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Campaign Guide

THE PATH TO CARCOSA


Have You Seen the Yellow Sign? Lola and “Roles”
“He mentioned the establishment of the Dynasty in Carcosa, the As a renowned actress, Lola Hayes can play many different roles.
lakes which connected Hastur, Aldebaran, and the mystery of At the beginning of each scenario, after investigators draw opening
the Hyades. He spoke of Cassilda and Camilla, and sounded the hands, Lola Hayes must choose a role (Neutral, Guardian, Seeker,
cloudy depths of Demhe and the Lake of Hali.” Rogue, Mystic, or Survivor). Lola can only play cards, commit
– Robert W. Chambers, “The Repairer of Reputations” cards to skill tests, or trigger 󲅹, 󲅺, or 󲆍 abilities on Neutral
cards or cards whose class matches her role. This restriction only
The Path to Carcosa is a campaign for Arkham Horror: The Card
applies to player cards, not to encounter cards or weaknesses. Note
Game for 1–4 players. “Curtain Call” and “The Last King” can
that Constant and Forced abilities remain active on cards whose
be found in The Path to Carcosa deluxe expansion. “Echoes of the
class does not match Lola’s role.
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.
Doubt and Conviction
Some story resolutions and interludes in The Path to Carcosa
Additional Rules and Clarifications 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
New Keyword: Hidden Campaign Log.
Some encounter cards in The Path to Carcosa campaign have the Later in the campaign, some scenarios may be changed or altered
“hidden” keyword. Hidden cards have Revelation abilities that depending on whether the investigators “have more Doubt
secretly add them to your hand. This should be done without than Conviction” or “have more Conviction than Doubt.”
revealing that card or its text to the other investigators. While a The investigators have more Doubt than Conviction if the number
hidden card is in your hand, treat it as if it were in your threat area. of boxes filled in next to Doubt is greater than the number of
Its Constant abilities are active, and abilities on it can be triggered, boxes filled in next to Conviction (and vice versa). Doubt and
but only by you. A hidden card counts toward your hand size, but Conviction are shared among all of the investigators, and they are
it cannot be discarded from your hand by any means except those not tied to any specific investigator. Doubt and Conviction have
described on the card. When discarded, hidden cards are placed in no game effect except when explicitly referenced by the Campaign
the encounter discard pile. They do not remain a part of your deck Guide or by a card effect.
like weaknesses do. For the best experience, players are encouraged
to stay “in character” and not share information about hidden cards
in their hand.
Story Cards Sickening Reality
Prologue
Story cards are a new cardtype You turn over the folded program in your hand, reading it for what seems
in The Path to Carcosa campaign. Constance laughs as the skin begins to slough
off her body. Blood trickles from her shedding
like the hundredth time. “Miskatonic Playhouse presents: The King in
skin, leaving a trail of crimson on the carpet
These cards serve as an avenue for where she walks. One might expect her to
Yellow,” it reads. “A special one-night engagement at Arkham’s very
cease functioning with her ribs and organs
additional narrative and typically exposed, but she barely seems to notice.
Each investigator at Constance Dumaine’s own Ward Theatre. An irresistible drama in two acts. Production staged
appear as the reverse side of location takes 1 horror.
Move each clue from Constance Dumaine to and directed by Nigel Engram.” The cast is a small ensemble, with one
another scenario card. When you her location.
Flip this card to its enemy side, and switch unattributed credit at the end: “The Stranger.”
are instructed to resolve a story it with the Bystander asset version of
Constance Dumaine, removing that version
card, simply read its story text and from the game. To have such a highly anticipated play come to Arkham all the way
resolve its game text, if any. 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
STORY
work. It started with the disappearance of one of the stagehands at the
Expansion Icon theatre—a boy of only seventeen who missed rehearsal one night and
was never seen again. Then, less than two weeks before the performance,
The cards in The Path to Carcosa campaign can be identified by this
there was the musician whose corpse was found with a gun in its mouth.
symbol before each card’s collector number:
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.
Campaign Setup Instances of suicide and madness have followed in its wake, and you are
determined to discover why.
To set up The Path to Carcosa campaign, perform the following
The lights in the auditorium dim, and a spotlight shines on the
steps in order.
stage. What unfolds is not quite what you expected. Slow‑paced
1. Choose investigator(s). and monotonous, the first act of The King in Yellow is a tedious
2. Each player assembles his or her investigator deck. bore. The setting and characters are compelling, but the meandering
and nonsensical story does little to entertain or inform. You begin
3. Choose difficulty level. to wonder whether the dreadful events surrounding The King in
4. Assemble the campaign chaos bag. Yellow aren’t connected, after all. Perhaps it was just your overactive
imagination; how could such a trivial and unassuming show cause such
==Easy (I want to watch the play): pandemonium? You are surprised when the first act closes without any
+1, +1, 0, 0, 0, –1, –1, –1, –2, –2, 󲅻, 󲅻, 󲅻, 󲅽, 󲅿. rising action or revelation. The lights rise for the intermission, and you
==Standard (I want to read the signs): consider leaving early, stifling a yawn. Before you are able to decide,
+1, 0, 0, –1, –1, –1, –2, –2, –3, –4, 󲅻, 󲅻, 󲅻, 󲅽, 󲅿. however, you find yourself drifting…drifting…to sleep.
==Hard (I want to speak the oath): If Lola Hayes was chosen as an investigator for this campaign:
0, 0, 0, –1, –1, –2, –2, –3, –3, –4, –5, 󲅻, 󲅻, 󲅻, 󲅽, 󲅿. That investigator reads Lola Prologue (out loud).
==Expert (I want The King in Yellow): Otherwise: Proceed to Scenario I: Curtain Call.
0, –1, –1, –2, –2, –3, –3, –4, –4, –5, –6, –8, 󲅻, 󲅻, 󲅻, 󲅽, 󲅿.
You are now ready to begin at the Prologue.

2
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 Scenario I: Curtain Call
on many of the audience members’ faces, and you wonder how the
You awaken with a start, as though shaken by an unseen force. You
audience will react to the play’s disturbing second half. The role of
must have slept for quite some time, for there are only a few other
Cassilda is tiresomely boring for the first half of the play, although
patrons in the audience, and no performers on stage. The lights are
you enjoy portraying her regal charm. You find yourself missing your
dimmed, and the stage curtains are tattered and ripped, though you
previous co-star, Miriam Twain, and suddenly the dread and regret you
do not remember that being the case during the first act. You wait a
had felt in Paris comes flooding back. With a sigh, you retreat to a dark
moment before you are sure this isn’t part of the performance. As you
corner backstage to escape the sounds of stagehands preparing for the
wait, a foul but unrecognizable smell permeates the air. How long have
next scene. You try to quell your emotions and replace your thoughts
you been asleep? Shaking off your drowsiness, you walk toward one of
with those of Cassilda’s­—her hopes, her fears, her fate.
the seated patrons and ask for the time, but he does not respond. It is
Just then, you catch the Stranger staring at you from afar, and you find then that you realize you are speaking to a corpse.
yourself shaking at the mere sight of him. Even though they continue
to replace the actor who plays the Stranger before each show (and Setup
indeed many times during rehearsals), you know that this last-minute
replacement is the most horrid of them all. Realizing you never caught ÆÆ Gather all cards from the following encounter sets: Curtain Call,
his name, a shiver of terror courses through your spine. Have you found Evil Portents, Delusions, Hauntings, Cult of the Yellow Sign, Striking
your way back to the wolves, like a lost lamb? You cannot look away— Fear, Rats. These sets are indicated by the following icons:
his gaze is inescapable. Everything goes black.
Proceed to Scenario I: Curtain Call.
ÆÆ Set the following cards aside, out of play: The Man in the Pallid
Mask, Royal Emissary, each copy of Lobby Doorway, and each
copy of Backstage Doorway.
ÆÆ Put the Theatre, Lobby, Balcony, and Backstage locations into
Suggested Location Placement play. Each investigator begins play at the Theatre.
Balcony ==If Lola Hayes was chosen as an investigator for this
campaign, she begins play at Backstage, instead.
ÆÆ Shuffle the remainder of the encounter cards to build the
encounter deck.
LO C ATION

A carpeted staircase leads up into the balcony. Somehow, a


hot draft is blowing down through the steep passageway.

Illus. Mark Molnar © 2017 FFG

Lobby Theatre Backstage

LO C ATION LO C ATION LO C ATION

Through the tall glass doors leading into the lobby, you
can see that this room isn’t nearly as dilapidated as the The set is different from what you remember of the play’s first
auditorium. Signs promoting The King in Yellow taunt you Must have been one hell of an intermission. act, decorated with a backdrop of an unsettling sunset.
from inside.

Illus. Mark Molnar © 2017 FFG Illus. Mark Molnar © 2017 FFG Illus. Mark Molnar © 2017 FFG

3
ÆÆ In your Campaign Log, record that the Stranger is on
DO NOT READ to you. Add The Man in the Pallid Mask weakness to
until the end of the scenario the lead investigator’s deck (does not count towards
deck size). For the remainder of this campaign, any
If no resolution was reached (each investigator was time the bearer of The Man in the Pallid Mask leaves
defeated): Once again you are startled awake, this time by the campaign for any reason, choose a new investigator
the cold, clammy fingers of a hand on your shoulder. “Are to become the bearer of The Man in the Pallid Mask
you alright?” an elderly man asks, helping you to your feet. weakness, and add it to that investigator’s deck.
Your mind is a flurry of memories. Last you remember, the
Ward Theatre had become a place of nightmares, filled with ÆÆ In your Campaign Log, under “Chasing the Stranger,”
dangerous fanatics and strange terrors. Worried, you glance place one tally mark for each time The Man in the
at your surroundings, only to find yourself on the rain-slicked Pallid Mask was defeated during this scenario. For
curb outside the theatre. Despite the events from earlier, the the remainder of the campaign, keep a running tally
city seems normal to your eyes—or at least, what passes as of the number of times The Man in the Pallid Mask is
normal for Arkham. The bright glare of headlights drills into defeated during a game. Each tally will bring you one
your eyes as cars pass on the street, splashing dirty rainwater step closer to the truth.
onto the sidewalk beside you. The old man wears an expression ÆÆ Each investigator earns experience equal to the
of concern, noting the terror in your eyes. “Were you mugged? Victory X value of each card in the victory display.
Damn those trouble boys!” he exclaims. “Dry‑gulching folk on
Resolution 1: Fleeing from the theatre, you head straight to
a night out to the the-a-tre! Not a single street those hooligans
the police station in Easttown. Bursting through the door, to the
haven’t staked a claim on, I tell you.”
stares of onlookers and police officers alike, you demand to see
You stand and walk over to the front window of the Ward Sheriff Engle, stressing the importance of your visit. The desk
Theatre to tentatively peer through, but it is too dark to see sergeant, who is lazily working through a stack of paperwork,
anything inside. The elderly man eyes you curiously for a shakes his head and raises a finger in silence, then points to
moment, then shrugs and continues walking. “Well, I’d best a nearby chair. The wait is excruciating. Every moment is an
be on my way. I would do the same, if I were you,” he says, eternity. The hands of the nearby clock crawl. You drum your
rounding the street corner. You quickly follow, hoping to warn fingers on the desk. You tap your feet. You constantly peer over
him to stay away from the theatre. But when you turn the your shoulder to make sure the pallid mask of the Stranger is
corner, it is not the elderly man you see, but the familiar sight not watching you through the front window. Finally, the desk
of the Stranger in his featureless, pallid mask. His unwavering sergeant puts his pen down and sits up, beckoning you. “Alright,
gaze bears down upon you. “Who are you?” you call out. The what’s so important now?” You are only halfway through your
Stranger does not respond, but instead turns and disappears explanation of the night’s events when he sighs and shakes his
into the alleyway behind the theatre. You give chase, hoping for head. “Look, if this is some kind of joke, it ain’t funny,” he says.
answers, but by the time you reach the alleyway, it is empty— “We had officers downtown all night. Don’t try to feed me some
save for a notice on the wall near the theatre’s employee hooey straight to my face.” You insist, but the desk sergeant
entrance. “Don’t be a wet blanket! Come to The King in rises to his feet and opens the door, motioning for you to leave.
Yellow cast party. 8pm, at the home of Constance Dumaine, He raises his voice. “What, you think we’re not busy enough or
1452 Atlantic Avenue. Formal dress only.” You tear the notice something? Beat it!” He mumbles about “blind birds” behind
from the wall and take it with you, frustrated and lost. 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

4
can take to the police. You are surprised to find that the front the theatre to be in ruins, but its exterior looks the same as it
door of the theatre is locked. You are about to decide whether did when you arrived to see The King in Yellow earlier that
or not to break down the door when you see a notice on the night. You walk to the front window of the Ward Theatre and
wall near the entrance. “Don’t be a wet blanket! Come to The tentatively peer through, but it is too dark to see anything inside.
King in Yellow cast party. 8pm, at the home of Constance Just then, a chill brushes the nape of your neck, and you feel
Dumaine, 1452 Atlantic Avenue. Formal dress only.” You that you are being watched. You turn, and spot a shadow
tear the notice from the wall and fold it into your coat pocket, fleeing around the corner. A swarm of roaches skitters across
hoping it will lead you to the answers you seek. the sidewalk, following in the shadow’s wake. Your muscles
ÆÆ Did you really think the police would help you? tense with uncertainty, and you round the corner in pursuit.
ÆÆ In your Campaign Log, record that you tried to warn the Standing unconcerned on the sidewalk is a familiar-looking
police. Mark one Conviction in your Campaign Log. man in a featureless pallid mask.

