receiving cards from another player, and treat those
cards with respect. Once the game has ended, make sure any cards or tokens that
changed control are returned to their respective owners.

Scenario Setup
Regardless of which mode is being played, The Labyrinths of Lunacy has only two
difficulty modes: Standard and Hard. Construct the chaos bag with the following
tokens:

Æ Standard: +1, 0, 0, 0, –1, –1, –1, –2, –2, –3, –4, –5, , , , .
Æ Hard: +1, 0, –1, –1, –1, –2, –2, –2, –3, –4, –5, –6, , , , .


The Labyrinth of Lunacy


The Labyrinths of Lunacy

The Labyrinths of Lunacy


Group A Instructions
You wake up and realize you are in a strange place, with no memory of how you arrived.
Your muscles are weak and uncooperative. Your vision is blurred. Simply rising to your
feet takes a tremendous effort. Your legs are wobbly and can barely support your weight.
For the first time since awakening, you study your surroundings. You have been sealed
in a windowless chamber, which is filled with copper pipes. The faint whistling of escaping
air surrounds you on all sides. You are a prisoner here, with no means of escape. There is
a note lying on the ground nearby. It reads:
Greetings.

I have gathered you here as an experiment. Think of this as a test of


human will. You will survive. Or you will die.
You are not alone. Two other groups share in your fate. Will you risk
your lives to aid them? Or will you find freedom upon the backs of
their corpses?
I will allow you to escape, should you prove strong of will and quick
of wit. If not, your pain and anguish shall serve as a reminder that
humans are not the inheritors of Earth.

Setup
Æ Gather all cards from The Labyrinths of Lunacy encounter set. This set is in-
dicated by the following icon:

Æ If you are playing in Epic Multiplayer Mode, gather all cards from the Epic
Multiplayer encounter set, indicated by this icon. Remove all cards from the
Single Group encounter set from the game.

The Labyrinth of Lunacy
Æ If you are playing in Single Group Mode, gather all cards from the Single Group
encounter set, indicated by this icon. Remove all cards from the Epic Multi-
player encounter set from the game.
Æ Construct the act deck using only the (Group A) versions of acts 1 and 2.
Remove each other version of those acts from the game.
Æ Randomly choose 1 of the 3 copies of Chamber of Secrets to put into play. Re-
move the other 2 copies from the game. Each investigator begins play in the
Chamber of Secrets.
Æ Set the following cards aside, out of play: Key of Mysteries, Mysterious Syringe,
Eixodolon, Eixodolon’s Pet, Rot Diagram, Hunger Diagram, Decay Diagram, both cop-
ies of Faceless Abductor, and each other location.
= If you are playing in Single Group Mode, put the set-aside Key of Myster-
ies into play in the Chamber of Secrets.
= If you are playing in Epic Multiplayer Mode, also set The Jailor enemy
and each double-sided story card aside, out of play.
Æ The lead investigator takes control of Eixodolon’s Note.
Æ Add 2  tokens to the chaos bag.
Æ Shuffle the rest of the encounter cards to build the encounter deck.

Act 2 Setup
Æ Shuffle each set-aside Faceless Abductor and the encounter discard pile into
the encounter deck.
Æ If you are playing Epic Multiplayer Mode, choose one of the 3 groups at ran-
dom. That group shuffles the set-aside The Jailor enemy into the encounter
deck.
Æ Put the 3 set-aside Labyrinthine Halls into play.
Æ Put the set-aside Chamber of Decay into play.
Æ Remove all doom from play and proceed to act 2a & agenda 2a.

The Labyrinths of Lunacy
Act 3 Setup
Æ Put the set-aside Abandoned Warehouse into play.
Æ Disengage all engaged enemies and move each surviving investigator to the
Abandoned Warehouse.
Æ Put the set-aside Eixodolon enemy into play at the Abandoned Warehouse.
Æ Remove all doom from play and proceed to act 3a & agenda 3a.


The Labyrinth of Lunacy

Group B Instructions
You wake up and realize you are in a strange place, with no memory of how you arrived.
Your muscles are weak and uncooperative. Your vision is blurred. Simply rising to your
feet takes a tremendous effort. Your legs are wobbly and can barely support your weight.
For the first time since awakening, you study your surroundings. You have been sealed
in a tall glass tank, and water fills the chamber to your ankles. Outside the dull glass, you
can see many more tanks like yours, wreathed in mist. You are a prisoner here, with no
means of escape. There is a note lying on the ground just outside the tank. It reads:
Greetings.

