Ato. Stage 3

Mythos
Clues: –
You have only moments to react. You could warn the students in the dormitories and escort them to safety, or continue your task of searching the faculty offices for Professor Rice. Or, perhaps you could try to slay the beast that threatens the campus.

Objective - Find and complete an objective on another encounter card.

Tomasz Jedruszek
O Legado de Dunwich #47. Extracurricular Activity #7.

The Beast's Death - Back

Ato
The monstrous creature lets out a terrible shriek as it succumbs to its wounds and collapses onto the ground. A foul odor emanates from the corpse as its flesh begins to bubble and froth. Your relief turns to disgust as the body begins to shrink and disintegrate. Minutes later, the body has almost entirely evaporated into a sticky mass, and the awful odor has vanished. Inside the remnants of the creature's body, all you can find is a set of bones - the skeletal structure of a canine.

(→R3)

Campus Safety
Campus Safety

Ato. Stage 3

Mythos
Clues: 3.
The unearthly stones on the ground are inscribed with some sort of seal. Approaching them causes a voice to enter your mind, speaking in an alien tongue.

: Discard the top 3 cards of the encounter deck. Choose a location discarded by this effect and resolve its 'revelation' ability.

Objective - Only investigators at The Edge of the Universe may spend the requisite number of clues, as a group, to advance.

Ethan Patrick Harris
Lost in Time and Space #318. Lost in Time and Space #8.

Mending the Tear - Back

Ato
You are utterly exhausted, with no idea as to what can be done to close the rift. It is too distant to touch, and nothing you do has any effect. There is nothing here to guide you apart from the unearthly words that are seeping into your mind. Just then, you hear a familiar voice within the echoing chorus, and feel yourself compelled to repeat it. "Claude ostium…" You whisper at first, the words on the tip of your tongue. You close your eyes to concentrate, and the echo grows louder. When it ends and you open your eyes, you face nothing but an inky abyss, and the tear has vanished.

Remove the Edge of the Universe from the game.

Put the set-aside Tear Through Time location into play.

Close the Rift
Close the Rift

Ato. Stage 4

Mythos
Clues: –
With no clear way out of this dimension, you seek another path.

: Discard the top 3 cards of the encounter deck. Choose a location discarded by this effect and resolve its 'revelation' ability.

Objective - If each undefeated investigator has resigned, advance.

Ethan Patrick Harris
Lost in Time and Space #319. Lost in Time and Space #9.

Reality Beckons - Back

Ato
You discover a path that looks somewhat familiar and follow it. Even though your task is complete, you now understand that in closing the tear, you may never make it home. The fear of being lost here forever spurs you onward, through an archway leading into an overgrown corridor. A damp wooden door leads you out into a pocket of thin rain and dark sky. Cement turns to gravel, then marble, then steel, then grass. You cross impossibly long meadows and make your way through dense woods before fatigue finally sets in. Drained of all energy, you cannot go on any further. Your body gives out.

(→R1)

Finding a New Way
Finding a New Way

Ato. Stage 1

Mythos
Clues: 2.
Unfortunately, the entrance to the Museum is kept locked at this late hour. A security guard is visible through the building’s front windows, oblivious to his surroundings. Perhaps you can find a way to get his attention and convince him to let you in.
Dimitri Bielak
The Miskatonic Museum #122. The Miskatonic Museum #5.

Gaining Entrance - Back

Ato

If you spent clues to advance:

You find the window nearest to the guard and tap it loud enough to get his attention. He gives a startled jump, then shifts open the window. “What do you want?” he asks timidly. You explain the situation to him and tell him he is in grave danger. He warily opens the front door to the Museum, shaking his head. “I wasn’t even supposed to be here today...”
Choose an investigator to take control of the set-aside Adam Lynch asset. Reveal the Museum Halls. Advance to Act 2a - "Night at the Museum."