ÆÆ If you “stole from the box office,” record in your His unwavering gaze bears down upon you. “Who are you?”
Campaign Log that the police are suspicious of you. you call out. The Stranger does not respond, and instead
turns and disappears into the alleyway behind the theatre.
ÆÆ In your Campaign Log, record that the Stranger is on You give chase, hoping for answers, but by the time you reach
to you. Add The Man in the Pallid Mask weakness to the alleyway, it is empty—save for a notice on the wall near
the lead investigator’s deck (does not count towards the theatre’s employee entrance. “Don’t be a wet blanket!
deck size). For the remainder of this campaign, any Come to The King in Yellow cast party. 8pm, at the home
time the bearer of The Man in the Pallid Mask leaves of Constance Dumaine, 1452 Atlantic Avenue. Formal dress
the campaign for any reason, choose a new investigator only.” You tear the notice from the wall and take it with you,
to become the bearer of The Man in the Pallid Mask hoping it will lead you to the answers you seek.
weakness, and add it to that investigator’s deck.
ÆÆ Do you think it was wise not to warn anyone?
ÆÆ In your Campaign Log, under “Chasing the Stranger,”
place two tally marks. For the remainder of the ÆÆ In your Campaign Log, record that you chose not to go
campaign, keep a running tally of the number of times to the police. Mark one Doubt in your Campaign Log.
The Man in the Pallid Mask is defeated during a game. ÆÆ In your Campaign Log, record that the Stranger is on
Each tally will bring you one step closer to the truth. to you. Add The Man in the Pallid Mask weakness to
ÆÆ Each investigator earns experience equal to the the lead investigator’s deck (does not count towards
Victory X value of each card in the victory display. deck size). For the remainder of this campaign, any
time the bearer of The Man in the Pallid Mask leaves
Resolution 2: You think about going to the police, but the campaign for any reason, choose a new investigator
considering the horrors in the theatre, they’re more likely to to become the bearer of The Man in the Pallid Mask
think you’re mad than to believe your story. A small part of you weakness, and add it to that investigator’s deck.
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 ÆÆ In your Campaign Log, under “Chasing the Stranger,”
what course of action to take, you find yourself backtracking place two tally marks. For the remainder of the
over your escape route, returning to the theatre with cautious campaign, keep a running tally of the number of times
steps. The bright glare of headlights drills into your eyes as cars The Man in the Pallid Mask is defeated during a game.
pass on the street, splashing dirty rainwater onto the sidewalk Each tally will bring you one step closer to the truth.
beside you. Soon the Ward Theatre comes into sight, its bright ÆÆ Each investigator earns experience equal to the
lights dominating the streets of Downtown. You expected Victory X value of each card in the victory display.

5
Scenario II: The Last King
Standalone Mode
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, If you are playing in Standalone Mode and do not wish
you put on your best clothes and head to 1452 Atlantic Avenue, where a to refer to any other setup/resolutions, you may use the
woman named Constance Dumaine is hosting an event in celebration of information below when setting up and playing this
the play’s one-night engagement in Arkham. scenario:
ÆÆ Assemble the chaos bag using the following tokens:
Setup +1, 0, 0, –1, –1, –1, –2, –2, –3, –4, 󲅻, 󲅻, 󲅻, 󲅽, 󲅿.
ÆÆ Gather all cards from the following encounter sets: The Last ÆÆ Randomly choose one of the following tokens: 󲅼, 󲆀,
King, Hastur’s Gift, Decay & Filth, The Stranger, Ancient Evils. or 󲅾. Add 2 of the chosen token to the chaos bag.
These sets are indicated by the following icons: ÆÆ The lead investigator adds The Man in the Pallid Mask
weakness (The Path to Carcosa #59) to his or her deck.

ÆÆ 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.
Suggested Location Placement
ÆÆ Shuffle the 5 Bystander assets ke bastien
— Moreau󲆁󲆁Ishimaru —Haruko 󲆁󲆁Jordan— 󲆁󲆁C
Costume Designer Perry onstan
lei — gh Clar 󲆁󲆁Se sioned ce Du

depicted here (Constance


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The sounds of conversation and warped music become muffled
Illus.
Jeff Lee
Johnson 5
76 The rancid smell of rotten food wafts under the dining room as you approach a lonely section of the manor. Leading to the
door, and you barely avoid losing your lunch. door of the gallery is a long hall adorned with many expensive
paintings, including one of Mrs. Dumaine herself.

Foyer. Place 1 clue on each of these assets, plus 1 additional


clue per investigator. Illus. Yoann Boissonnet © 2017 FFG Illus. Yoann Boissonnet © 2017 FFG

==Note: These cards are double-sided and have story cards on their Ballroom Courtyard Living Room

other side. For the best experience, do not look at the other side
unless an effect instructs you to do so.
ÆÆ Set the Dianne Devine enemy aside, out of play. LO C ATION LO C ATION LO C ATION

ÆÆ Place the 5 “Sickening Reality” Sickening Reality Sick


enin g Real
The distorted music grows louder as you approach the
ballroom. Inside, many of the guests are dancing, eating, and
enjoying themselves.
Looking out one of the windows, you spy the courtyard in the
center of the manor. You find yourself longing for fresh air.
Cigarette smoke and the sounds of idle chatter drift out of the
manor’s living room. You feel warmth behind the door.
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encounter cards on their other


Ashle me. STORY
the ga STORY STORY
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side. For the best experience,


do not look at the other side unless an effect instructs you to do so.
LO C ATION

The entrance hall is lavishly decorated, displaying the wealth


of the manor’s owners while still creating a welcoming

ÆÆ Shuffle the remainder of the encounter cards to build the


atmosphere. “Shall I take your coat?” the doorman asks as
you enter. It takes a moment before you realize the doorman
has only bloody stumps where he should have hands.

encounter deck. Illus. Chris Ostrowski © 2017 FFG

6
DO NOT READ Resolution 2: “Excuse me, but it’s very late,” you hear a
server say as he gently taps you on your shoulder. You realize
until the end of the scenario 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
If no resolution was reached and at least one be winding down. No music fills the halls, the food is all but
investigator resigned: Go to Resolution 1. gone, and only a few guests remain. “Perhaps you would like
If no resolution was reached because each investigator for me to get your coat?” the server asks with a trained smile.
was defeated: Go to Resolution 2. You wobble as you rise to your feet, leaning against the couch’s
armrest. Your head pounds with a dizzying intensity, and
Resolution 1: The brisk autumn air embraces you as you exit
your vision is spotted. You insist that you are fine, and begin
the manor. There is no doubt in your mind that the cast and
walking toward the foyer.
crew of The King in Yellow have become affected by madness.
Perhaps it’s getting to you, as well. You feel an encroaching You no longer see any of the guests you were searching for
darkness, a presence in your mind not unlike the gaze of the earlier, not even the hostess, Mrs. Dumaine. All traces of
Stranger. Startled, you peer about the front yard for the first the madness and horror you’ve experienced are gone. Even
time since escaping the manor. The scene is…different. The the oddities you witnessed upon entering the manor have
front windows are not smashed as they were when you first vanished—the signs of struggle, the broken windows, the
approached. The trail of blood you had noticed on the porch blood trail on the porch… Every piece of evidence has been
has been wiped clean, and instead of the disturbingly warped erased. But you still remember the night’s events, and in your
music you had heard upon entering, the soothing tones of slow memory you will find your answers.
jazz drift out from the courtyard. ÆÆ In your Campaign Log, under “VIPs Interviewed,”
ÆÆ In your Campaign Log, under “VIPs Interviewed,” record the name of each character you “interviewed.”
record the name of each character you “interviewed.” ÆÆ In your Campaign Log, under “VIPs Slain,” record
ÆÆ In your Campaign Log, under “VIPs Slain,” record the name of each unique Lunatic enemy in the victory
the name of each unique Lunatic enemy in the victory display.
display. ÆÆ Each investigator earns experience equal to the
ÆÆ Each investigator earns experience equal to the Victory X value of each card in the victory display.
Victory X value of each card in the victory display. ÆÆ For every 2 clues that were on the act deck when the
ÆÆ For every 2 clues that were on the act deck when the game ended, choose an investigator to earn 1 additional
game ended, choose an investigator to earn 1 additional experience point. Experience from this reward must be
experience point. Experience from this reward must be divided as evenly among the investigators as possible.
divided as evenly among the investigators as possible. ÆÆ Remove all 󲅼, 󲆀, and 󲅾 tokens from the chaos bag.
ÆÆ Proceed to Interlude I: Lunacy’s Reward. Then, add 1 󲅼 token, 1 󲆀 token, and 1 󲅾 token to the
chaos bag.
ÆÆ Skip Interlude I: Lunacy’s Reward, and proceed
directly to Scenario III: Echoes of the Past.

7
Resolution 3: Several days later, you find yourself
Interlude I: Lunacy’s Reward
reminiscing about the party you attended at 1452 Atlantic ÆÆ The investigators must decide (choose one):
Avenue. What a roaring good time you had! And yet, your
==Things seem to have calmed down. Perhaps we should go back
memory is hazy. You can’t help but feel you are forgetting
inside and investigate further.
something important. Something about the play you’d
Proceed to Lunacy’s Reward 1.
watched earlier that night—The King in Yellow. That
nagging sensation pursues you in every waking moment. Try ==I don’t trust this place one bit. Let’s block the door and get the
as you might to recall the night’s events in full, there remains hell out of here!
a gaping hole in your memory. As you strain to remember, Proceed to Lunacy’s Reward 2.
your concern grows, almost to the point of obsession. Deciding ==If these people are allowed to live, these horrors will only repeat
that you absolutely must know what occurred that night, themselves. We have to put an end to this. We have to kill them.
you head toward the manor of the Historical Society in Proceed to Lunacy’s Reward 3.
Southside. Perhaps there you can learn more about The King
in Yellow play… Lunacy’s Reward 1: The change in the atmosphere has you curious.
ÆÆ In your Campaign Log, under “VIPs Interviewed,” What if it was all a trick of your mind? What if the hauntings that
record the name of each character you “interviewed.” follow The King in Yellow are but transitory? The answers to all of
Then, cross off each of those names, since you forgot your questions might lie inside. Cautiously, you open the front door
everything that happened that night. to the manor once again. Reassuring jazz and the clamor of casual
conversation grow louder as you step inside. The enticing smell of roasted
ÆÆ In your Campaign Log, under “VIPs Slain,” record pork wafts through the air. As you suspected, the signs of struggle and
the name of each unique Lunatic enemy in the victory oddities you noticed before have vanished without explanation. Then, as
display. you turn the corner into the dining room, you find the Stranger speaking
ÆÆ Each investigator earns experience equal to the with another man—tall, mustached, wearing a fine black suit, and
Victory X value of each card in the victory display. 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
ÆÆ For every 2 clues that were on the act deck when the
it, you are running as fast as you can, toppling through the front doorway
game ended, choose an investigator to earn 1 additional
in a haze of pain and disorientation. Without time to catch your breath,
experience point. Experience from this reward must be
you race to your vehicle and speed away, hands trembling upon the
divided as evenly among the investigators as possible.
steering wheel.
ÆÆ Remove all 󲅼, 󲆀, and 󲅾 tokens from the chaos bag.
Then, add 1 󲅼 token, 1 󲆀 token, and 1 󲅾 token to the
ÆÆ Why would you go back inside?
chaos bag. ÆÆ In your Campaign Log, record that you intruded on a secret
meeting. Mark one Doubt in your Campaign Log.
ÆÆ Skip Interlude I: Lunacy’s Reward, and proceed
directly to Scenario III: Echoes of the Past. ÆÆ Remove all 󲅼, 󲆀, and 󲅾 tokens from the chaos bag. Then, add
2 󲅾 tokens to the chaos bag.
ÆÆ The story continues in Scenario III: Echoes of the Past.

8
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. Scenario III:
Swallowing your fear, you set to work barricading the front door of the
manor using several of the heavy stone benches lining the cobblestone
Echoes of the Past
path in the front yard. You hope it’s enough, but you aren’t willing to Your head throbs with a dull ache as you drive
stick around to find out. As soon as you’re done, you head back to your through the rainy streets of Arkham toward your
vehicle and drive toward Southside, where you hope to find answers. next destination. The threat of the Stranger looms
ÆÆ That door isn’t going to stop them. in your mind, and you find yourself glancing often
at your rear-view mirror, expecting to see the
ÆÆ In your Campaign Log, record that you fled the dinner party.
expressionless visage of his mask haunting you.
ÆÆ Remove all 󲅼, 󲆀, and 󲅾 tokens from the chaos bag. Then, add Instead, you see nothing but the misty, starless
2 󲆀 tokens to the chaos bag. night, and the deserted road behind you.
ÆÆ The story continues in Scenario III: Echoes of the Past. 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.
Lunacy’s Reward 3: You dare not risk stepping back inside that What was the message hidden inside that awful play, the meaning within
madhouse. But you can’t let the monstrosities run amok, either. You its madness? A lone detail worms its way to the forefront of your thoughts,
root through the open garage for a few supplies, finding an old hose, an one made apparent by the discussions you’d overheard at Ms. Dumaine’s
empty gasoline canister, and some matches. Knowing what you must do, estate—that tonight’s performance of The King in Yellow was not the
you first siphon some gas from Mrs. Dumaine’s Oakland 6-54A. You first Arkham had seen of the foul play. There had been at least one other
spread the gasoline across the front porch, inside the garage, and around performance, directed by the same man: Nigel Engram.
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 There is one place in Arkham where records are often kept of important
consumed by the flames. The sounds of crackling fire and snapping events occuring within the city: the Historical Society’s manor house in
wood and the screeching of dying horrors fills the street. Satisfied, you Southside. If there are any records of the previous show of The King in
head back to your vehicle and tear off toward Southside, full of grim Yellow, the Historical Society may have held onto them. Perhaps there
determination. you will find answers to the questions that burn in your mind.
ÆÆ You did what had to be done… Right? Check Campaign Log. If Sebastien Moreau is listed under VIPs
Interviewed:
ÆÆ In your Campaign Log, record that you slayed the monsters at the Proceed to Sebastien’s Information.
dinner party. Mark one Conviction in your Campaign Log.
Otherwise, skip to Setup.
ÆÆ In your Campaign Log, under “VIPs Slain,” record the names
of all five “VIPs,” if not already recorded there: Constance Sebastien’s Information: You recall what Sebastien told you during
Dumaine, Jordan Perry, Ishimaru Haruko, Sebastien Moreau, the dinner party. The King in Yellow had come to Arkham several
and Ashleigh Clarke. decades ago, long before the Ward Theatre was built. According to
ÆÆ Remove all 󲅼, 󲆀, and 󲅾 tokens from the chaos bag. Then, add him, it isn’t surprising that few people remember­—in fact, part of their
2 󲅼 tokens to the chaos bag. goal tonight was to bring The King in Yellow to a wider audience.
The Historical Society may have kept records pertaining to this earlier
ÆÆ The story continues in Scenario III: Echoes of the Past. 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.
ÆÆ After you put Entry Hall into play during setup, place 1  󲆃 clues
on it.
Proceed to Setup.