I have gathered you here as an experiment. Think of this as a test of


human will. You will survive. Or you will die.

You are not alone. Two other groups share in your fate. Will you risk
your lives to aid them? Or will you find freedom upon the backs of
their corpses?
I will allow you to escape, should you prove strong of will and quick
of wit. If not, your pain and anguish shall serve as a reminder that
humans are not the inheritors of Earth.

Setup
Æ Gather all cards from The Labyrinths of Lunacy encounter set. This set is in-
dicated by the following icon:

Æ If you are playing in Epic Multiplayer Mode, gather all cards from the Epic
Multiplayer encounter set, indicated by this icon. Remove all cards from the
Single Group encounter set from the game.

Æ If you are playing in Single Group Mode, gather all cards from the Single Group

The Labyrinths of Lunacy
encounter set, indicated by this icon. Remove all cards from the Epic Multi-
player encounter set from the game.

Æ Construct the act deck using only the (Group B) versions of acts 1 and 2.
Remove each other version of those acts from the game.

Æ Put the Chamber of Rain and Chamber of Sorrows locations into play. Randomly
choose an investigator to begin play in the Chamber of Rain. Each other invest-
igator begins play in the Chamber of Sorrows.

Æ Set the following cards aside, out of play: Key of Mysteries, Mysterious Syringe,
Eixodolon, Eixodolon’s Pet, Rot Diagram, Hunger Diagram, Decay Diagram, both cop-
ies of Faceless Abductor, and each other location.

= If you are playing in Epic Multiplayer Mode, also set The Jailor enemy
and each double-sided story card aside, out of play.

Æ The lead investigator takes control of Eixodolon’s Note.


Æ Add 2  tokens to the chaos bag.
Æ Shuffle the rest of the encounter cards to build the encounter deck.

Act 2 Setup
Æ Shuffle each set-aside Faceless Abductor and the encounter discard pile into
the encounter deck.

Æ Put the 3 set-aside Labyrinthine Halls into play.


Æ Put the set-aside Chamber of Rot and Chamber of Poison locations into play.
Æ Remove all doom from play and proceed to act 2a & agenda 2a.

Act 3 Setup
Æ Put the set-aside Abandoned Warehouse into play.
Æ Disengage all engaged enemies and move each surviving investigator to the
Abandoned Warehouse.

The Labyrinth of Lunacy
Æ Put the set-aside Eixodolon enemy into play at the Abandoned Warehouse.
Æ Remove all doom from play and proceed to act 3a & agenda 3a.


The Labyrinths of Lunacy

Group C Instructions
You wake up and realize you are in a strange place, with no memory of how you arrived.
Your muscles are weak and uncooperative. Your vision is blurred. Simply rising to your
feet takes a tremendous effort. Your legs are wobbly and can barely support your weight.
For the first time since awakening, you study your surroundings. You are in a dark
chamber, lit only by a few candles. Old barrels, crates and rotten storage shelves fill the
cramped chamber. You cannot see any windows or doors leading out. You are a prisoner
here, with no means of escape. There is a note lying on the ground nearby. It reads:
Greetings.

I have gathered you here as an experiment. Think of this as a test of


human will. You will survive. Or you will die.

You are not alone. Two other groups share in your fate. Will you risk
your lives to aid them? Or will you find freedom upon the backs of
their corpses?
I will allow you to escape, should you prove strong of will and quick
of wit. If not, your pain and anguish shall serve as a reminder that
humans are not the inheritors of Earth.

Setup
Æ Gather all cards from The Labyrinths of Lunacy encounter set. This set is in-
dicated by the following icon:

Æ If you are playing in Epic Multiplayer Mode, gather all cards from the Epic
Multiplayer encounter set, indicated by this icon. Remove all cards from the
Single Group encounter set from the game.

Æ If you are playing in Single Group Mode, gather all cards from the Single Group

The Labyrinth of Lunacy
encounter set, indicated by this icon. Remove all cards from the Epic Multi-
player encounter set from the game.