If you successfully performed the ability on the Museum Halls to advance:

With great strength, you break down the door to the Museum, making considerable noise as you do. The security guard sees you enter, cries out in fear, and rushes toward the back of the museum.
The door leading into the Museum Halls is broken. Reveal the Museum Halls. Advance to Act 2a - "Breaking and Entering."

Finding A Way Inside
Finding A Way Inside

Ato. Stage 3

Mythos
Clues: –
"Free drinks for whoever gets me the hell out of here!" A man exclaims from the bar.

While Peter Clover is not controlled by a player, he gains ": Parley. Test (3) to convince Peter to follow you. If you succeed, place 1 clue from the token bank on him. If there are 1 clues on Peter Clover, take control of him."

Objective - If each undefeated investigator has resigned, advance.

Chris Peuler
O Legado de Dunwich #69. The House Always Wins #8.

Escaping the Club - Back

Ato
You make your way toward the rain-slicked streets of Arkham.

- If an investigator resigned with Peter Clover under his or her control, (→R3)

- Otherwise, (→R1)

Fold
Fold

Ato. Stage 2

Mythos
Clues: –
You’ve managed to make it to the engine cab, but now you have to get the engine started again so you can outrun the pulling force of the gate!

Objective - If there are no clues in the Engine Car, immediately advance.

The Essex County Express #166. The Essex County Express #8.

Forward Motion - Back

Ato
The engine roars to life and kicks into motion. You shovel coal into the engine's firebox and are relieved to see that the train is moving forward along the tracks once again.

(→R1)

Get the Engine Running!
Get the Engine Running!

Ato. Stage 2

Mythos
Clues: –
You continue to follow the wisp of light, though the treacherous landscape makes it a difficult quarry to chase.

: Discard the top 3 cards of the encounter deck. Choose a location discarded by this effect and resolve its 'revelation' ability.

Objective - If an investigator enters The Edge of the Universe, advance.

Ethan Patrick Harris
Lost in Time and Space #317. Lost in Time and Space #7.

The World's Edge - Back

Ato
You reach an impossibly dense pitch-black void, and realize that this place is where all of reality - all that is and all that ever will be - ends. In its center, you see a minuscule rift, suspended just out of reach. When you peer through the tear, you are surprised to see the peak of Sentinel Hill. Somehow, you've reached the other side of the rift. Now you must find a way to close it for good.
Into the Beyond
Into the Beyond

Ato. Stage 2

Mythos
Clues: –
The Necronomicon is being kept in a Restricted Hall somewhere in the museum. Adam barely knows his way around, and gives a startled jump at every creak of the old building. "I just started here last week," he explains. "What sort of trouble did you say was going on?" You haven’t the heart to give him the full story.

Objective - If an investigator enters the Exhibit Hall (Restricted Hall), advance.

Dimitri Bielak
The Miskatonic Museum #123. The Miskatonic Museum #6.

The Curator's Fate - Back

Ato
When you enter the restricted hall, you find the curator of the museum lying in a pool of blood, his intestines strewn about in a grotesque display. Your stomach turns over and you resist the urge to vomit. Whatever did this, it’s still nearby...

Search the encounter deck, discard pile, the void, and all play areas for Hunting Horror, and place it in the Exhibit Hall (Restricted Hall), ready.

Advance to Act 3a.

Night at the Museum
Night at the Museum

Ato. Stage 1

Mythos
Clues: 2.
Somehow, you must find your way across this alien landscape in order to find the nexus that was described in Old Whateley’s tome.

: Discard the top 3 cards of the encounter deck. Choose a location discarded by this effect and resolve its 'revelation' ability.

Ethan Patrick Harris
Lost in Time and Space #316. Lost in Time and Space #6.

The Nexus of Dimensions - Back

Ato
A light shimmers in the distance, and you head toward it to investigate. The wispy light drifts away from you, floating through the realm's strange gateways, ascending looping staircases, and crossing through barriers you dared not cross earlier. With little chance of finding the nexus on your own, you follow the light, hoping it is guiding you in the right direction.

