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Cthulhu

## The Madness From the Sea

*Eons ago, Cthulhu came from the stars with his Star Spawn brethren. He now sleeps in the sunken city of R'lyeh, waiting for the stars to be right to rise again.*

### Gameplay

* When an investigator moves onto a space containing an  Eldritch token, he becomes Delayed and loses  1 Sanity.
* **:** Each investigator on a  Sea space that does not contain an  Eldritch token places an Eldritch token on his space.
* When 3 Mysteries have been solved, **investigators win the game**.
* When Cthulhu awakens, **flip this sheet**.

#### Setup

Set aside 1 Deep One Monster, 1 Star Spawn Monster, and all Cthulhu Special Encounter cards.

## Awakening

**Risen From the Sea**
*At last the time has come, the deep ones have broken the elder sign that kept their master asleep. Cthulhu rises again, and madness fills the dreams of every living thing.* **[ Show/Hide the Back ]**
**Final Mystery**

When 3 Mysteries have been solved, Cthulhu rises from the sea; spawn the Cthulhu Epic Monster on Space 3.

When the Cthulhu Epic Monster is defeated, the Final Mystery is solved and **investigators win the game**.

**Madness from the Sea**

* When an investigator moves onto a space containing an  Eldritch token, he becomes Delayed, loses  1 Sanity, and places 1 Sanity token on this sheet.
* Each time  Doom would advance, place  1 Sanity token on this sheet instead.
* **:** Each investigator loses  1 Sanity for each Sanity token on this sheet. Then, if all investigators have been eliminated, **investigators lose the game**.

## Lore

The Great Old One Cthulhu is arguably the most famous of H.P. Lovecraft's creations.

#### Appearance

He is typically described as having the head of an octopus, wings of a dragon, and a body of a man, with two arms and two legs (one of the more anthropomorphic of the old ones).

#### Current Residence

At his house in R'lyeh, dead Cthulhu waits dreaming. Eons ago, Cthulhu came to the earth with his star spawn. Together they waged a war against the Elder Things, driving them back into the Antarctic. Some time later a great cataclysm sunk many of the star spawn's great cities, including their greatest city of all, R'lyeh, where the high priest Cthulhu sat his mighty throne. This corresponds to Space 3 on the board.

#### Antagonists

* Hastur (half-brother)
* Elder Things

#### Source

The Call of Cthulhu, H.P. Lovecraft, 1928.

## References

1. ↑ 1.0 1.1 For more information about this, see the R'lyeh page on  *The H.P. Lovecraft Wiki*.
2. ↑ The deep ones possess a supply of seemingly limitless amount of unearthly designed artifact made of gold mixed with a strange alloy, which they exchange for human sacrifices or crossbreeding rites. For more information about this, see the The Shadow Over Innsmouth page on  *The H.P. Lovecraft Wiki*.
3. ↑ R'lyeh Disk, a gold disk an inch or so thick and two feet in diameter, is a talisman which indicates the position of R'lyeh and gives instructions on the raising of the city from the depths when using with other magical objects. First appeared in the role-playing game Call of Cthulhu's *Shadows of Yog-Sothoth* supplement.
A Lead in Tel el-Amarna

## Flavor Text

*You suspect that after the heist, the thief took refuge in the ruins of the ancient city of Akhetaten. The city is home to many wonders, but you hope to find the thief as well.*
## Adventure Conditions

When this card enters play, place an  Adventure token on Tel el-Amarna.

When this Adventure is completed, the active investigator gains 1 Relic Unique Asset; then draw the Chase on the River Adventure.

After an investigator resolves a location encounter on Tel-el Amarna, the investigation leads to the discovery of the thief's hideout. Unfortunately, the thief manages to escape and flee down the river, leaving behind some of his haul. Complete this Adventure.
## Availability

This Adventure is only available when playing with the  Under the Pyramids expansion, when the Under the Pyramids Prelude is active.
In His Name

### Flavor Text

*No mission is too great for the loyal. No evil will escape the judgment of the righteous. Not on your watch.*

### Personal Mission

* When you flip a Task Unique Asset, place  1 Eldritch token on this card. Then if there are 3 or more Eldritch Tokens on this card, discard this card and gain the *Crusade* Reward.
* At the end of the Encounter Phase, if there are 5 or more Gates on the game board, discard this card and gain the *Gone Astray* Consequence.