Æ Construct the act deck using only the (Group C) versions of acts 1 and 2.
Remove each other version of those acts from the game.

Æ Put the Chamber of Night and Chamber of Regret locations into play. Each invest-
igator begins play at the Chamber of Night.

Æ Set the following cards aside, out of play: Key of Mysteries, Mysterious Syringe,
Eixodolon, Eixodolon’s Pet, Rot Diagram, Hunger Diagram, Decay Diagram, both cop-
ies of Faceless Abductor, and each other location.

= If you are playing in Epic Multiplayer Mode, also set The Jailor enemy
and each double-sided story card aside, out of play.
= If you are playing in Single Group Mode, randomly choose 1 of the 3 set-
-aside copies of Chamber of Secrets and place it underneath the scenario
reference card, without looking at its revealed side.

Æ The lead investigator takes control of Eixodolon’s Note.


Æ Add 2  tokens to the chaos bag.
Æ Shuffle the rest of the encounter cards to build the encounter deck.

Act 2 Setup
Æ Shuffle each set-aside Faceless Abductor and the encounter discard pile into
the encounter deck.

Æ Put the 3 set-aside Labyrinthine Halls into play.


Æ Put the set-aside Chamber of Hunger into play.
Æ Put the set-aside Eixodolon’s Pet into play, near the Chamber of Hunger, but not
at any location. While it is not at any location, it is considered to be “locked
away.”

Æ Remove all doom from play and proceed to act 2a & agenda 2a.

The Labyrinths of Lunacy
Act 3 Setup
Æ Put the set-aside Abandoned Warehouse into play.
Æ Disengage all engaged enemies and move each surviving investigator to the
Abandoned Warehouse.
Æ Put the set-aside Eixodolon enemy into play at the Abandoned Warehouse.
Æ Remove all doom from play and proceed to act 3a & agenda 3a.


The Labyrinth of Lunacy

DO NOT READ
until the end of the scenario

If no resolution was reached (each investigator was defeated): Go to Res-


olution 1.

Resolution 1: In the wrong hands, your anguish is a powerful weapon. Your


blood fuels the arcane glyph carved into the cement floor at the labyrinth’s core. For
the cruel mastermind who trapped you here, it is a moment of triumph and vindic-
ation. The entire world will feel this pain. This fear. This despair.

Æ The investigators lose.

Resolution 2: The mastermind falls to his knees, his mask cracked. Blood drips
from his open wounds onto the cement floor. “Do you really think you can escape?”
he wheezes. His distorted voice is pained but triumphant. “Do you really think…I
would ever let you leave this place?” His body collapses to the ground. Seeing an
opportunity to escape, you rush to the iron doors sealing you in the warehouse. With
a desperate effort, you are finally able to break the padlock and push open the heavy
doors.
A sudden gust of cold evening air sweeps over you. You are surprised to see wooden
docks on the side of the Miskatonic River. A few ducks quack in surprise and swim
away from the nearest dock. Water sloshes along the shore. You hear dockworkers
going about their business, their work day almost finished as the sun sets to your
left. After taking a few steps, you collapse to the ground. You are too exhausted and
injured to go on. “Who’s that?” a dockworker calls out. “Someone is hurt — quick,
let’s get them to St. Mary’s!” You drift into unconsciousness just as a muscled man
lifts you into his arms.
You wake up and realize you are in a strange place, with no memory of how you
arrived. Your muscles are weak and uncooperative. Your vision is blurred. Simply
rising to your feet takes a tremendous effort. Your legs are wobbly and can barely
support your weight. A note on the ground nearby reads:


The Labyrinths of Lunacy
Greetings. I have gathered you here as an experiment. Think of
this as a test of human will. You will survive. Or you will die…

Æ The investigators survived, but in another timeline, the labyrinth has a


new guest.