Put the set-aside The Edge of the Universe location into play.

Out of this World
Out of this World

Ato. Stage 2

Mythos
Clues: –
Concerned for Professor Rice's safety, you seek out the head janitor, who can let you into the locked sections of the campus.

Spend 1 clue: Discard the top 5 cards of the encounter deck (top 10 instead if there is only 1 player in the game).

Forced - If you discard "Jazz" Mulligan for any reason, resolve his revelation effect.

Objective - When you take control of "Jazz" Mulligan, advance.

Tomasz Jedruszek
O Legado de Dunwich #46. Extracurricular Activity #6.

The Experiment Is Loose! - Back

Ato
You convince "Jazz" that something strange is going on, and that Professor Rice may be in danger. He doesn't trust you enough to hand you his keys, but agrees to come with you.
All of a sudden, you hear a crash coming from the Science building, and a student rushes toward you. "Help!" he cries. "There's some kind of animal loose in the chem labs! I only barely caught a glimpse of it, but..." He shudders. "I think it's heading to the dorms! You've got to do something!"

If the Alchemy Labs location is not in play, put it into play. If you are at Agenda 1 or 2, spawn The Experiment in the Alchemy Labs.

If you have completed The House Always Wins, put the set-aside Alchemical Concoction into play underneath the Alchemy Labs. If Extracurricular Activity is the first scenario of the campaign, remove the set-aside Alchemical Concoction from the game, instead.

Rice's Whereabouts
Rice's Whereabouts

Ato. Stage 1

Mythos
Clues: –
The train has stopped on a bridge high above the Miskatonic River - you might be able to survive the fall, but you don’t like your chances. Your best bet is to make your way to the engine car as fast as you can and get the train running again.

Objective - If an investigator enters the Engine Car, immediately advance.

Borja Pindado
The Essex County Express #165. The Essex County Express #7.

Wings of Steam - Back

Ato

The investigator entering the Engine Car reads the following (out loud):

A tender car filled with coal blocks your way to the engine cab. Swallowing your fear, you climb out of the nearby window and clamber onto the roof of the train, making your way across the tender car. The steady backward motion of the train makes it difficult for you to keep your footing. As you get close, a winged creature swoops down from above, its body composed of piping hot steam.
You must decide (choose one):

- Test (3) to attempt to dodge the creature. If you fail, you leap too far and barely grip the side of the train, hanging on for dear life. Although you manage to pull yourself up, the experience is terrifying. You suffer 1 mental trauma.

- Test (3) to attempt to endure the creature's extreme heat. If you fail, the creature flies through you and the heat burns you. You suffer 1 physical trauma.

Run!
Run!

Ato. Stage 1

Mythos
Clues: 2.
The monsters tearing through Dunwich county are immune to traditional weapons. Only by reciting a particular incantation can the creatures be defeated. First you must search the ruins of Wilbur Whateley’s home in order to find the final sections of the otherworldly script.

Objective - Only investigators at Whateley Ruins may spend the requisite number of clues, as a group, to advance.

Adam Lane
Undimensioned and Unseen #240. Undimensioned and Unseen #5.

Obtaining the Formula - Back

Ato

Check Campaign Log. If Dr. Armitage survived The Dunwich Legacy:

"There!" Armitage sighs a breath of relief, jotting down the last phrases of the formula. "I have translated the last of it." He shudders as he hands you the script, the words conjuring forth memories of his battle with the creature. "I hope this is the last time I'll have to read it," he admits. "But if we do nothing, the end result will be much, much worse."
Each investigator puts into play 1 set-aside Esoteric Formula.