9
Setup
ÆÆ Gather all cards from the following encounter sets: Echoes of Standalone Mode
the Past, Cult of the Yellow Sign, Delusions, The Midnight Masks,
Locked Doors, and Dark Cult. These sets are indicated by the If you are playing in Standalone Mode and do not wish
following icons: to refer to any other setup/resolutions, you may use the
information below when setting up and playing this
scenario:
ÆÆ Assemble the chaos bag using the following tokens:
When gathering The Midnight Masks encounter set, only gather +1, 0, 0, –1, –1, –1, –2, –2, –3, –4, 󲅻, 󲅻, 󲅻, 󲅽, 󲅿.
the 5 treachery cards (2x False Lead and 3x Hunting Shadow).
Do not gather the location, act, agenda, or scenario reference
ÆÆ Randomly choose one of the following tokens (󲅼, 󲆀,
or 󲅾). Add 2 of the chosen token to the chaos bag.
cards from that set.
ÆÆ Randomly choose one Ground Floor Historical Society ÆÆ Sebastien Moreau is not listed under VIPs Interviewed or
VIPs Slain.
location, one Second Floor Historical Society location, and
one Third Floor Historical Society location. Remove those ÆÆ You did not flee the dinner party.
locations from the game, without looking at their revealed sides.
ÆÆ 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 Suggested Location Placement
begins play in the Entry Hall. Historical Society Quiet Halls Historical Society

ÆÆ Set the following cards aside, out of play: Hidden Library,


Possessed Oathspeaker, Mr. Peabody, The Tattered Cloak, and
Clasp of Black Onyx. LO C ATION
Third Floor.
LO C ATION
Third Floor.
LO C ATION
Third Floor.
Forced – When an enemy spawns at this Quiet Halls is connected to each other Forced – When an enemy spawns at this

ÆÆ Based on the number of players in the game:


location: Reveal this location. Third Floor location. location: Reveal this location.

An unadorned wooden door leads to one of the third floor Other than the creaking of the wooden floor beneath your An unadorned wooden door leads to one of the third floor
rooms used by the Historical Society. steps, the manor is eerily silent. rooms used by the Historical Society.

==If there is exactly 1 player in the game, no changes are made. Illus. Yoann Boissonnet © 2017 FFG Illus. Jokubas Uogintas © 2017 FFG Illus. Yoann Boissonnet © 2017 FFG

==If there are exactly 2 players in the game, search the gathered Historical Society Quiet Halls Historical Society
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 LO C ATION
Second Floor.
Forced – When an enemy spawns at this
LO C ATION
Second Floor.
Quiet Halls is connected to each other
LO C ATION
Second Floor.
Forced – When an enemy spawns at this
location: Reveal this location. Second Floor location. location: Reveal this location.

at a different Third Floor Historical Society location. An unadorned wooden door leads to one of the second floor
rooms used by the Historical Society.
Other than the creaking of the wooden floor beneath your
steps, the manor is eerily silent.
An unadorned wooden door leads to one of the second floor
rooms used by the Historical Society.

==If there are exactly 4 players in the game, search the gathered Illus. Yoann Boissonnet © 2017 FFG Illus. Jokubas Uogintas © 2017 FFG Illus. Yoann Boissonnet © 2017 FFG

encounter sets for 3 copies of Seeker of Carcosa. Spawn each


at different Second Floor or Third Floor Historical Society Historical Society Entry Hall Historical Society

locations.
ÆÆ Check Campaign Log. If you fled the dinner party: You arrive at
the Historical Society with time to spare; each investigator can LO C ATION
Ground Floor.
LO C ATION
Ground Floor.
LO C ATION
Ground Floor.

take 1 additional action during their first turn of this game.


Forced – When an enemy spawns at this Entry Hall is connected to each other Forced – When an enemy spawns at this
location: Reveal this location. Ground Floor location. location: Reveal this location.

An unadorned wooden door leads to one of the ground floor A long, warm hall and two grand staircases greet you as you An unadorned wooden door leads to one of the ground floor
rooms used by the Historical Society. enter the manor house of Arkham’s Historical Society. rooms used by the Historical Society.

ÆÆ Shuffle the remainder of the encounter cards to build the


encounter deck. Illus. Yoann Boissonnet © 2017 FFG Illus. Mark Molnar © 2017 FFG Illus. Yoann Boissonnet © 2017 FFG

10
ÆÆ In your Campaign Log, record that you left the onyx
DO NOT READ clasp behind. Mark one Doubt in your Campaign Log.
until the end of the scenario
ÆÆ Each investigator earns experience equal to the
If no resolution was reached (each investigator Victory X value of each card in the victory display.
resigned or was defeated): You barely escape the ÆÆ If Sebastien Moreau (Savage Hysteria) is in the victory
building with your body and mind intact, and flee to display, record his name in your Campaign Log, under
safety. Read Resolution 4. “VIPs Slain.”
Resolution 1: There are no coincidences when it comes to The ÆÆ Remove all 󲅼, 󲆀, and 󲅾 tokens from the chaos bag.
King in Yellow. There is no doubt in your mind that the object Then, add 2 󲆀 tokens to the chaos bag.
you’ve found is important. You decide to take it with you before
Resolution 3: The figure collapses to the ground, its warped,
continuing your investigation. The last record you find related to
melting body writhing in agony. It wheezes and cries out, a
the original production of The King in Yellow is a psychiatric
yellow glow emanating from inside its mouth and behind
evaluation of one Daniel Chesterfield, a stagehand who lost his
its eyes. “Daniel,” the thing says in its cracking voice. “Seek
wits after the final show. It seems he was admitted to the asylum
Daniel... Daniel Chesterfield, the stagehand, he remembers!”
after the production ended. Perhaps he’s still there…
Deep inside the man’s words, there is another voice behind it,
ÆÆ In your Campaign Log, record that you took the onyx whispering faintly in a melodic language. “Find him... He too
clasp. Mark one Conviction in your Campaign Log. has spoken the oath... The oath that doomed us all...!” With
For the remainder of the campaign, one investigator those final words, the skin melts off the man’s bones, and he
must include the Clasp of Black Onyx weakness in rattles to the floor.
his or her deck. This card does not count toward that
investigator’s deck size.
ÆÆ In your Campaign Log, record that you destroyed the
oathspeaker. Any one investigator may choose to add
ÆÆ Each investigator earns experience equal to the The Tattered Cloak to his or her deck. This card does
Victory X value of each card in the victory display. not count toward that investigator’s deck size.
ÆÆ If Sebastien Moreau (Savage Hysteria) is in the victory ÆÆ Each investigator earns experience equal to the
display, record his name in your Campaign Log, under Victory X value of each card in the victory display.
“VIPs Slain.”
ÆÆ If Sebastien Moreau (Savage Hysteria) is in the victory
ÆÆ Remove all 󲅼, 󲆀, and 󲅾 tokens from the chaos bag. display, record his name in your Campaign Log, under
Then, add 2 󲅼 tokens to the chaos bag. “VIPs Slain.”
Resolution 2: This investigation would make anybody ÆÆ Remove all 󲅼, 󲆀, and 󲅾 tokens from the chaos bag.
paranoid. Attributing some greater meaning to everything you Then, add 2 󲆀 tokens to the chaos bag.
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...

11
Resolution 4: The night’s events have left you exhausted.
Scenario IV:
You were unable to learn anything at the Historical Society’s
manor that could drive your investigation forward. Whoever
The Unspeakable Oath
those intruders were, they must have been looking for the same Check Campaign Log. If the followers of the
information you were. Distraught, you find your way to the sign have found the way forward: Read Intro 1.
closest bed you can find—in Ma’s Boarding House, not too Otherwise, skip to Intro 2.
far from the Historical Society. Dawn breaks as you reach the
boarding house, the front doorknob and ferns on the porch Intro 1: “Wake up, Daniel.” The words
covered in dew. You are lucky enough to get a vacant room for echo in your thoughts as you pace through the
the day, and soon you are fast asleep. disheveled room, trying to make sense of what
Suddenly, you are falling. Above and all around you, a you’d just experienced. You had awoken that
blinding radiance flares like an inferno. Your head twinges afternoon with a violent startle, your body shaking, bedsheets soaked
with pain and your vision swims with brilliant colors. Your with sweat. Although you’d slept a healthy eight-and-a-half hours, you
skin is singed by the flames. Below you, the abyss opens feel even more exhausted than you had the previous night. You catch a
and swallows you whole. You then find yourself in a dank, glimpse of your dark, bloodshot eyes in the mirror next to the dresser,
windowless cell, filled with a putrid stench. A man is huddled and wonder if you’ve gotten any real sleep at all.
in a corner of the room, shivering from the cold, or from the Who is Daniel, you wonder? The chamber from your dream looked
hopelessness of his situation, or perhaps both. “No mask,” he like a prison, but the man—Daniel—he seemed unhinged, as though
mutters over and over, “no mask, no mask...” You take a few he wasn’t in control of his mind. This led to only one conclusion: An
tentative steps forward, but before you can reach him, the asylum. Knowing you’ll get little rest here, you head towards Arkham
metal slot on his cell door slides open, and you hear an orderly Asylum, hoping your hunch is correct.
call to him. “Daniel, it’s time,” he says. “Daniel, wake up.
Continue to Intro 3.
Wake up, Daniel.” Then, you awaken.
ÆÆ In your Campaign Log, record that the followers of the Intro 2: Over the course of the next few days, you delve into the
sign have found the way forward. evidence you’ve collected, hoping to find any information regarding
ÆÆ Each investigator earns experience equal to the Daniel Chesterfield, a stagehand during the previous production of
Victory X value of each card in the victory display. The King in Yellow. As far as you can tell, he is the only surviving
Each investigator earns 1 bonus experience as he or member of that production’s cast and crew. The rest of them—that is,
she gains insight into the machinations of The King in those for whom you can find any records at all—disappeared or died
Yellow. soon after opening night in a variety of fashions connected only by their
morbidness. Freak accidents. Suicides. Vanishings.
ÆÆ If Sebastien Moreau (Savage Hysteria) is in the victory
display, record his name in your Campaign Log, under It would seem that Daniel is your only lead, if you are to investigate
“VIPs Slain.” further. According to the records you found, he was admitted to
Arkham Asylum many years ago. All documentation about Daniel’s
ÆÆ Remove all 󲅼, 󲆀, and 󲅾 tokens from the chaos bag. treatment seems to end there. You’re unsure if he’s even still alive.
Then, add 1 󲅼 token, 1 󲆀 token, and 1 󲅾 token to the Perhaps he was cured and released. You were hoping to avoid this, but
chaos bag. there seems to be only one way to find out. You collect your belongings
and head downtown, towards Arkham Asylum.
Continue to Intro 3.

12
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
Setup
clutches of this madhouse. He gives you a confused expression as you ÆÆ Gather all cards from the following encounter sets: The
tell him of The King in Yellow and of Daniel. But at your insistence, Unspeakable Oath, Hastur’s Gift, Inhabitants of Carcosa,
he pores through his file cabinet, eventually pulling out a stark white Delusions, Decay & Filth, and Agents of Hastur. These sets are
folder. Inside is a wealth of information about the patients admitted indicated by the following icons:
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
ÆÆ Set each Monster enemy among the gathered encounter sets
Doctor Mintz. But you can’t see him; his level is restricted to staff only.”
aside, in a separate pile. (There should be 7 Monster enemies,
You argue and insist to be let into the patient wing, knowing that Daniel
in total.)
must hold the key to understanding what is really going on.
ÆÆ Set each Lunatic enemy among the gathered encounter sets
The receptionist gives a pitying smile and relents, nodding to the
aside, in a separate pile. (There should be 7 Lunatic enemies, in
security guards nearby. “Oh, of course, of course,” he says with all
total.)
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 ÆÆ Randomly choose 1 copy of Asylum Halls (Eastern Patient
gentlemen will see you in.” Relieved that you will soon get the answers Wing) and 1 copy of Asylum Halls (Western Patient Wing).
you seek, you are escorted into the patient wing of Arkham Asylum… Remove those copies from the game. Put the remaining Asylum
Halls into play. Each investigator begins play at an Asylum
Check Campaign Log. If Constance Dumaine is listed under VIPs
Halls of his or her choice.
Interviewed:
Proceed to Constance’s Information. ÆÆ Set the following cards aside, out of play: Daniel Chesterfield,
and each copy of Patient Confinement.
Otherwise, skip to Setup.
ÆÆ Put the following locations into play: Mess Hall, Kitchen, Yard,
Constance’s Information: You recall what Constance had told you Garden, Infirmary, and Basement Hall (see suggested location
when you spoke with her during her hellish dinner party. She and the placement).
other members of the cast and crew had been told by the director, Nigel
ÆÆ Based on your difficulty level, add the following chaos token to
Engram, to take some kind of oath. At first, she’d written it off as the
the chaos bag, for the remainder of the campaign:
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 ==Easy: –2. ==Hard: –4.
to his credit, she claimed that it had worked; ever since they’d taken his ==Standard: –3. ==Expert: –5.
strange oath, she and the other members of the troupe felt much more
confident and full of spirit. Perhaps Daniel had a similar experience ÆÆ Check Campaign Log. Depending on the following
during the last production of The King in Yellow. You must speak with circumstances, a different version of Act 2 should be used in
him about this. this scenario. Each other version of Act 2 is removed from the
ÆÆ Each investigator places the top card of his or her deck game.
facedown in his or her play area, without looking at it. Treat ==If you took the onyx clasp, use Act 2—”The Really Bad Ones”
this card as a Courage asset with 0 cost, no icons, and 2 sanity. (v. I)
Discard this card if it leaves play for any reason. ==Otherwise, use Act 2—”The Really Bad Ones” (v. II)
Proceed to Setup. ÆÆ Shuffle the remainder of the encounter cards to build the
encounter deck.