Resolution 3: The mastermind falls to his knees, his mask cracked. Blood drips
from his open wounds onto the cement floor. “Do you really think you can kill me?”
he wheezes. His distorted voice is pained but proud. “I am everywhere and every-
when. This vessel is but one. There are others. And if even one of them is proven right,
I will never truly die.” His body falls limply to the ground. Seeing an opportunity
to escape, you rush to the iron doors sealing you in the warehouse. With a desperate
effort, you are finally able to break the padlock and push open the heavy doors.
A sudden gust of cold evening air sweeps over you. You are surprised to see wooden
docks on the side of the Miskatonic River. A few ducks quack in surprise and swim
away from the nearest dock. Water sloshes along the shore. You hear dockworkers
going about their business, their work day almost finished as the sun sets to your
left. After taking a few steps, you collapse to the ground. You are too exhausted and
injured to go on. “Who’s that?” a dockworker calls out. “Someone is hurt — quick,
let’s get them to St. Mary’s!” A muscled man lifts you into his arms, and you are
driven to the hospital.
You have somehow made it out of your captor’s hellish labyrinth, but his dying words
haunt your thoughts. What did he mean by “others?” You recall the strange visions
you saw in his maze, and a terrible thought seeps into your mind. The kidnapper
had mentioned other groups, but you were never able to find them, and you have no
idea if they made it out alive. You tell the police there are others and insist that they
search the docks, but there is no trace of the warehouse you had escaped, nor of the
mastermind who trapped you there…

Æ The investigators survived, but Eixodolon lives on.

Resolution 4: The mastermind falls to his knees, his mask cracked. Blood drips
from his open wounds onto the cement floor. The outline of his body twists and blurs,


The Labyrinth of Lunacy
like a wrinkle in the fabric of space and time. “So, the ritual has failed!” His bitter
cackle descends into a cry of pain. “Perhaps humanity has a chance after all. This
agony, this suffering! Such power is not meant for humans to wield. It is for the ones
beyond!” He gasps and wheezes, collapsing to the ground. “Do not follow the path
I followed,” he begs, “it leads only to…despair.” His breathing stops.
You have somehow defeated your captor, but many questions remain. Deciding to
explore the labyrinth further, you find a way to break open the iron doors leading
into the other sections of the complex. To your surprise, you find no other victims
trapped in the labyrinth — only signs of their struggles, and of their survival.
It takes only one solid strike to break open the padlock sealing the warehouse’s iron
doors. The sound of metal slamming against metal is tripled in its volume. You do
not believe your kidnapper meant for you to ever leave, but somehow you have defied
the odds stacked against you. You wonder if the others are opening these heavy doors
at this very moment, too.
A sudden gust of cold evening air sweeps over you. You are surprised to see wooden
docks on the side of the Miskatonic River. A few ducks quack in surprise and swim
away from the nearest dock. Water sloshes along the shore. You hear dockworkers
going about their business, their work day almost finished as the sun sets to your left.
You watch the sun disappear under the horizon, and the others watch in turn.

Æ The investigators win!


Credits

Credits
Fantasy Flight Games
Expansion Design: Matthew Newman
LCG Manager: Mercedes Opheim
Arkham Horror Story Review: Dane Beltrami, Katrina Ostrander, and Nikki Valens
Expansion Graphic Design: Christopher Hosch
Graphic Design Manager: Brian Schomburg
Art Direction: Tim Flanders
Managing Art Director: Melissa Shetler
Fiction Editor: Katrina Ostrander
Senior Project Manager: John Franz-Wichlacz
Senior Manager of Product Development: Chris Gerber Executive
Game Designer: Corey Konieczka
Creative Director: Andrew Navaro

Asmodee North America


Production Management: Jason Beaudoin and Megan Duehn
Publisher: Christian T. Petersen

Playtesters
Jaffer Batica, Crystal Chang, Marcia “Not the Pet!” Colby, Grace Holdinghaus, Matt
Holland, Gwendolyn Kornblum, Todd Michlitsch, Kathleen Miller, Brandon Perdue, Jake
“Hourly” Ryan, Michael Strunk, Zach “My Partner’s Dead” Varberg, Jeremy “Pull the
Lever, Not My Finger” Zwirn