If Dr. Armitage is listed under "Sacrificed to Yog-Sothoth":

Using the information contained within the ruins of the Whateley homestead, you are able to transcribe the remainder of the formula previously used by Dr. Armitage to destroy the beast that plagued Dunwich. However, the endeavor sets you back several hours.
Each investigator puts into play 1 set-aside Esoteric Formula. Place 1 doom on the current agenda.

Saracenic Script
Saracenic Script

Ato. Stage 1

Mythos
Clues: –
The disappearances in town may be related to the events in Arkham. You suspect that something awful is afoot. You must find where the missing townsfolk are being held in order to unveil this conspiracy.

Objective - When an investigator enters The Hidden Chamber, advance.

Jeff Lee Johnson
Blood on the Altar #199. Blood On The Altar #5.

What Was Hidden - Back

Ato
You find your way into the hidden chamber where you believe the missing folk are being held, but the horrors that confront you there fray the edges of your sanity. Bound by chains in a secluded corner of the room is an unspeakable creature with the face of a man. It wheezes and wrestles to free itself as it notices your entrance. The many mouths covering the creature’s body are covered in blood and gristles of meat, as though it were feeding recently.
With a hideous croak, the creature speaks with seven mouths."Ss... se... eth...?" Then it lurches forward as though to grab you, and several of its chains snap.

Reveal each unrevealed location.

Move all clues in play (including those on each investigator) to The Hidden Chamber.

Spawn the set-aside Silas Bishop enemy in The Hidden Chamber.

Searching for Answers
Searching for Answers

Ato. Stage 3

Mythos
Clues: –
Somewhere in this area is Olaus Wormius’s Latin translation of the Necronomicon. You must find it and escape while you can!

Objective - If there are no clues remaining in the Exhibit Hall (Restricted Hall), advance.

Dimitri Bielak
The Miskatonic Museum #125. The Miskatonic Museum #8.

The Necronomicon - Back

Ato
At last, you find the locked case containing the Necronomicon.
The tome, over eight hundred pages in length, is filled with all manner of macabre imagery, formulae, spells, prophecies, and descriptions of creatures from beyond the threshold of space.
Without a doubt, it is a dangerous book... But its secrets could be very useful.

The investigators must decide (choose one):

- It's too dangerous to keep around. We must destroy it. (→R1)

- It's too valuable to destroy. We must keep it safe.(→R2)

Searching for the Tome
Searching for the Tome

Ato. Stage 2

Mythos
Clues: 2.
Dr. Morgan is somewhere in the private section of the club, where only VIPs and the club's managers are allowed. If you are to find him, you're going to have to sneak or even fight your way in.

Objective - Only investigators in the VIP Area may spend the requisite number of clues, as a group, to advance.

Chris Peuler
O Legado de Dunwich #67. The House Always Wins #6.

Dr. Morgan's Fate - Back

Ato

If the players have not yet completed Extracurricular Activity:

You find Dr. Morgan gambling in one of the VIP rooms... but he appears to be playing cards with two unconscious bodies, his pupils dilated as though in a trance. He can't seem to stop laughing, smiling, and chatting with the other "players."
Put the set-aside Dr. Morgan into play in the VIP Area. Advance to Act 3a - "All In."


If the players have completed Extracurricular Activity:
The VIP rooms are filled with the mangled and bloody bodies of unfortunate patrons. There doesn't appear to be any trace of Dr. Morgan. You hear screaming and gunfire from the main area of the club.
Put the set-aside Peter Clover into play in the Clover Club Bar. Search the encounter deck (or out of play) for an Abomination enemy, and spawn it in the Clover Club Bar. Advance to Act 3a - "Fold."

Skin Game
Skin Game

Ato. Stage 2

Mythos
Clues: –
The pitiful beast lunges to grab you with slimy arms, its many jaws snapping in hunger. Killing it would be merciful. But perhaps there is something else to discover about this creature…

Objective - If Silas Bishop is defeated: (→R1)

Objective - If there are no clues in the Hidden Chamber, advance.

Jeff Lee Johnson
Blood on the Altar #200. Blood On The Altar #6.