13
“Exile”
Standalone Mode Some player cards must be exiled when they are used. When a
card is exiled, it is removed from the game and returned to your
If you are playing in Standalone Mode and do not wish
collection. During campaign play, a card that has been exiled must
to refer to any other setup/resolutions, you may use the
be purchased again with experience points (between scenarios)
information below when setting up and playing this
if you wish to re‑include it in your deck. If exiling 1 or more cards
scenario:
would reduce your deck below your investigator’s deck size, when
ÆÆ Assemble the chaos bag using the following tokens: purchasing cards between scenarios, you must purchase cards so
+1, 0, 0, –1, –1, –1, –2, –2, –3, –3, –4, 󲅻, 󲅻, 󲅻, 󲅽, 󲅿. that a legal deck size is maintained (when purchasing cards in this
ÆÆ Randomly choose one of the following tokens (󲅼, 󲆀, manner, you may purchase level 0 cards for 0 experience cost until a
or 󲅾). Add 2 of the chosen token to the chaos bag. legal deck size is reached).
ÆÆ Constance Dumaine is not listed under VIPs Interviewed
or VIPs Slain.
ÆÆ You did not take the onyx clasp.
ÆÆ Do not read Interlude II—Lost Soul.

14
Suggested Location Placement for The Unspeakable Oath
Garden

LO C ATION
Arkham Asylum.
The gate leading into the Garden is locked.
You cannot enter the Garden.

A lone statue stands sentinel over the garden. Cold wind


causes dead leaves to roll gently across the garden path.

Illus. Owen William Weber © 2017 FFG

Yard

LO C ATION
Arkham Asylum.

The fresh air and the illusion of freedom makes the asylum’s
courtyard a common gathering place for patients. Through
the barred windows, dead tree branches sway in the wind.
Gray, overcast skies trap the asylum in a dull limbo.

Illus. Matthew Cowdery © 2017 FFG

Kitchen Mess Hall Asylum Halls Asylum Halls Infirmary


Western Patient Wing Eastern Patient Wing

LO C ATION LO C ATION LO C ATION LO C ATION LO C ATION


Arkham Asylum. Arkham Asylum. Arkham Asylum. Arkham Asylum. Arkham Asylum.
The door leading into the Kitchen is locked.
You cannot enter the Kitchen. The pleasant atmosphere of the reception area disappeared The pleasant atmosphere of the reception area disappeared
A wide, open doorway leads into the asylum’s mess hall, as soon as Dr. Mintz shut the thick iron door behind them. as soon as Dr. Mintz shut the thick iron door behind them.
where patients would have their meals. It’s quieter than you The temperature dropped to a clammy chill, and a foul, sharp The temperature dropped to a clammy chill, and a foul, sharp The scratched plaque on this wooden door reads: “Infirmary.”
The narrow door in the back of the mess hall is locked. expected—there are no chairs scuffling, dishes clanking, or
The scent that strikes you from behind the door is foul stench hung in the air. stench hung in the air. This must be where the doctors treat their patients.
patients speaking with one another.
and repugnant. – Mallory O’Meara, The Investigators of Arkham Horror – Mallory O’Meara, The Investigators of Arkham Horror

Illus. Sebastian Rodriguez © 2017 FFG Illus. Sebastian Rodriguez © 2017 FFG Illus. David Auden Nash © 2017 FFG Illus. David Auden Nash © 2017 FFG Illus. Stanislav Dikolenko © 2017 FFG

Basement Hall

LO C ATION
Arkham Asylum.
The door leading into the Basement Hall is
locked. You cannot enter the Basement Hall.
Dank air drifted out of some of the darker hallways. Carolyn
asked, “Do some of these passageways lead underground?”
Nurse Heather nodded. “It’s a very old building, Doctor.”
– Mallory O’Meara, The Investigators of Arkham Horror

Illus. Stanislav Dikolenko © 2017 FFG

15
DO NOT READ Resolution 1: …And so ended the madness of The King in
Yellow.
until the end of the scenario
ÆÆ In your Campaign Log, record that the King claimed
Before resolving any other resolution, if at least 1 its victims.
investigator was defeated: The defeated investigators ÆÆ If there are not enough investigators to continue the
read Investigator Defeat first. campaign, the campaign is over and the players lose.
Investigator Defeat: “Doctor Mintz, the patient has been Otherwise, the campaign continues. (Each player
medicated and is ready to see you now.” Nurse Heather whose investigator has been driven insane must
opened the file on the desk nearby, taking a moment to review choose a new investigator from the pool of available
the patient’s records. investigators.)

“Any changes in the patient’s condition?” Doctor Mintz asked ÆÆ Check Campaign Log. If you took the onyx clasp,
in a monotone voice. A formality. Both knew the patient was choose a new investigator to take the clasp. That
beyond repair. investigator must include the Clasp of Black Onyx
weakness in his or her deck. This card does not count
“None. The patient’s delusions remain. Demanding to speak toward that investigator’s deck size.
with the Warden, claiming they are only guests, and rambling
about that play that aired the other night, The King in Yellow.” ÆÆ Each investigator earns experience equal to the
Victory X value of each card in the victory display.
“And their other crimes? The incident in the theatre? What
about 1452 Atlantic Ave?” ÆÆ If Constance Dumaine (A Little Too Sociable) is in the
victory display, record her name in your Campaign
“They believe they were attacked, and were defending Log, under “VIPs Slain.”
themselves.” Her voice was thick with pity. What could
have caused somebody to snap like this so quickly? None ÆÆ Remove all 󲅼, 󲆀, and 󲅾 tokens from the chaos bag.
of the patient’s records showed any prior history of mental Then, add 2 󲅼 tokens to the chaos bag.
instability. “Can you make any sense of it, Doctor?” ÆÆ Skip Interlude II: Lost Soul and proceed directly to
“Who could?” Doctor Mintz sighed and stood, grabbing the Scenario V: A Phantom of Truth.
file from his desk. “My job is not to understand. It is to cure. Resolution 2 (each defeated investigator should resolve
Perhaps my experimental procedures will prove fruitful Investigator Defeat first): You are confronted by a number
on this one.” The nurse winced and felt goosebumps on her of orderlies and security guards, who bar your escape. Feeling
arm. She knew how his procedures would turn out, and she cornered and trapped, you have no choice but to fight your
doubted it would prove anything. way through them. As you struggle to escape, several of the
ÆÆ Each investigator who was defeated is driven insane. patients nearby see their opportunity, and attack the guards
If there are not enough investigators to continue the with a crazed fury. Nurse Heather shrieks and retreats, and
campaign, the campaign is over and the players lose. 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,
ÆÆ If another resolution was reached, the remaining but you have no time for that yet.
investigators proceed to that resolution.
ÆÆ If no resolution was reached (each investigator was
defeated): Go to Resolution 1.

16
ÆÆ In your Campaign Log, record that the investigators
Interlude II: Lost Soul
were attacked as they escaped the Asylum. If the Ally version of Daniel Chesterfield was in play when the
ÆÆ Each investigator suffers 1 physical trauma as they are scenario ended, proceed to Daniel Survived.
assaulted by the Asylum’s guards. If the Lunatic version of Daniel Chesterfield was in play when the
ÆÆ Each investigator earns experience equal to the scenario ended, proceed to Daniel Was Possessed.
Victory X value of each card in the victory display. If neither version of Daniel Chesterfield was in play when the
scenario ended, proceed to Daniel Did Not Survive.
ÆÆ If Constance Dumaine (A Little Too Sociable) is in the
victory display, record her name in your Campaign Daniel Survived: You decide to lay low for some time in Ma’s
Log, under “VIPs Slain.” 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
ÆÆ Remove all 󲅼, 󲆀, and 󲅾 tokens from the chaos bag. asylum patient. Daniel is a loose cannon, dazed and unresponsive one
Then, add 2 󲆀 tokens to the chaos bag.
moment, and screaming for his life the next. It takes several days for him
ÆÆ Proceed to Interlude II: Lost Soul. to realize he’s no longer institutionalized, which for some reason makes
Resolution 3 (each defeated investigator should resolve him even more terrified. “He’s coming for me, he’s coming for me!” he
Investigator Defeat first): With the asylum staff distracted rambles, sometimes for hours at a time. Finally, during an unusually
and patients running amok, you are able to slip away without warm and starry night, Daniel is calm enough to open up to you. “The
being noticed. You escape deeper into the garden behind the King in Yellow, it’s not just a play,” he explains. “It’s a being named
asylum, where a two-story tall fence topped with barbed wire Hastur, and He’s already claimed me. But there’s still time for you. You
is all that separates you from the outside world. You have little are not yet possessed. You have yet to speak the Oath. Whatever you
time, and need to make it far away from the asylum before the do, speak not his name. Do not give in.” You ask him about the strange
guards return and spot you. Using a straitjacket you’d found events that have been happening across town, and of the cultists and
inside to cover the barbed wire, you scale the fence quickly, creatures you’ve encountered. “They are trying to find Carcosa,” he
breaking into a run as you make it to the other side. 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
ÆÆ In your Campaign Log, record that the investigators Hastur from His prison. But you!­—You can open the way to Carcosa
escaped the Asylum. before they do! You can seal Hastur for good!” He grips you tightly as he
ÆÆ Each investigator earns experience equal to the rants. “Quickly, before the Stranger discovers our plan!”
Victory X value of each card in the victory display. Hours later, Daniel is incoherent and unresponsive once more. You take
ÆÆ If Constance Dumaine (A Little Too Sociable) is in the a long walk to ease your thoughts, mulling over this new information.
victory display, record her name in your Campaign You’re unsure what to make of his wild claims. Before you can make a
Log, under “VIPs Slain.” 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
ÆÆ Remove all 󲅼, 󲆀, and 󲅾 tokens from the chaos bag. body limp. Judging from the bruising around his neck, you surmise that
Then, add 2 󲅾 tokens to the chaos bag.
he has been choked to death.
ÆÆ Proceed to Interlude II: Lost Soul. ÆÆ Each investigator earns 2 additional experience as they gain
insight into the machinations of the Tattered King.
ÆÆ 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.
17
Daniel Did Not Survive: You decide to lay low for some time in Ma’s When Cassilda speaks of the tattered king, Daniel has written:
Boarding House, unsure whether news of the events at the asylum will Hastur is the king in tatters
get out to the general public. You take this time to make extensive notes locked in his prison in the stars
of the events you’ve experienced thus far, including the brief dialogue seal him away and stop this madness!
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 Your mind swims with questions. How did he escape the asylum? How
muttered and screeched other phrases, as well. You doubt you’ll ever did he die? And why does he appear human to your eyes now? With
forget them. “He made us speak the Oath.” “The price was paid.” “They little time to spare, you clean the room of your belongings and flee.
are opening the path to Carcosa.” For hours, you think about Daniel’s Daniel’s words, which he begged you to heed, play out in your mind over
warning to you, which he begged you to heed: “Do not speak His name.” and over again.
His final moments play out in your mind over and over again. ÆÆ The investigators must decide (choose one):
ÆÆ The investigators must decide (choose one): ==Possession? Oaths? There must be another explanation for all
==Possession? Oaths? There must be another explanation for all of this. Proceed to Ignore the Warning.
of this. Proceed to Ignore the Warning. ==We must heed Daniel’s warning. We must not speak the
==We must heed Daniel’s warning. We must not speak the name of the King in Yellow. Proceed to Heed the Warning.
name of the King in Yellow. Proceed to Heed the Warning.
Ignore the Warning: For hours, you struggle with this insight into
Daniel Was Possessed: You decide to lay low for some time in Ma’s The King in Yellow. What is true? What is real? Only you can sort
Boarding House, unsure whether news of the events at the asylum will through this madness.
get out to the general public. You take this time to make extensive notes ÆÆ In your Campaign Log, record that you ignored Daniel’s
of the events you’ve experienced thus far, including the brief dialogue warning.
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 ÆÆ Mark two Doubt in your Campaign Log.
muttered and screeched other phrases, as well. You doubt you’ll ever ÆÆ Proceed to Scenario V: A Phantom of Truth.
forget them. “He made us speak the Oath.” “The price was paid.” “They
are opening 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
On the third night, you return to your room to find the door broken this madness.
open. You enter cautiously, wondering if the police are onto you. Or
worse, the Stranger. You are surprised to find the body of Daniel ÆÆ In your Campaign Log, record that you heeded Daniel’s warning.
Chesterfield instead, lying on the ground with a pained, wide-eyed ÆÆ Mark two Conviction in your Campaign Log.
expression on his face. He is dead. His eyes are bloodshot and yellow,
and he clutches a copy of The King in Yellow in his stiff hands. You ÆÆ Each investigator earns 1 additional experience as they gain
pry the playbook from his deathly grasp and examine it. Daniel has insight into the machinations of the Tattered King.
scribbled notes in the margins of each page, mostly incomprehensible, ÆÆ For the remainder of the campaign, any time an investigator
but with a few lucid standouts. The first time the fictional city of speaks the name of HASTUR aloud during a scenario
Carcosa is mentioned, scrawled next to it Daniel has written: (or during the setup of a scenario), that investigator must
*Carcosa is real immediately take 1 horror.
Do not let them open the path ÆÆ Proceed to Scenario V: A Phantom of Truth.