Index
Abilities Angered Spirits, 113
adjacent, 72 Angered Spirit, 112
Constant, 8 Arcane Initiate, 110, 112
Conviction, 8, 9, 18, 30, 38, 44, Arcane Studies, 110, 112, 113
54, 58, 60, 63, 89, 92, 94, Archaic Glyphs, 108, 112
102, 121 Ashleigh Clarke, 22, 31, 77, 83,
Doubt, 8, 9, 19, 39, 44, 53, 56, 60, 84
63, 89, 92, 94, 102, 121 Astral Travel, 112, 113
Forced, 8, 14, 36, 61, 71, 72 Asylum Halls, 44, 45
Revelation, 8, 132 Backstab, 106, 110
Timed, 132 Backstage Doorway, 14
Backstage, 14, 15
Campaigns Balcony, 14, 15
Return to The Path to Carcosa, Ballroom, 22, 23
101 Barricade, 106, 116
The Path to Carcosa, 5, 6, 8–10, Baseball Bat, 108, 114
102, 121 Basement Hall, 44, 45
Cards Beast of Aldebaran, 79, 89
.32 Colt, 106 Beat Cop, 106, 114, 116, 117
.41 Derringer, 110, 111 Better Never Than Late, 22
.45 Automatic, 106, 114, 116 Black Stars Rise, 60
“Let me handle this!”, 106 Bleak Plains, 89, 91
“Look What I’ve Found”, 114, 116 Blinding Light, 110, 112
“Look what I found!”, 108, 115 Blocked Passage, 70, 71
Abandoned Warehouse, 137, 139, Broken Steps, 80, 81
140, 143 Bury Them Deep, 114
Abbey Church, 80, 81 Canal Saint-Martin, 62
Abbey Tower, 79 Canal Saint-Martin, 60
Akachi Onyele, 105, 112 Catacombs, 70–72
Alchemical Transmutation, 112, Chamber of Decay, 136
113 Chamber of Hunger, 142
Analytical Mind, 108 Chamber of Night, 142
i
The Labyrinth of Lunacy
Chamber of Poison, 139 Eixodolon’s Note, 136, 139, 142
Chamber of Rain, 139 Eixodolon’s Pet, 136, 139, 142
Chamber of Regret, 142 Eixodolon, 136, 137, 139, 140,
Chamber of Rot, 139 142, 143
Chamber of Secrets, 136, 142 Elusive, 106, 107, 110
Chamber of Sorrows, 139 Emergency Cache, 106, 110,
Chapel of St. Aubert, 79 112–114, 116
Choeur Gothique, 80 Entry Hall, 33, 35, 36
Clasp of Black Onyx, 35, 38, 48, Evidence!, 106, 114
101 Faceless Abductor, 136, 139, 142
Cloister and Knight’s Hall, 80 False Lead, 34, 59, 60
Cloister, 79 Fashionably Late, 22
Constance Dumaine, 22, 31, 42, Fearless, 110, 112
46, 48, 49 Fieldwork, 108
Corpse Dweller, 72 Figure in the Shadows, 61
Courtyard, 22, 23 First Aid, 106, 107, 114, 116
Crisis of Identity, 116, 117 Flashlight, 106, 108, 110–112,
Cunning Distraction, 106, 107, 114, 116
109, 116 Forbidden Knowledge, 112, 113
Daniel Chesterfield, 44, 51, 101 Foyer, 22, 23
Daring Maneuver, 110, 111 Gallery, 22, 23
Dark Spires, 89, 91 Gardens of Luxembourg, 60–62
Decay Diagram, 136, 139, 142 Garden, 44, 45
Deduction, 108, 116 Gare d’Orsay, 60, 62
Depths of Dembe, 91 Grand Guignol, 60, 62
Depths of Demhe, 89 Grand Rue, 80, 81
Dianne Devine, 22, 101 Gravedigger’s Shovel, 114
Dig Deep, 108, 114 Graveyard Ghouls, 114, 115
Dim Streets, 89, 91 Guard Dog, 106, 114
Dining Room, 22, 23 Guts, 110, 112
Dodge, 106, 114, 116 Hard Knocks, 110
Dr. Milan Christopher, 108, 116, Hastur, 89, 90
117 Hidden Library, 35, 101
Drawn to the Flame, 110, 112 Hiding Spot, 108, 109, 116