## Reward

* When you defeat a Monster during a Combat Encounter, you may place 1 token of any type on a Task Unique Asset.

## Consequence

* If an effect of a Task Unique Asset allows you to "flip this card," you must flip this card.
Devastation

*See also: Disaster*

Devastation occurs in a game of Eldritch Horror whenever a city is ruined because of a Disaster.

When a  City becomes devastated, a Devastation token is put upon it. Any Clues, Expedition Encounters, Mystic Ruins Encounter or defeated Investigators are discarded from the map or their decks. A  Clue that would be placed on the space is not placed if spawned, it is discarded instead. A Clue cannot be moved to a devastated space. The space no longer counts as a City space for purposes like  Darrell Simmons's ability.

The player will no longer draw a Location Encounter when having an encounter there and may not draw a General Encounter. Instead, they will draw a Devastation Encounter. The investigator may still draw an Other World Encounter if a Gate is on the space.

If all 9 cities become devastated, the game immediately ends in failure.

If  Shudde M'ell is the Ancient One,  Rome will begin the game devastated.

## Devastation Encounter

A Devastation Encounter is a type of Encounter only used when a Disaster has come in play.

If an Investigator is on a space marked with a Devastation token, they have the option of resolving a Devastation Encounter. Like an Expedition Encounter or Mystic Ruins Encounter, they typically are resolved in multiple parts. Almost all of the time, the player may choose which of the two effects to resolve.

Devastation Encounters frequently use  and  checks, and have a wide variety of benefits and drawbacks.
Epidemic

## Flavor Text

*Doubled over in pain, the infection wracks your body. You convulse, hacking up blood and phlegm, barely able to summon the strength to breathe.*

*The plague, spreading like wildfire, appeared at the same time as those disgusting creatures, and near as you can figure, they are the ones that brought it.*

*Shakily, you rise to your feet. The creatures will have to be dealt with, that much is certain.*

## Prelude Conditions

After resolving setup, if  Abhoth is the Ancient One, each investigator spawns 1 Cultist Monster on a  Wilderness space that does not contain a Cultist Monster.

If Abhoth is not the Ancient One, the Lead Investigator spawn the Child of Abhoth Epic Monster on the nearest Wilderness space.

Then, each investigator gains 1 Illness Condition and  1 Clue.
Eye of Light (Adventure)

## Flavor Text

*The resurrection of Queen Nitocris has been foiled, but a plot far worse has been uncovered. Nyarlathotep, Harbinger of the Outer Gods, seeks to open the Great Gate.*
## Adventure Conditions

When this card enters play, place an  Adventure token token on  The Pyramids.

When this Adventure is completed, solve the active  Mystery.

As an encounter on the Pyramids, you may explore the labyrinth beneath the sands by resolving a Sphinx's Labyrinth Special Encounter.

At the end of the Mythos Phase, investigators on the Pyramids as a group may spend  Clues equal to half  to gain the Eye of Light Unique Asset and complete this Adventure.
## Availability

This Adventure is only available when playing with the  Masks of Nyarlathotep expansion, when the Brotherhood of the Dark Pharaoh Mystery is active.
Forced Learning

## Card Back

**0:** *After learning so much, it becomes difficult to remember it all.* If you rolled any 1's, discard this card.
**1-2:** *The strain of forced learning is taxing on your mind.* Lose  1 Sanity.
**3+:** *Your mind is open to all knowledge.* No additional effect.
 **2** | 05 | Resolve the effect based on your test result:
**0:** *The magic goes awry and something from your memories gives way.* Impair 1 skill of your choice unless you discard this card.
**1-2:** *The magic puts a constant strain on your psyche.* Lose  1 Sanity.
**3+:** *You open your mind to the secrets of the arcane.* Lose  1 Sanity and gain 1 Spell.
 **3** | 05 | Resolve the effect based on your test result:
**0-1:** *Something in the magic is strange and you fear you have forgotten important information.* Discard this card unless you gain an Amnesia Condition.
**2+:** *The magic requires a portion of your spirit to remain.* Lose  1 Sanity.
 **4** | 05 | Resolve the effect based on your test result:
**0:** *As new knowledge flows into your mind, other knowledge must leave.* Discard this card unless you spend  1 Clue.
**1-2:** *Containing the magic requires constant focus and devotion.* Lose  1 Sanity.
**3+:** *Knowledge from around the world freely enters your mind.* Gain  1 Clue.
Then flip this card.
Discovery of a Cosmic Syzygy

## Flavor Text

*When the Earth, Moon, and Sun are in alignment with the center of the universe, a portal to the Court of Azathoth will open, and the Earth will be devoured.*
## Adventure Conditions

When this card enters play, place an  Adventure token on  Arkham.