18
Scenario VI: You’ve found the records those investigators kept before their
incarceration, and picked up the trail where they left off. They had
A Phantom of Truth interviewed some of the cast and crew of The King in Yellow, and
discovered several pieces of vital information. Their research also
contains notes about their discoveries in Arkham’s Historical Society,
Check Campaign Log. If the King claimed its and accounts from their time spent in the asylum, including interactions
victims: Read Intro 1. with a patient named “Daniel Chesterfield.” After a long night of
Otherwise, skip to Intro 2. compiling and comparing notes, you fall into a deep slumber. In your
dreams, you are subjected to visions of Carcosa—its black stars, twin
Intro 1: Several months have passed since The suns, shattered moons, and twisted spires.
King in Yellow came to the Ward Theatre. You
and your companions have been investigating Continue to Dream 1. Don’t get lost.
the strange incidents that followed in its wake.
Intro 2: It has been several weeks since the events in the asylum, and
What you have found makes you question the wisdom of continuing
you are still no closer to the truth about The King in Yellow and
your investigation, but the truth calls out to you, and you cannot help
Carcosa. You have scoured the city for signs of the others Daniel had
but answer. It seems you weren’t the first to piece together the strange
mentioned—the ones who are “opening the path to Carcosa”—but
happenings surrounding The King in Yellow. Another group of
found nothing. Either the trail has gone cold, or they’re no longer in
investigators had been researching these events as well. Just a matter
Arkham. Perhaps Daniel truly was insane, and you are only following
of days after the performance in Arkham, they were admitted to the
him deeper down the rabbit hole. Every night, you toss and turn as you
asylum, ranting about the King’s return and the “monsters” that had
are subjected to vivid dreams of Carcosa­—its black stars, twin suns,
attacked them. Somehow this doesn’t surprise you. Their fate makes
shattered moons, and twisted spires.
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. Continue to Dream 1. Don’t get lost.

19
Dream 5: You peer in the mirror, and your reflection gives you a Dream 1: You fall through the empty abyss of Hali. Creatures of
curious glance. “Wait a second, this isn’t Dream 1,” you say. unknown and impossible origin lurk just beyond the darkness of your
Continue to Dream 1. sight. Hastur looms above you, magnificent and yet bound in his
prison of madness, manipulating your torturous descent with a sole
Dream 4: Smoke and embers float upwards into the starless night outstretched arm.
sky. The screams of burning creatures fill you with a horrid sense of Each investigator has earned the Lost Soul weakness
accomplishment. They almost sound human, you consider. But you (The Path to Carcosa #227) (does not count toward deck size).
know that isn’t true. Shuffle one copy of this weakness into each investigator’s deck.
Each investigator suffers 1 mental trauma. Continue to Dream 6. Continue to Dream 2.

Dream 8: You peer in the mirror, and the Stranger peers back at you. Dream 7: You find yourself inside the Arkham Police Department,
His gaze drills into your mind. The mirror shatters. desperately trying to explain to the desk sergeant what happened in the
Ward Theatre. He scoffs and refuses to believe you. “We know what
Check Campaign Log. If there are 3 or fewer tally marks under you’re really up to,” he says, and claps a pair of handcuffs over your
“Chasing the Stranger,” continue to Dream 9. wrists. “You’re under arrest for larceny. Boys, take ‘em away.” Several
If there are 4 or more tally marks under other cops flank you and prevent any escape. Your protests go unheard
“Chasing the Stranger,” continue to Dream 10. 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,”
Dream 12: You peer up at the stained glass, curious. What is the shape the desk sergeant shouts. He slams the door behind him, leaving you
of the shadow along the window? What is the meaning behind this with your spiraling thoughts. How did they find out? How could they
strange design? possibly know?
Mark one Doubt in your Campaign Log. Continue to Dream 13. Choose an investigator. The chosen investigator has earned the
Paranoia weakness (Core 97) (does not count toward deck size).
Dream 2: Constance takes your hand and pulls you onto the polished Shuffle 1 copy of this weakness into that investigator’s deck, if able.
dance floor. “Come now, don’t be shy. Tonight is a night for dancing! Continue to Dream 8.
For celebration!”
Dream 10: You chase the Stranger up a steep staircase of broken
Check Campaign Log. If the King claimed its victims, continue to
stone, a torrent of rain crashing upon your back as you run. Lighting
Dream 8.
flashes in the distance. A vortex of swirling black clouds looms above
If the above is not true, if you intruded on a secret meeting, continue to you, threatening to swallow the world whole. The masked man dashes
Dream 3. through a wide set of doors atop the stairs, and you follow close behind.
If you slayed the monsters at the dinner party, continue to Dream 4. 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
If none of the above are true, continue to Dream 6. it not?” the Stranger says quietly.

Dream 9: You chase the Stranger through dark, chilly passageways ÆÆ The investigators must decide (choose one):
composed of hundreds of thousands of skeletal bodies. Skulls watch ==“How could any of this be beautiful to you?” Continue to
as you run, their mouths rattling a mocking taunt as you pass. The Dream 11.
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. ==“What exactly am I looking at?” Continue to Dream 12.
Continue to Dream 13. Dream 3: “Ah, if it isn’t our esteemed guest,” the man with the
mustache 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.

20
Dream 13: Daniel’s voice calls out to you. “They are opening the path to Awakening: You awaken from your fitful dream, sweating and
Carcosa.” gagging. This cannot go on any longer. You have only one option if
Continue to Awakening. you are to continue your investigation. You must find Nigel Engram,
director of The King in Yellow, and architect of this madness. Only he
Dream 6: The lights of the theatre dim and a spotlight shines on the will have the answers you seek. You pack your bags and plan your trip to
stage. “Welcome, ladies and gentleman!” the creature exclaims. Its many Paris, the City of Lights.
tentacles reach across the stage, up into the rafters, and throughout the Check Campaign Log. If Jordan Perry is listed under VIPs
aisles. It tears the curtains down, and tattered red cloth falls over its Interviewed:
bulbous form. Proceed to Jordan’s Information.
Check Campaign Log. If the police are suspicious of you, continue to Otherwise, skip to Setup.
Dream 7.
Otherwise, continue to Dream 8. Jordan’s Information: According to Mr. Jordan Perry, who had
financed several performances of The King in Yellow across the world,
Dream 11: You avoid looking at the stained glass. If this vile man Nigel Engram was an eccentric and impassioned man, almost to the
considers it to be beautiful, it is probably some trap meant to ensnare point of mania. Rumor was, he hadn’t directed any other works since
your mind. You clench your fist until your knuckles are white and step discovering The King in Yellow. Jordan had first met with Mr. Engram
forward to confront the Stranger. at a café in Montparnasse, “L’agneau Perdu.” You travel there first,
hoping to find Mr. Engram...
Mark one Conviction in your Campaign Log. Continue to Dream 13.
ÆÆ Each investigator begins the game with 3 additional resources.
Instead of the normal starting location, each investigator
begins play at Montparnasse.
Proceed to Setup.

21
Setup Suggested Location Placement
ÆÆ Gather all cards from the following encounter sets: A Grand Guignol
Theatre of the Great Puppet
Canal Saint-Martin

Phantom of Truth, Evil Portents, Byakhee, The Stranger,


Agents of Hastur, and The Midnight Masks. These sets are
indicated by the following icons: LO C ATION LO C ATION
Paris. Montmartre Paris. Père Lachaise Cemetery

Le Théâtre du Grand-Guignol specializes in horror shows This underground canal connects the river Seine to the Canal
of a graphic and sometimes amoral nature. It is among the de l’Ourcq. An old, cracked staircase leads down to the
smallest venues in Paris, and one of the most popular. canal’s entrance.

Illus. Jeff Lee Johnson © 2017 FFG Illus. Vlad Ricean © 2017 FFG

When gathering The Midnight Masks encounter set, Opéra Garnier


LO C ATION
Paris. Rail. Le Marais
LO C ATION
Paris.

only gather the 5 treachery cards (2x False Lead and You’ve heard this district to be vibrant and friendly, but the The largest cemetery in Paris, and its first garden cemetery,

3x Hunting Shadow). Do not gather the location, act,


streets feel unusually lonely to you. Père Lachaise is as beautiful as it is haunting.

agenda, or scenario reference cards from that set. Illus. Matthew Cowdery © 2017 FFG Illus. Vlad Ricean © 2017 FFG

ÆÆ Check Campaign Log. If you have more (or equal) Doubt


LO C ATION LO C ATION
Paris. Rail. Paris. Rail.

than Conviction:
The Palais Garnier is an ornate architectural masterpiece,
and one of the most famous opera houses in the world. This historic district has recently become less aristocratic, but
Strangely, you find the main doors thrown wide open, and a the old architectural masterwork remains.
dark mist creeps out from the doorway.

==Search the gathered encounter sets for both copies of Illus. Nele Diel © 2017 FFG Illus. Uriah Voth © 2017 FFG

Twin Suns and all 3 copies of Hunting Shadow, and Gare d’Orsay Gardens of Luxembourg Notre-Dame

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. LO C ATION LO C ATION LO C ATION

ÆÆ If you have more Conviction than Doubt:


Paris. Rail. Paris. Paris. Rail.

The gardens of Luxembourg Palace contain hundreds of The most famous cathedral in all of Paris, and one of the finest
scattered statues, monuments, and fountains. It would examples of gothic architecture in the world, Notre-Dame
Built in 1900, this train station was the first urban station in make for a relaxing walk if you hadn’t come here to escape de Paris—“Our Lady of Paris”—is an icon of the city. Light
the world to use only electric trains. the winged creatures that screech and soar in the dark shines out from its stained glass windows, and you can hear a
sky overhead. pipe organ inside blaring a bizarre, chaotic melody.

==Search the gathered encounter sets for both copies of


Black Stars Rise and both copies of False Lead, and Illus. Jeff Lee Johnson © 2017 FFG Illus. Borja Pindado © 2017 FFG Illus. Lucas Staniec © 2017 FFG

remove them from the game. Montparnasse

==During this scenario, use Act 1—The Parisian Conspiracy (v. II).


The other version of Act 1 is removed from the game.
ÆÆ Choose one of the two Montmartre locations, one of the two LO C ATION
Paris. Rail.

Opéra Garnier locations, and one of the two Le Marais locations,


This area is known for its cafés and bars, and is often
frequented by starving artists. Perhaps some of these creative
types will become famous someday. Most, you assume, will
fade into obscurity.

at random. Put the chosen locations into play. Remove the other
versions of those locations from the game. Illus. Matthew Cowdery © 2017 FFG

ÆÆ 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.
ÆÆ Set the double-sided The Organist enemy aside, out of play.
ÆÆ If there are any remaining copies of the Lost Soul weakness, set
them aside, out of play.
ÆÆ Shuffle the remainder of the encounter cards to build the
encounter deck.

22
Standalone Mode DO NOT READ
If you are playing in Standalone Mode and do not wish to refer to until the end of the scenario
any other setup/resolutions, you may use the information below
when setting up and playing this scenario: If no resolution was reached (each investigator
ÆÆ Assemble the chaos bag using the following tokens: resigned or was defeated): You lose track of yourself
+1, 0, 0, –1, –1, –1, –2, –2, –3, –3, –4, 󲅻, 󲅻, 󲅻, 󲅽, 󲅿. within the city as you flee for your life. Your feet move of their
own accord. The beating of sinewy wings and screeching of
ÆÆ Randomly choose one of the following tokens (󲅼, 󲆀, or 󲅾).
Add 2 of the chosen token to the chaos bag. creatures above you spurs you onward. Soon you find yourself
running down a narrow avenue, passing a set of heavy iron
ÆÆ During setup, choose one: Doubt or Conviction. gates. You are in a dead end—a court with tall, old houses
==If Doubt is chosen, for the remainder of this scenario, you on either side. You turn back toward the entrance to find the
are considered to have more Doubt than Conviction.
shapes of many winged creatures barring your path. They are
==If Conviction is chosen, for the remainder of this scenario, perched on the gates and on the balconies above, awaiting
you are considered to have more Conviction than Doubt.
your doom. Walking with cold, sinister confidence, the man in
ÆÆ Throughout the setup of this scenario, there will be several black opens the iron gate and enters the court. His face gleams
references to events in your campaign log. None of these in the darkness. His eyes pierce your soul. For a moment, you
events happened. Additionally, there are no tally marks under
“Chasing the Stranger,” and Jordan Perry is not listed under recognize him for what he truly is. It is the last you remember
VIPs Interviewed or VIPs Slain. of that night.
ÆÆ Do not take the Lost Soul weakness as instructed during this ÆÆ Record in your Campaign Log that you did not escape
scenario’s introduction. the gaze of the phantom.
ÆÆ The lead investigator adds The Man in the Pallid Mask ÆÆ Remove all 󲅼, 󲆀, and 󲅾 tokens from the chaos bag.
weakness (The Path to Carcosa #59) to his or her deck.
Then, add 2 󲅾 tokens to the chaos bag.
ÆÆ If Jordan Perry (An Imposing Presence) is in the victory
display, record his name in your Campaign Log, under
“VIPs Slain.”
ÆÆ Each investigator earns experience equal to the
Victory X value of each card in the victory display.