Dynamite Blast, 106 Historical Society, 34–36
GG
Index
Holy Rosary, 110, 112 Mark Harrigan, 105–107
Host of Insanity, 44, 101 Medical Texts, 108
Hunger Diagram, 136, 139, 142 Mess Hall, 44, 45
Hunting Shadow, 34, 59, 60 Mind Over Matter, 108
Hyperawareness, 108 Minh Thi Phan, 105, 108, 109
Improvisation, 116, 117 Montmartre, 60, 62
Infirmary, 44, 45 Montparnasse, 59, 60, 62
Ishimaru Haruko, 22, 31, 69, 73, Mr. Peabody, 35
75, 76 Mysterious Syringe, 136, 139, 142
Jordan Perry, 22, 31, 58, 63–67 No Stone Unturned, 108, 116,
Keeper of the Oath, 35, 36 117
Key of Mysteries, 136, 139, 142 North Tower, 80, 81
Kitchen, 44, 45 Notre-Dame, 62
Knife, 106, 108, 110, 112, 114, Notre-Dame, 60
116 Old Book of Lore, 108, 116, 117
Knight’s Hall, 79 Opportunist, 110, 111
Labyrinthine Halls, 136, 139, 142 Opéra Garnier, 60, 62
Lantern, 114 Outer Wall, 80, 81
Le Marais, 60, 62 Overpower, 106, 116
Leather Coat, 108, 114, 116, 117 Palace of the King, 89, 91
Leo de Luca, 110 Paranoia, 57
Let The Storm Rage, 79 Patient Confinement, 44
Living Room, 22, 23 Perception, 110, 112, 116
Lobby Doorway, 14 Physical Training, 106, 114
Lobby, 14, 15 Pickpocketing, 110
Lockpicks, 111 Porte de l’Avancée, 80, 81
Lola Hayes, 8, 11, 14, 105, 116, Possessed Oathspeaker, 35
117 Possession, 94–96, 102
Lost Soul, 57, 61, 63 Père Lachaise Cemetery, 60, 62
Lucky!, 108, 114, 116 Quiet Halls, 35, 36
Lucky, 115 Rabbit’s Foot, 108, 114
Machete, 106, 114, 116 Radical Treatment, 44
Magnifying Glass, 108, 116, 117 Recesses of Your Own Mind, 89
Manual Dexterity, 106, 110, 112, Resourceful, 114
116 Return to A Phantom of Truth, 61
GGG
The Labyrinth of Lunacy
Return to Curtain Call, 6, 8, 14 The Gate to Hell, 71
Return to Dim Carcosa, 90 The Home Front, 106, 107
Return to Echoes of the Past, 36 The Jailor, 136, 139, 142
Return to The Pallid Mask, 72 The King in Yellow, 108, 109
Rift Seeker, 79 The Man in the Pallid Mask, 14,
Rot Diagram, 136, 139, 142 16–19, 24, 63, 72, 73, 83,
Royal Emissary, 14 89, 93, 102
Ruins of Carcosa, 89, 91 The Organist, 61
Scavenging, 108, 114 The Painted World, 110
Scrying, 110, 112 The Parisian Conspiracy, 60
Search For the Stranger, 89 The Really Bad Ones, 44
Search the Stranger, 89 The Stranger, 14
Sebastien Moreau, 22, 31, 33, The Tattered Cloak, 35, 39
37–40 The Throne Room, 89
Seeker of Carcosa, 35 Theatre, 14, 15
Seeker, 117 Tidal Terror, 79
Sefina Rousseau, 105, 110, 111 Tomb of Shadows, 70–72
Shell Shock, 106, 107 True Grit, 106, 116, 117
Shocking Display, 23 Twin Suns, 60
Shores of Hali, 89, 91 Uncage the Soul, 112, 113
Shrivelling, 110, 112 Unexpected Courage, 108, 112,
Sickening Reality, 22 116
Sleight of Hand, 110, 111 Vicious Blow, 106, 114, 116
Sneak Attack, 106, 107, 110 Ward of Protection, 110, 112
Sophie, 106, 107 William Yorick, 105, 114, 115
Spirit-Speaker, 112 Working a Hunch, 108, 116
Spirit-Speaker, 112, 113 Yard, 44, 45