Banishing the Creature - Back

Ato
Despite the danger, you brave the beast's horrifying presence and investigate further before killing it. What you find confirms your worst suspicions. Several journal entries written by a "Seth Bishop" describe the process of feeding the creature in horrifying detail - tomatoes at first, then small game, then cattle, and then finally 'human sacrifices'. But the most disturbing part is that Seth calls the creature by name: 'Silas.'

If The Necronomicon is in play: (→R2)

Otherwise: (→R3)

The Chamber of the Beast
The Chamber of the Beast

Ato. Stage 3

Mythos
Clues: 2.
From the ruins of the headstone on the altar at the hill’s peak, a gateway of churning vibrant energy has appeared. A force like a hurricane erupts from the gate, bending trees and pulling debris into it. The howling of the gale drowns out all other sound. Somehow, you must find a way to close the gate.

Objective - Only investigators at Sentinel Peak may spend the requisite number of clues, as a group, to advance.

Lino Drieghe
Where Doom Awaits #281. Where Doom Awaits #8.

Peer Into the Abyss - Back

Ato
You don't know how to close the swirling gate before you, and with each passing moment, the force from within it grows in strength. You fear that whatever entity the sorcerers have summoned from beyond approaches. With no time to spare, you turn to the open tome on the stone altar, desperate for answers.

(→R1)

The Gate Opens
The Gate Opens

Ato. Stage 1

Mythos
Clues: 2.
A vibrant arcane energy fills the air with a bone-rattling chill. The energy swirls along the crushed trail before you, and seeps down several other paths before disappearing.

Objective - When the investigators have collected the requisite number of clues, they must immediately spend them and advance.

Lino Drieghe
Where Doom Awaits #277. Where Doom Awaits #4.

A Sacrifice Made - Back

Ato
During your search through the wooded paths around the base of Sentinel Hill, you come across a startling sight. A herd of sheep lays dead upon the ground in a secluded clearing, their bloodied carcasses placed in a strange but careful pattern. Holding your nose against the stench of death, you step over mangled sheep on your way to the center of the odd formation.
In the center of the sheep lies the corpse of a man. A clear jewel has been firmly pressed into his forehead, caving in the front of his skull. His eyes are wide, his face contorted in a vision of fear, as if beseeching you for mercy. Though you know better, you check for a pulse. As you touch the man's skin, the jewel in his forehead dissolves, and the woods around you seem to clear.

Remove all clues from each location in play. The arcane presence masking the path further up the hill has faded. Reveal Ascending Path.

The Path to the Hill
The Path to the Hill

Ato. Stage 2

Mythos
Clues: –
With the formula in hand, you finally have the means to destroy the creatures wreaking havoc in Dunwich... but only if you can survive long enough.

Objective - Defeat as many Brood of Yog-Sothoth enemies as you can. If there are no copies of Brood of Yog-Sothoth in play or set aside, advance.

Adam Lane
Undimensioned and Unseen #241. Undimensioned and Unseen #6.

The Brood is Ended - Back

Ato
As you complete the incantation, the foul creature cries out with a raucous, inhuman voice. It rumbles and cracks, the syllables of its croaking far from English. As its cry plays out, the creature shrinks upon itself, and then, with little warning, it is gone. All that remains is a foul stench and a repulsive mark that mars the vegetation where the beast once stood.

(→R2)

They Must Be Destroyed!
They Must Be Destroyed!

Altered Path - Back

Local
A shiver courses up your spine as you step forth onto the path, its route touched by a bizarre arcane power.

Local

Dunwich. Woods. Altered.

Mythos
Shroud: 3. Clues: 1.

Forced - After you reveal A Tear in the Path: Take 2 damage if you have no actions remaining.

Rafał Hrynkiewicz
Where Doom Awaits #290. Where Doom Awaits #17.
A Tear in the Path
A Tear in the Path