23
Resolution 1: You can only assume this house belongs to Resolution 2: You can only assume this house belongs to Nigel
Nigel Engram, the director of The King in Yellow. At last, Engram, the director of The King in Yellow. At last, you have
you have finally found your quarry…and yet, it is little relief to finally found your quarry…and yet, it is little relief to your
your straining sanity. You feel like a dog being led by a leash, straining sanity. You feel like a dog being led by a leash, your
your fate decided by a cruel master who has long kept you in fate decided by a cruel master who has long kept you in the
the dark. You push these gloomy thoughts to the back of your dark. You push these gloomy thoughts to the back of your mind
mind and knock on Mr. Engram’s door. There is no response and knock on Mr. Engram’s door. A flock of magpies scatters
but a flock of magpies that scatter from the rooftop at the from the rooftop at the sudden noise. Then, to your surprise, the
sudden noise. You try the doorknob, hoping you won’t have to door opens.
resort to more forceful measures. To your surprise, you find the Across the threshold of the doorway stands a tall man with a
door unlocked. thick, brown mustache. A familiar silver-handled cane leans
Inside, Nigel’s home is a mess of notes, old books, and strange against the wall next to his coat hanger. “So it’s you,” he says.
diagrams. Covering the coffee table in his living room is an “Come in. I have expected you for some time now.” He turns
old, faded map, bearing many fold creases and tattered edges. away and walks toward his kitchen. You can hear a teapot
It looks to be an incomplete map of the catacombs beneath whistling, as though he’d been preparing for your arrival.
Paris, or at least a section of it. The food in his pantry is old You enter his home, unsure of what to do next. This gentle,
and rotten. There is no sign of anyone having lived here for unassuming man is not quite what you had expected. Nigel’s
years, and yet the ink upon the living room walls is wet and home is a mess of notes, old books, and strange diagrams.
fresh. Over and over, across nearly every inch of the wallpaper, Covering the coffee table in his living room is an old, faded
it reads: map, bearing many fold creases and tattered edges. It looks to
He is already here. be an incomplete map of the catacombs beneath Paris, or at
ÆÆ Record in your Campaign Log that you found Nigel’s least a section of it. Mr. Engram returns moments later with
home. 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
ÆÆ Remove all 󲅼, 󲆀, and 󲅾 tokens from the chaos bag. grin. You shake your head in response, but he doesn’t seem to
Then, add 2 󲅼 tokens to the chaos bag. notice. He paces back and forth around the room as he speaks
ÆÆ If Jordan Perry (An Imposing Presence) is in the victory rapidly. “He told me that you would be arriving soon. That I
display, record his name in your Campaign Log, under should… Prepare.” Nigel turns toward you as he reaches the
“VIPs Slain.” 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
ÆÆ Each investigator earns experience equal to the and steps inside, leaving you behind to interpret his cryptic
Victory X value of each card in the victory display. 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.

24
ÆÆ Record in your Campaign Log that you found Nigel Resolution 3: As the sun rises once more over the skyline of
Engram. Each investigator suffers 1 mental trauma Paris, you lose sight of the mysterious figure. Frustrated at
from the shock of their discovery. Each investigator your failure, you return to your hotel to sleep and recover from
earns 2 additional experience as they gain insight into the horrors of the past few nights. Your fitful dreams return—
the machinations of the Tattered King. dreams of Carcosa, of the King in Tatters, and of the shadowy
ÆÆ Remove all 󲅼, 󲆀, and 󲅾 tokens from the chaos bag. figure whom you had pursued through the streets of Paris.
Then, add 2 󲆀 tokens to the chaos bag. When you awaken, you are no longer in your hotel room.

ÆÆ If Jordan Perry (An Imposing Presence) is in the victory ÆÆ Record in your Campaign Log that you were unable to
display, record his name in your Campaign Log, under find Nigel.
“VIPs Slain.” ÆÆ Remove all 󲅼, 󲆀, and 󲅾 tokens from the chaos bag.
ÆÆ Each investigator earns experience equal to the Then, add 2 󲅾 tokens to the chaos bag.
Victory X value of each card in the victory display. ÆÆ If Jordan Perry (An Imposing Presence) is in the victory
display, record his name in your Campaign Log, under
“VIPs Slain.”
ÆÆ Each investigator earns experience equal to the
Victory X value of each card in the victory display.

25
Scenario VI: 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
The Pallid Mask semicircles, lined with exotic runes. Two wavy lines descend from the
design, leading into the skull’s lower jawbone. You recognize it as the
Check Campaign Log. If you did not escape the pattern Haruko had shown you. Wondering why it would appear here,
gaze of the phantom, or if you were unable to find you examine the skull in greater detail. As soon as you touch the underside
Nigel: Read Intro 1. of the skull’s jawbone, its mouth suddenly opens. Bones collapse to the
ground as the wall slides to reveal a new path.
If you found Nigel’s abode, or if you found Nigel
Engram, skip to Intro 2. ÆÆ Remember that “you opened a secret passageway.”
Proceed to Setup.
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
Setup
is “here” exactly? A shiver courses up your body, and your hair stands ÆÆ Gather all cards from the following encounter sets: The Pallid
on end. Rising to your feet, you take stock of your surroundings. Bones Mask, Ghouls, Hauntings, and Chilling Cold. These sets are
decorate the walls and ceiling around you, open-mouthed skulls peering indicated by the following icons:
back at you everywhere you look.
ÆÆ Record in your Campaign Log that you awoke inside the
catacombs. ÆÆ Find the Tomb of Shadows and the Blocked Passage (each one
Check Campaign Log. If Ishimaru Haruko is listed under VIPs is the revealed side of a Catacombs location). Set them aside,
Interviewed: out of play.
Proceed to Haruko’s Information. ÆÆ Check Campaign Log.
Otherwise, skip to Setup. ==If you awoke inside the catacombs: Put a random Catacombs
location (other than the set-aside Tomb of Shadows or
Intro 2: The contents of Nigel Engram’s home answer none of your Blocked Passage) into play, Catacombs side faceup. For the
questions about The King in Yellow, but do hint at where you should remainder of the scenario, that location is referred to as “the
head next. The old, tattered map you found on his coffee table depicts starting location.” Place a resource token on this location to
a section of the infamous Catacombs of Paris. One particular room mark it as the starting location. Do not place investigators
on the map has been circled with pen, and next to it is written: “The here yet.
key to opening the Path lies here!” You swallow your fear and head
immediately for the entrance to the catacombs underneath Rue de la ==If you entered the catacombs on your own: Find The Gate to
Tombe‑Issoire. Hell (it is the revealed side of a Catacombs location). Put
The Gate to Hell into play, Catacombs side faceup. For the
ÆÆ Record in your Campaign Log that you entered the catacombs on remainder of the scenario, The Gate to Hell is referred to as
your own. “the starting location.” Place a resource token on The Gate
Check Campaign Log. If Ishimaru Haruko is listed under VIPs to Hell to mark it as the starting location. Do not place
Interviewed: investigators here yet.
Proceed to Haruko’s Information.
Otherwise, skip to Setup.

26
ÆÆ Set all of the other locations aside as a separate “Catacombs Location Adjacency in the Catacombs
Deck.” To do this, perform the following:
==Shuffle the set-aside Tomb of Shadows, the set-aside Blocked During this scenario, locations will be arranged in a set pattern,
Passage, and 3 other Catacombs locations together to form with new locations from the Catacombs Deck emerging to the
the bottom 5 cards of the Catacombs Deck, Catacombs side left, right, above, or below existing locations, as they are revealed.
faceup. 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
==Then, place all of the other Catacombs locations on top, in a described, with no other locations in between them.
random order. All of the cards in the Catacombs Deck should
be showing only the Catacombs side, so that the players do A location that is next to another location in this manner is
not know which is which. considered adjacent. Locations are only adjacent orthogonally
(left, right, above, and below), and are not adjacent diagonally.
ÆÆ Each investigator begins play at the starting location. (Remember During this scenario, adjacent locations are considered to be
to trigger the Forced effect on that location when it is revealed.)If connected to one another.
“you opened a secret passageway,” choose a Catacombs location
adjacent to the starting location and reveal it. 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
ÆÆ The bearer of The Man in the Pallid Mask weakness searches his Catacombs Deck in one of multiple spots, and one of those spots is
or her deck for it and sets it aside, out of play. occupied by an existing location, you cannot choose that spot. You
ÆÆ Shuffle the remainder of the encounter cards to build the must choose a spot unoccupied by a location, if able. If all of the
encounter deck. specified spots are occupied by existing locations, the Forced effect
fails and no new Catacombs locations are put into play.

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:
ÆÆ Assemble the chaos bag using the following tokens:
+1, 0, 0, –1, –1, –1, –2, –2, –3, –3, –4, 󲅻, 󲅻, 󲅻, 󲅽, 󲅿.
ÆÆ Randomly choose one of the following tokens (󲅼, 󲆀, or 󲅾).
Add 2 of the chosen token to the chaos bag.
ÆÆ The lead investigator adds The Man in the Pallid Mask
weakness (The Path to Carcosa #59) to his or her deck.
ÆÆ You found Nigel’s abode / entered the catacombs on your own.
ÆÆ Ishimaru Haruko is not listed under VIPs Interviewed or
VIPs Slain.

27
ÆÆ Remove all 󲅼, 󲆀, and 󲅾 tokens from the chaos bag.
DO NOT READ Then, add 2 󲅾 tokens to the chaos bag.
until the end of the scenario ÆÆ If Ishimaru Haruko (Just Skin and Bones) is in the
If no resolution was reached (each investigator was victory display, record her name in your Campaign Log,
defeated): You are shaken awake by a police officer and under “VIPs Slain.”
lifted to your feet. You feel as though the weight of a train has ÆÆ Each investigator earns experience equal to the
slammed into your head. The pain is unbearable. The man Victory X value of each card in the victory display.
shines a flashlight in your eyes and asks you several questions Resolution 1: The burned skull holds the key to everything.
in French. Dazed as you are, you find it difficult to answer. He You are sure of it. You have tried every method available to
points toward the staircase nearby and pushes you away from you in studying the diagram it bears, but the answer eludes
the catacombs. You stumble onto the Rue de la Tombe‑Issoire you still. You have brought the skull to experts, occultists,
and slowly make your way to a hotel where you can stay the and professors. You have even tried speaking with the skull
night. on more than one occasion. Exasperated, you place the skull
Several days of research later, the meaning of the strange on your night table and try to get some sleep for the first time
diagrams you saw within the catacombs still escapes you. You since escaping the catacombs. As you fall asleep, you cannot
feel as though you have been led on a wild goose chase. Just as shake the sight of the diagram etched in the skull’s forehead.
you are about to give up, you see a faded yellow book on the You awaken with a spark of inspiration and rush to the
table nearest to you. You are stunned to discover that it is the Musée du Louvre, a famous Parisian museum housing tens
unabridged script of The King in Yellow. Drawn on the cover of thousands of paintings, drawings, and archaeological
in black ink is the very same diagram whose meaning you finds. You spend days exploring the museum—every display,
have been struggling to interpret for several sleepless nights. every collection, every single object of art that might hold a
Who had placed it here? How had it come to your hotel room? clue to the diagram’s meaning. Finally, you see it: a painting
Regardless, you know what you must do. The play holds the depicting a beautiful island town weathering a torrential
secrets—it has all along—and yet like a fool you have avoided storm. Waves crash against the stone of the outer wall, the tide
reading Act II out of superstition. Its words cannot harm you threatening to swallow the island whole. Lightning flashes
any more than the creatures and fanatics you have already around the tower of the abbey above the village. A whirlwind
encountered. Trembling, you open to the second part, and begin of black clouds churns in the sky above. The diagram from
to read. the burned skull you hold in your hands is recreated perfectly
ÆÆ In your Campaign Log, record that you know the site in the stained glass of the abbey. The title of the piece is “The
of the gate. Path Is Open.”
ÆÆ Each investigator must choose whether or not to read ÆÆ In your Campaign Log, record that you know the site
Act II of The King in Yellow. At least one investigator of the gate.
must read Act II. In your Campaign Log, record ÆÆ Remove all 󲅼, 󲆀, and 󲅾 tokens from the chaos bag.
the names of each investigator who chose to read Then, add 2 󲅼 tokens to the chaos bag.
Act II. Each investigator who read Act II searches
the collection for a random basic Madness or Pact ÆÆ If Ishimaru Haruko (Just Skin and Bones) is in the
weakness, and adds it to his or her deck (does not victory display, record her name in your Campaign Log,
count toward deck size). Each investigator who read under “VIPs Slain.”
Act II earns 2 additional experience as they gain ÆÆ Each investigator earns experience equal to the
insight into the machinations of the Tattered King. Victory X value of each card in the victory display.

28
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, 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!”
ÆÆ In your Campaign Log, record that you know the site
of the gate.Add two tally marks under “Chasing the
Stranger.”
ÆÆ Remove all 󲅼, 󲆀, and 󲅾 tokens from the chaos bag.
Then, add 2 󲆀 tokens to the chaos bag.
ÆÆ If Ishimaru Haruko (Just Skin and Bones) is in the
victory display, record her name in your Campaign Log,
under “VIPs Slain.”
ÆÆ Each investigator earns experience equal to the
Victory X value of each card in the victory display.