Stage of the Ward Theatre, 89 Classes
Stars of Hyades, 110, 111 Guardian, 8, 116
Stealth, 110 Mystic, 8
Stray Cat, 108, 114, 116 Neutral, 8
Survival Instinct, 108, 114, 116 Rogue, 8
Survivor, 116 Seeker, 8, 116
Switchblade, 110, 111 Survivor, 8, 116
The Entity Above, 79 Conditions
GT
Index
insane, 47, 48, 85, 96, 97 Maddening Delusions, 7, 8, 10,
14, 34, 43
Difficulty Modes Neurotic Fear, 7, 8, 10, 14, 88
Easy, 9, 44, 79 Rats, 13
Expert, 10, 44, 79, 102 Return to A Phantom of Truth, 6,
Hard, 10, 44, 79, 133 59, 60
Standard, 9, 44, 79, 133 Return to Black Stars Rise, 6, 78
Return to Curtain Call, 6, 13
Encounter Sets Return to Dim Carcosa, 6, 88
A Phantom of Truth, 59 Return to Echoes of the Past, 6, 34
Agents of Hastur, 7, 10, 43, 59, Return to The Last King, 6, 21
60, 88 Return to The Pallid Mask, 6, 70
Ancient Evils, 7, 10, 21, 22, 78, 79 Return to The Path to Carcosa,
Black Stars Rise, 78–80 101
Byakhee, 59, 78 Return to The Unspeakable Oath,
Chilling Cold, 70 6, 43
Cult of the Yellow Sign, 13, 34, 88 Single Group, 129, 135, 136, 138,
Dark Cult, 34, 78 141
Decay & Filth, 21, 22, 43 Striking Fear, 7, 8, 10, 13, 14, 88
Decay and Filth, 7, 10 The Flood Below, 78, 79
Decaying Reality, 7, 10, 22, 43 The Labyrinths of Lunacy, 129,
Delusions, 7, 8, 10, 13, 14, 34, 43, 135, 138, 141
88 The Last King, 21
Delusory Evils, 7, 10, 22, 79 The Midnight Masks, 34, 59
Dim Carcosa, 88 The Pallid Mask, 70
Echoes of the Past, 34 The Stranger, 21, 59, 78
Epic Multiplayer, 129, 135, 136, The Unspeakable Oath, 43
138, 139, 141, 142 The Vortex Above, 78, 79
Evil Portents, 59, 78 Enemies
Ghouls, 70 Ashleigh Clarke, 31, 77, 83, 84
Hastur’s Envoys, 7, 10, 60, 88 Beast of Aldebaran, 79, 89
Hastur’s Gift, 21, 43 Constance Dumaine, 31, 42, 46,
Hauntings, 13, 70 48, 49
Inhabitants of Carcosa, 43, 78, 88 Corpse Dweller, 72
Locked Doors, 34 Daniel Chesterfield, 51
T
The Labyrinth of Lunacy
Dianne Devine, 22, 101 Victory Display, 14, 17–19,
Hastur, 89, 90 25–27
Host of Insanity, 44 Victory display, 38–40, 48, 49,
Ishimaru Haruko, 31, 69, 73, 75, 64–67, 75, 76, 84, 94–96,
76 101
Jordan Perry, 31, 58, 63–67 Victory X, 17–19, 25–27
Keeper of the Oath, 35, 36
Possessed Oathspeaker, 35 Locations
Royal Emissary, 14 Abandoned Warehouse, 137, 139,
Sebastien Moreau, 31, 33, 37–40 140, 143
Seeker of Carcosa, 35 Abbey Church, 80, 81
The Organist, 61 Abbey Tower, 79
Expansions Asylum Halls, 44, 45
Return to The Path to Carcosa, 5, Backstage Doorway, 14
6, 9, 10 Backstage, 14, 15
The Path to Carcosa, 9, 105 Balcony, 14, 15
Ballroom, 22, 23
Investigators Basement Hall, 44, 45
Akachi Onyele, 105, 112 Bleak Plains, 89, 91
Lola Hayes, 8, 11, 14, 105, 116, Blocked Passage, 70, 71
117 Broken Steps, 80, 81
Mark Harrigan, 105–107 Canal Saint-Martin, 62
Minh Thi Phan, 105, 108, 109 Canal Saint-Martin, 60
Sefina Rousseau, 105, 110, 111 Catacombs, 70–72
William Yorick, 105, 114, 115 Chamber of Decay, 136