29
Scenario VII: Setup
Black Stars Rise ÆÆ Gather all cards from the following encounter sets: Black Stars
Rise, Evil Portents, Byakhee, Inhabitants of Carcosa, The Stranger,
The island commune of Mont Saint-Michel Dark Cult, and Ancient Evils. These sets are indicated by the
lies off the northwestern coast of France. It is following icons:
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 Be aware that some cards from the Black Stars Rise encounter
causeway that emerges from the sea. However, set have multiple versions, some with The Flood Below
by the time you reach the coast, the tide is much encounter set icon on their reverse side, and some with The
higher than you’d anticipated. Dark clouds cover the sky, and a distant Vortex Above encounter set icon on their reverse side. These
crash of thunder signals the start of the oncoming storm. You find a encounter sets are indicated by the following icons:
boat whose captain is willing to take you to the island, and prepare for
the ritual to come.
Check Campaign Log. If Ashleigh Clarke is listed under VIPs ÆÆ Based on your difficulty level, add the following chaos token to
Interviewed: the chaos bag for the remainder of the campaign:
Proceed to Ashleigh’s Information. ==Easy: –3. ==Hard: –6.
Otherwise, skip to Setup. ==Standard: –5. ==Expert: –7.
Ashleigh’s Information: You recall the night where this all began, ÆÆ Sort each copy of the following cards into two separate piles,
and your thoughts drift to the mesmerizing song Ashleigh sang that based on the encounter set icon on their reverse side: Agenda
night. Somehow you remember the lyrics perfectly after all this time, 2a—Let The Storm Rage, Agenda 2c—The Entity Above,
and its haunting melody is ingrained in your mind. “Above the city the Chapel of St. Aubert, and Abbey Tower.
storm clouds rage, and waves crash through the gilded cage… Below ==You should have two piles of exactly four cards. Each pile
the earth the salt water seeps, the shadows fall as the red sun sleeps…” should have one copy of each of the above listed cards. The
Studying the island that lies before you, illuminated by flashes of cards in the first pile should have The Flood Below encounter
lighting and assaulted by tumultuous waves, you can’t help but wonder set icon on their reverse side, and the cards in the second pile
if Ashleigh was singing about this very moment. should have The Vortex Above encounter set icon on their
ÆÆ During this scenario, as a 󲅺 triggered ability, an investigator reverse side.
may remove 1 doom from an agenda in play. (Group limit once ==Flip each pile over so that only the Black Stars Rise encounter
per game.) set icon is showing. Randomize the two piles so you cannot
Proceed to Setup. 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.
ÆÆ 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).

30
ÆÆ Set the following cards aside, out of play: Both act cards (Act 3a Dual Agendas
and Act 3c), Beast of Aldebaran, each copy of Tidal Terror, each
copy of Rift Seeker, Cloister, Knight’s Hall, Abbey Tower, and During this scenario, there are two agenda decks. One represents a
Chapel of St. Aubert (remember to use the versions of Abbey Tower means for you and your allies to open the path to Carcosa, and leads
and Chapel of St. Aubert that were randomly chosen earlier). to one of the two set-aside act cards. The other represents a means
ÆÆ Choose one of the two Choeur Gothique locations, at random, for Hastur to escape into our world, and spells demise for Earth.
and set it aside. Remove the other version of Choeur Gothique When playing this scenario, while there are two agenda decks in
from the game. play, players must observe the following additional rules:
ÆÆ Choose one of the two North Tower locations, one of the ==Whenever 1 or more doom is placed on “the current agenda,”
two Outer Wall locations, and one of the two Broken Steps the players may decide which of the two agendas to place this
locations, at random. Put the chosen locations into play. doom on.
Remove the other versions of those locations from the game.
==Doom on cards other than the two agendas (such as enemies,
Then, put the remaining locations (Porte de l’Avancée, Grand
locations, or assets) count towards the doom threshold of
Rue, and Abbey Church) into play. (See next page for suggested
both agendas.
placement.) Each investigator begins play at Porte de l’Avancée.
==When one agenda advances, doom on the other agenda is
ÆÆ Each investigator searches the collection for a random basic not removed. All other doom in play is removed.
Madness, Pact, Cultist, or Detective weakness, and adds it to his
or her deck. ==If the doom thresholds of both agendas are satisfied during
the “Check doom threshold” step of the Mythos phase, choose
ÆÆ Shuffle the remainder of the encounter cards to build the only one agenda to advance. Then, once you have completed
encounter deck.
advancing that agenda, check the doom threshold of the other
agenda and advance it if its doom threshold is still satisfied.

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:
ÆÆ Assemble the chaos bag using the following tokens:
+1, 0, 0, –1, –1, –1, –2, –2, –3, –3, –4, –5, 󲅻, 󲅻, 󲅻, 󲅽, 󲅿.
ÆÆ Randomly choose one of the following tokens (󲅼, 󲆀, or 󲅾).
Add 2 of the chosen token to the chaos bag.
ÆÆ The lead investigator adds The Man in the Pallid Mask
weakness (The Path to Carcosa #59) to his or her deck.
ÆÆ Do not take any additional weaknesses as instructed in
this Setup.
ÆÆ Ashleigh Clarke is not listed under VIPs Interviewed or VIPs Slain.

31
Suggested Location Placement for Black Stars Rise
North Tower

LO C ATION

The north tower along the outer wall overlooks the town on
one side and the tumultuous waters on the other. Freezing
rain has made this path slippery and dangerous to follow.

Illus. Andreas Rocha © 2017 FFG

Abbey Church Broken Steps Outer Wall

LO C ATION LO C ATION LO C ATION

The path leading to the Abbey Church is


blocked. As an additional cost for you to enter the
Abbey Church, investigators at Broken Steps must Bolts of lightning silhouette the abbey above. A path of long,
spend 3 󲆃󲆃 clues, as a group. The outer wall of the city defends it from the wrath of the
winding steps leads up the hill, branching into multiple routes tides, and also from conquering invaders.
as you draw nearer to the abbey.
You’ll have to find a path not blocked by debris and rubble in
order to reach the abbey.

Illus. Nele Diel © 2017 FFG Illus. Andreas Zafiratos © 2017 FFG Illus. Stanislav Dikolenko © 2017 FFG

Grand Rue

LO C ATION

Mont Saint-Michel’s main road courses around the abbey,


lined with shops and homes for fishermen and farmers.

Illus. Andreas Rocha © 2017 FFG

Porte de l’Avancée

LO C ATION

This gateway serves as an entrance to the Grand Rue during


high tide, when a boat is the only means of reaching the city.

Illus. Jose Vega © 2017 FFG

32
DO NOT READ Resolution 3: When you awaken, you are sitting in the
choeur gothique of Mont Saint-Michel’s abbey. No rain pelts
until the end of the scenario the glass of the windows above, and you hear no thunder, nor
the screeching of winged horrors overhead. Somehow, you had
If no resolution was reached (each investigator was escaped the island’s certain doom. You creep to the door of
defeated): Go to Resolution 3. the abbey and open it with trepidation. A dazzling light sears
Resolution 1: You hold your breath as you swim through your eyes, and you lift your hand to block the glare of two suns.
freezing water toward the spires below. As you get closer, you You stand overlooking the Lake of Hali. Black stars hang in
see ripples throughout the water, as though you are peering the heavens above. Beyond, over leagues of tossing cloud-
into a reflection upon the sea’s surface. You break through the waves, the towers of Carcosa rise behind the shattered moon.
surface and gasp as air fills your lungs. ÆÆ You’ve met with a terrible fate, haven’t you?
ÆÆ In your Campaign Log, record that you opened the ÆÆ In your Campaign Log, record that the realm of
path below. Carcosa merged with our own, and Hastur rules over
ÆÆ Remove all 󲅼, 󲆀, and 󲅾 tokens from the chaos bag. them both.
Then, add 2 󲅼 tokens and 2 󲆀 tokens to the chaos bag. ÆÆ Each investigator is driven insane.
ÆÆ If Ashleigh Clarke (Songs Die Unheard) is in the ÆÆ The investigators lose the campaign.
victory display, record her name in your Campaign
Log, under “VIPs Slain.”
ÆÆ Each investigator earns experience equal to the
Victory X 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.
ÆÆ In your Campaign Log, record that you opened the
path above.
ÆÆ Remove all 󲅼, 󲆀, and 󲅾 tokens from the chaos bag.
Then, add 2 󲅼 tokens and 2 󲅾 tokens to the chaos bag.
ÆÆ If Ashleigh Clarke (Songs Die Unheard) is in the
victory display, record her name in your Campaign
Log, under “VIPs Slain.”
ÆÆ Each investigator earns experience equal to the
Victory X value of each card in the victory display.

33
Scenario VIII: Setup
Dim Carcosa ÆÆ Gather all cards from the following encounter sets: Dim
Carcosa, Delusions, Cult of the Yellow Sign, Inhabitants of
Check Campaign Log. If you opened the path Carcosa, Agents of Hastur, and Striking Fear. These sets are
below: Read Intro 1. indicated by the following icons:

If you opened the path above, skip to Intro 2.

Intro 1: You swim to the edge of the water and ÆÆ Check Campaign Log. Depending on the following
throw yourself upon the rocky shore, gasping circumstances, a different version of Act 2 should be used in
for air. You lie there for some time, utterly this scenario. Each other version of Act 2 is removed from the
exhausted. Every muscle in your body aches. game.
Before you lies a desolate expanse of plain. In the distance, the alien ==If you have 5 or less total Doubt and Conviction, use
spires of a warped city rise into the clouds. Behind you, the dark surface Act 2—Search For the Stranger (v. I)
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 ==If you have 6 or more total Doubt and Conviction, and you
where you’d made the leap, or of Mont Saint-Michel, or even of Earth. have more Doubt than Conviction, use Act 2—Search For
This is Carcosa—the realm of madness in the stars, where Hastur the Stranger (v. II)
reigns supreme. ==If you have 6 or more total Doubt and Conviction, and you
Skip to Setup. have more Conviction than Doubt, use Act 2—Search For
the Stranger (v. III)
Intro 2: You land on a piece of black obsidian stone winding up a ==If you have 6 or more total Doubt and Conviction, and
dark spire. You cough blood and feel a searing pain in your gut, as you have exactly equal Doubt and Conviction, you may
though you’d broken a rib. Before you lies a warped, alien city. Its choose to use either Act 2—Search For the Stranger (v. II) or
twisting streets and aberrant architecture have no semblance of order Act 2—Search For the Stranger (v. III)
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 ÆÆ Randomly put 1 copy of Bleak Plains, 1 copy of Dim Streets, 1
clouds, flipped upside-down. This is Carcosa—the realm of madness in copy of Ruins of Carcosa, and 1 copy of Depths of Demhe into
the stars, where Hastur reigns supreme. play. (See next page for suggested location placement.) Set each
other copy of Bleak Plains, Dim Streets, Ruins of Carcosa and
Proceed to Setup. Depths of Demhe aside, out of play.
ÆÆ 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.
ÆÆ The bearer of The Man in the Pallid Mask weakness searches his
or her deck for it and sets it aside, out of play.
ÆÆ Set the following cards aside, out of play: Hastur (The King in
Yellow), Hastur (Lord of Carcosa), Hastur (The Tattered King),
and Beast of Aldebaran.

34
ÆÆ Check the number of tally marks under “Chasing the Stranger”
in your Campaign Log.
Standalone Mode
==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 If you are playing in Standalone Mode and do not wish
1a. to refer to any other setup/resolutions, you may use the
information below when setting up and playing this
==If there are between 6-8 tally marks, add 1 doom to agenda scenario:
1a.
ÆÆ Assemble the chaos bag using the following tokens:
==If there are 9 or more tally marks, no change is made. +1, 0, 0, –1, –1, –1, –2, –2, –3, –3, –4, –5, 󲅻, 󲅻, 󲅻, 󲅼,
ÆÆ Each investigator takes direct horror equal to half his or her 󲅼, 󲅽, 󲅿.
sanity, rounded down (cannot be prevented). This horror cannot ÆÆ During setup, choose one: Doubt, Conviction, or
cause you to become defeated (see “Sanity in the Realm of neither.
Carcosa,” below).
==If Doubt is chosen, for the remainder of this
ÆÆ Shuffle the remainder of the encounter cards to build the scenario, you are considered to have 8 Doubt and 0
encounter deck.Locations in Dim Carcosa Conviction.
Each of the locations in this scenario have no unrevealed side, and ==If Conviction is chosen, for the remainder of this
therefore enter play with their revealed side faceup. Instead of an scenario, you are considered to have 8 Conviction
unrevealed side, these locations have story cards on their reverse and 0 Doubt.
sides. Whenever a location in Dim Carcosa enters play (including
during setup), place clues on that location equal to its clue value, as ==If neither is chosen, for the remainder of this
normal. scenario, you are considered to have 0 Conviction
and 0 Doubt.
Sanity in the Realm of Carcosa ÆÆ Randomly choose one of the following options:
In the twisted and madness-inducing realm of Carcosa, insanity ==You opened the path below. Add 2 󲆀 tokens to the
is an inevitability. But even with your mind fractured and broken, chaos bag.
your investigation does not end here. During this scenario, ==You opened the path above. Add 2 󲅾 tokens to the
investigators are not defeated when they have horror on them chaos bag.
equal to or greater than their sanity. Investigators may continue
ÆÆ The lead investigator adds The Man in the Pallid Mask
to take horror even in excess of their sanity. While an investigator
weakness (The Path to Carcosa #59) to his or her deck.
has more horror on them than sanity, their “remaining sanity” is
considered to be 0. ÆÆ There are no tally marks under “Chasing the Stranger.”
ÆÆ Do not read the campaign epilogue, even if you win
the scenario.