Chamber of Hunger, 142
Keywords Chamber of Night, 142
Story card, 9, 132, 136, 139, 142 Chamber of Poison, 139
Campaign Log, 8, 16–19, 25–27, Chamber of Rain, 139
29–31, 33, 35, 38–42, 44, Chamber of Regret, 142
48, 49, 53–56, 58, 60, Chamber of Rot, 139
64–67, 69, 70, 74–77, 84, Chamber of Secrets, 136, 142
85, 87–90, 94–97, 99, 103, Chamber of Sorrows, 139
131 Chapel of St. Aubert, 79
hidden, 8 Choeur Gothique, 80
hidden, 8, 9 Cloister and Knight’s Hall, 80
TG
Index
Cloister, 79 Porte de l’Avancée, 80, 81
Courtyard, 22, 23 Père Lachaise Cemetery, 60, 62
Dark Spires, 89, 91 Quiet Halls, 35, 36
Depths of Dembe, 91 Recesses of Your Own Mind, 89
Depths of Demhe, 89 Ruins of Carcosa, 89, 91
Dim Streets, 89, 91 Shores of Hali, 89, 91
Dining Room, 22, 23 Stage of the Ward Theatre, 89
Eixodolon’s Pet, 142 The Gate to Hell, 71
Entry Hall, 33, 35, 36 The Throne Room, 89
Foyer, 22, 23 Theatre, 14, 15
Gallery, 22, 23 Tomb of Shadows, 70–72
Gardens of Luxembourg, 60–62 Yard, 44, 45
Garden, 44, 45
Gare d’Orsay, 60, 62 Modes
Grand Guignol, 60, 62 Campaign Mode, 103
Grand Rue, 80, 81 Epic Multiplayer Mode, 129, 130,
Hidden Library, 35, 101 132, 133, 135, 136, 138,
Historical Society, 34–36 139, 141, 142
Infirmary, 44, 45 Single Group Mode, 129–132,
136, 138, 141, 142
Kitchen, 44, 45
Standalone, 24, 37, 46, 63, 73, 83,
Knight’s Hall, 79
92
Labyrinthine Halls, 136, 139, 142
Standalone Mode, 24, 46, 63, 73,
Le Marais, 60, 62
83, 92
Living Room, 22, 23
Lobby Doorway, 14 Phases
Lobby, 14, 15 Mythos, 82
Mess Hall, 44, 45 Products
Montmartre, 60, 62 Arkham Horror: The Card Game,
Montparnasse, 59, 60, 62 5, 105, 121, 123, 129
North Tower, 80, 81 Core set, 5, 7, 13, 21, 34, 43, 57,
Notre-Dame, 62 59, 70, 78, 88, 105
Notre-Dame, 60 Return to The Path to Carcosa, 5
Opéra Garnier, 60, 62 The Path to Carcosa, 5, 7
Outer Wall, 80, 81
Palace of the King, 89, 91 Scenarios
TGG
The Labyrinth of Lunacy
A Phantom of Truth, 5, 48, 53, 54 Pact, 74, 80
Black Stars Rise, 5, 102 Second Floor, 34, 35
Curtain Call, 5, 11, 12, 101 Tactic, 107
Dim Carcosa, 5, 102 Third Floor, 34, 35
Echoes of the Past, 5, 26, 27, 30, Treacheries
31, 101 Angered Spirit, 112
The Labyrinths of Lunacy, Crisis of Identity, 116
129–131, 133 False Lead, 34
The Last King, 5, 101 Graveyard Ghouls, 114
The Pallid Mask, 5, 101 Hunting Shadow, 34
The Unspeakable Oath, 5, 101 Possession, 94–96, 102
Steps Radical Treatment, 44
Check doom threshold, 82 Shell Shock, 106
Traits Shocking Display, 23
Ally, 51 Stars of Hyades, 110
Basement, 35 The King in Yellow, 108
Bystander, 22
Courage, 42 Weaknesses
Cultist, 80 Clasp of Black Onyx, 38, 48
Detective, 80 Lost Soul, 57, 61, 63
Ground Floor, 34 Paranoia, 57
Humanoid, 72 Shell Shock, 107
Lunatic, 25–27, 44, 51, 101 The Man in the Pallid Mask, 14,
Madness, 74, 80 16–19, 24, 63, 72, 73, 83,
Monster, 43 89, 93

TGGG

You might also like