35
Suggested Location Placement
DO NOT READ
until the end of the scenario
Dark Spires

If no resolution was reached (each investigator was


3 LO C ATION 2 󲆃󲆃
defeated): Check Campaign Log.
Otherworld.

Night fell and the hours dragged on, but still we murmured
to each other of the King and the Pallid Mask, and midnight
sounded from the misty spires in the fog-wrapped city.
ÆÆ If you have more (or equal) Conviction than Doubt,
go to Resolution 4.
– Robert W. Chambers, “The Yellow Sign,”
The King in Yellow

Illus. Lukasz Jaskolski © 2017 FFG 21/36 330

ÆÆ If you have more Doubt than Conviction, go to


Depths of Demhe
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
4 1󲆃󲆃
scarcely bring yourself to look at it. You remember everything
LO C ATION
Otherworld.
While you are at Depths of Demhe, you
cannot play fast cards.

Don’t look up.


now—how it all began, how it ended, and everything in
between. There is only one thing left to do. You hurl the mask
Illus. Lukasz Jaskolski © 2017 FFG 20/36 329
into the air with all of your strength and watch as it flies into
Dim Streets Palace of the King Ruins of Carcosa
the tempest-tossed waves below.
ÆÆ In your Campaign Log, record that the investigators
prevented Hastur from escaping his prison.

2 LO C ATION 1󲆃󲆃 2 LO C ATION 3󲆃󲆃 2 LO C ATION 1󲆃󲆃


ÆÆ In your Campaign Log, record the names of each
Otherworld.
Forced – After you discover the last
remaining clue on Dim Streets: Lose 1 action.
Otherworld.
Palace of the King cannot be flipped over
unless Hastur has at least 5 󲆃󲆃 damage on him.
Otherworld.
Forced – After you discover the last
remaining clue on Ruins of Carcosa: Take
1 damage.
investigator who ended the game with at least 1 copy
I pray God will curse the writer, as the writer has cursed the
The streets twist and churn without any semblance
of logic or reason.
world with this beautiful, stupendous creation, terrible in its
simplicity, irresistible in its truth…
– Robert W. Chambers, “The Repairer of Reputations,”
So old seemed these relics, these vestiges of vanity and
memorials of affection and piety, so battered and worn
and stained…
of the Possession treachery in his or her hand.
The King in Yellow – Ambrose Bierce, “An Inhabitant of Carcosa”

Illus. Juan Carlos Barquet © 2017 FFG 18/36 328 Illus. Alexandr Elichev © 2017 FFG 22/36 331 Illus. Vlad Ricean © 2017 FFG 14/36 327
ÆÆ Each investigator suffers 2 physical trauma and 2
mental trauma, as he or she never fully recovers from
Bleak Plains
his or her time spent in Carcosa, the realm of madness.
ÆÆ Each investigator earns experience equal to the
Victory X value of each card in the victory display.
4 LO C ATION
Otherworld.
1󲆃󲆃 Each investigator earns 5 bonus experience, as he or
While you are at Bleak Plains, you cannot
play Ally assets.
On every side of me stretched a bleak and desolate expanse
she has truimphed over his or her own self—the most
of plain, covered with a tall overgrowth of sere grass, which
rustled and whistled in the autumn wind…
– Ambrose Bierce, “An Inhabitant of Carcosa” dangerous of foes.
Illus. Lukasz Jaskolski © 2017 FFG 11/36 326
ÆÆ The investigators win the campaign!
Shores of Hali

3 LO C ATION 2󲆃󲆃
Otherworld.
Along the shore the cloud waves break,
The twin suns sink behind the lake,
The shadows lengthen
In Carcosa
– Robert W. Chambers, The King in Yellow

Illus. Guillaume Ducos © 2017 FFG 10/36 325

36
Resolution 2: A roar of applause startles you awake. The Resolution 3: When you awaken, you are sitting in the
crowd of the theatre rises to their feet, cheering endlessly. choeur gothique of Mont Saint-Michel’s abbey. No rain pelts
Several patrons in the front row are throwing roses to the the glass of the windows above, and you hear no thunder, nor
actors on stage, who are bowing with wide smiles across their the screeching of winged horrors overhead. Somehow, you
faces. A searing headache crawls through your temples. How have escaped. You creep to the door of the abbey and open it
did you get back here? Were you in the theatre all along? with trepidation. A dazzling light sears your eyes, and you lift
What about the dinner party? The asylum? The catacombs?… your hand to block the glare of the sun. You stand overlooking
Carcosa? Was it all just a terrible dream? beautiful Mont Saint-Michel. Seagulls fly over the abbey
You exit the auditorium before the crowd rushes to do the under a backdrop of cloudless sky. The waters around the
same. Dizziness and exhaustion harries your senses. The abbey are calm and azure-blue.
weight of your lengthy investigation is crushing your mind. By “I’ve been looking all over for you!” You hear a voice exclaim
the time you finally reach the lobby, you are clawing your way behind you. You turn with a startle. For a moment you expect
across the ground. Just then, a man in an elegant suit reaches to see the Stranger and his Pallid Mask, but instead, the boat
down and grabs you by your arm, pulling you to your feet. You captain you’d hired to take you to Mont Saint-Michel stands
are about to thank him when you realize who he is. The sight at the edge of the steps, smiling at you. “Are you ready to head
of him causes you to stagger backward in horror momentarily. back?”
The actor who plays the role of the Stranger is still wearing ÆÆ In your Campaign Log, record that the investigators
his pale, featureless mask. He gives you a wordless bow, then prevented Hastur from escaping his prison.
turns and leaves through the Ward Theatre’s front entrance.
ÆÆ In your Campaign Log, record the names of each
ÆÆ In your Campaign Log, record that the investigators investigator who ended the game with at least 1 copy
prevented Hastur from escaping his prison. of the Possession treachery in his or her hand.
ÆÆ In your Campaign Log, record the names of each ÆÆ Each investigator suffers 2 physical trauma, as he or
investigator who ended the game with at least 1 copy she never fully recovers from his or her time spent in
of the Possession treachery in his or her hand. Carcosa, the realm of madness.
ÆÆ Each investigator suffers 2 mental trauma, as he or ÆÆ Each investigator earns experience equal to the Victory
she never fully recovers from his or her time spent in X value of each card in the victory display. Each
Carcosa, the realm of madness. investigator earns 5 bonus experience, as he or she has
ÆÆ Each investigator earns experience equal to the Victory learned the truth behind The King in Yellow.
X value of each card in the victory display. Each ÆÆ The investigators win the campaign!
investigator earns 5 bonus experience, as he or she has
learned the truth behind The King in Yellow.
ÆÆ The investigators win the campaign!

37
Resolution 4: When you awaken, you are sitting in the Resolution 5: The outside world will never know how you
choeur gothique of Mont Saint-Michel’s abbey. No rain pelts tried to save them. They treat you with pity, with scorn and
the glass of the windows above, and you hear no thunder, nor contempt, but you know the truth. They are resigned to their
the screeching of winged horrors overhead. Somehow, you hideous fate, but still you try day after day to bring them
have escaped the island’s certain doom. You creep to the door your message. You must warn them of The King in Yellow,
of the abbey and open it with trepidation. A dazzling light of Hastur and of Carcosa. “Another lost soul,” they say, but
sears your eyes, and you lift your hand to block the glare of they cannot possibly fathom what you have gone through in
two suns. You stand overlooking the Lake of Hali. Black stars your attempt to save them. You warn them that he is coming
hang in the heavens above. Beyond, over leagues of tossing to claim them, but they never believe you. You write of
cloud-waves, the towers of Carcosa rise behind the shattered Aldebaran and of the black stars on the wall of your cell, but
moon. the words become faded as the years go by. Your warning is
ÆÆ You’ve met with a terrible fate, haven’t you? never heeded.

ÆÆ In your Campaign Log, record that the realm of ÆÆ You didn’t really think you could escape, did you?
Carcosa merged with our own, and Hastur rules over ÆÆ In your Campaign Log, record that Hastur has you in
them both. his grasp.
ÆÆ Each investigator is driven insane. ÆÆ Each investigator is driven insane.
ÆÆ The investigators lose the campaign. ÆÆ The investigators lose the campaign.

38
Design Notes The second way we evoke the unreliable narrator is through the
use of Doubt and Conviction. These decisions call upon the
Congratulations on completing The Path to Carcosa campaign! This players to question whether or not what they are reading is real,
campaign is very special to me because it focuses on the work of just like Chambers did in The King in Yellow. These decisions alter
Robert W. Chambers in his notorious compilation of short stories, the campaign’s story to suit your own beliefs. If you believe your
The King in Yellow. These stories were my first exposure to the investigator to be mad, perhaps that is how things will turn out.
greater Mythos, and I absolutely adore every one of them. In addition to adding replay value to the campaign, this sends an
interesting message about the very nature of delusion and insanity.
For this campaign, I really wanted to capture the madness and
insanity of The King in Yellow, both mechanically in the campaign’s Now that you have played through the campaign once, I invite you
game text, and also in its story text. I wanted to inspire in the to play through a second time with these notes in mind. There are
players the same feelings Chambers evoked in his own work. There many interpretations of the story that can be created­­—several of
are obvious references, of course: for example, players might find which I do not even mention in these notes. Each interpretation has
the clasp of black onyx from “The Yellow Sign,” and the scenario its own hints littered throughout the campaign. What was Nigel
“A Phantom of Truth” is largely inspired by “In the Court of the Engram’s endgame, if any? What was “the secret” that allowed you
Dragon.” But these references are just a small way we pay homage do defeat Hastur? Feel free to post your theories online, but be
to The King in Yellow. wary not to spoil the campaign’s surprises for others!

One of the tools Chambers is famous for using in The King in Yellow We hope you’ve enjoyed delving into the mysteries of The King in
is the concept of the “unreliable narrator.” This is the idea that Yellow, and look forward the next campaign to come. It will be an
you—the reader—cannot trust that every word you are reading is adventure.
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 Constance 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 interpreted.

39
Credits
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
Epilogue
Arkham Horror Story Group: Dane Beltrami, Matthew Newman, Read the following only if the investigators won the campaign.
Katrina Ostrander, and Nikki Valens Check Campaign Log. If at least one investigator was possessed,
“The Path to Carcosa” Story Text: Matthew Newman only those investigators read this epilogue. Do not read it out loud
Production Manager: Megan Duehn unless all investigators were possessed.

LCG Manager: Mercedes Opheim


Creative Director: Andrew Navaro It has taken months of preparation, but you are finally ready to unveil
your latest work to the world. Gathering financial investments was your
Executive Game Designer: Corey Konieczka
first task, of course. That hadn’t taken too long given the connections
Executive Producer: Michael Hurley you’d made during your stay in Paris. You have been assured that the
Publisher: Christian T. Petersen 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,
Playtesters: David Boeren, Alex Byers, Tom Capor, Brian L. Casey,
so that the world knows. You’ve heard the troupe whisper behind your
Matt Charboneau, Marcia “Find all da Clues” Colby, Stephen
back: the remarks about your bizarre passion, the concern about your
Coleman, Sean Conyne, Alexis Elmore, Justin Engelking, Grant
piercing yellow eyes. It matters not to you. All you care about is the
Flesland, Jed Humphries, Chris “Milan” Gerber, Jill McTavish, Chad
performance. The pronunciation of the words. The melody of Cassilda’s
Reverman, Zap Riecken, Jim Roberts, Jake Ryan, Mai Speak, Becca
song. The design of the Stranger’s mask.
Starr, Michael Strunk, Justin Thibodeaux, Ana Watson, James Watson,
Matthew Watson, Zachary “Punch ’em with the Shovel” Varberg, and This would be the greatest performance of The King in Yellow ever.
Jeremy “Went Infinite Again” Zwirn

40
41
Campaign Log: The Path to Carcosa
INVESTIGATORS
PLAYER NAME PLAYER NAME PLAYER NAME PLAYER NAME

INVESTIGATOR INVESTIGATOR INVESTIGATOR INVESTIGATOR

UNSPENT EXPERIENCE UNSPENT EXPERIENCE UNSPENT EXPERIENCE UNSPENT EXPERIENCE

TRAUMA (Physical) (Mental) TRAUMA (Physical) (Mental) TRAUMA (Physical) (Mental) TRAUMA (Physical) (Mental)

EARNED STORY ASSETS/WEAKNESSES EARNED STORY ASSETS/WEAKNESSES EARNED STORY ASSETS/WEAKNESSES EARNED STORY ASSETS/WEAKNESSES

Ca mpa ign N
otes
Chasing the St ranger

VIPs Inter viewed

VIPs Slain

Doubt
Conviction
Permission granted to photocopy for personal use only. © 2017 FFG.
Campaign Log also available for download at www.fantasyflightgames.com
KILLED AND INSANE INVESTIGATORS

ow ]
K in g in Yell
[ The

olog ue
C Pr
ain Call
[ ] Curt
ing
] The Last K
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c y ’s Reward
a
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c ho e s of the P
[ ] E th
sp e a k able Oa
e Un
[ ] Th
t Sou l
C Los r uth
ha n t o m of T
P
[ ] A
ask
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[ ] T
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log ue
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17 FFG.
use only. © 20 mes.com
for personal tga
gra nte d to photocopy load at www.fantasyfligh
Permission for down
g also available
Campaign Lo
© 2017 Fantasy Flight Games. Arkham Horror, Fantasy Flight Games, the FFG logo, Living Card Game, LCG, and the LCG logo are ® Fantasy Flight FANTASY
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.
FLIGHT
GAMES
44

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