When this Adventure is completed, the active investigator gains the Professor Rice Unique Asset; then draw a random *Cosmic Alignment II* Adventure.

As an encounter, an investigator on Arkham may search the library at the Miskatonic University for information about the cosmic alignment ().

If he passes, he discovers the dire consequences of the solar eclipse; complete the Adventure.
## Availability

This Adventure is only available when playing with the  Strange Remnants expansion, when the In Cosmic Alignment Prelude is active.
Enchant Weapon

## Card Back

**0:** *All at once, the magic vanishes.* If you rolled any 1's, discard this card.
**1:** *Maintaining the enchantment for extended periods of time drains your mind.* Lose  1 Sanity.
**2+:** *Your enchantment protects your weapons from typical wear and tear.* No additional effect.
 **2** | 05 | Resolve the effect based on your test result:
**0:** *The magic feeds on your physical stamina.* Discard this card unless you impair .
**1-2:** *The magic draws its power from your blood.* Lose  1 Health.
**3+:** *Your weapons ripple with arcane power.* No additional effect.
 **3** | 05 | Resolve the effect based on your test result:
**0:** *The magic feeds on your mental stamina.*  Discard this card unless you impair .
**1-2:** *The magic draws power from your mind.* Lose  1 Sanity.
**3+:** *The enchantment causes your possessions to glow with unearthly energy.* No additional effect.
 **4** | 05 | Resolve the effect based on your test result:
**0:** *The magic goes wild, crumbling your possessions to dust.* Discard 1 Item possession unless you discard this card.
**1-3:** *Controlling the magic is stressful.* Lose  1 Sanity.
**4+:** *The magic lingers in everything you touch.* Gain 1 random Magical Asset from the deck.
Then flip this card.
Growing Hunger

## Flavor Text

*An unnatural hunger has begun to manifest. There have been disturbing reports of towns tearing themselves apart, the citizens feasting upon their fallen neighbors before turning on one another.*

## Mystery Text

When this card enters play, place  1 Eldritch token on each of the following spaces: 1, 5, 14, and 16.

As an encounter, an investigator on a space containing an Eldritch token may confront the cannibals; a Wendigo Monster ambushes him! If he defeats it, he may spend  2 Clues to place that Eldritch token on this card.

At the end of the Mythos Phase, if there are Eldritch tokens on this card equal to half , solve this Mystery.
Ghost from the Past

## Flavor Text

*You flip through the pages of the bloodstained journal. It is nothing you have not read ten times over already. Furious, you throw it against the wall.*

*Dead! Gone! For what!? To find answers to a question that should never have been asked. A question that even now you cannot expunge from your thoughts.*

*Lost and alone, you make your way out of the coroner's office, a small box of the deceased's effects in hand.*

## Prelude Conditions

Before resolving step 3 of setup ("Choose and Place Investigators"), draw 1 random Investigator sheet and return it to the game box.

During step 4 of setup ("Receive Starting Possessions, Health and Sanity"), the Lead Investigator gains the starting possessions noted on the Investigator sheet that was returned to the game box. Then he gains a Haunted Condition and advances  Doom by 1.
Hunted

## Card Back

 **Indescribable Horrors** | 03 | *Wherever you go, you cannot escape. Horrors more terrifying than your wildest dreams follow you. You are never safe, and you can never sleep.* | Lose  1 Health and  1 Sanity.
 **Marked by Yig** | 03 | *A small snake with a crescent shape on its head lays curled on top of your suitcase. You recall having seen a serpent like this before, but remember too late that it is a servant of Yig. You are overpwered by serpent people and held captive.* | Lose  1 Health and  1 Sanity and gain a Detained Condition.
 **Predators At Every Turn** | 03 | *You see horrible creatures and shadowed figures everywhere you look. These terrible beings will follow you to the very ends of the Earth.* | Lose  2 Sanity and gain a Hallucinations Condition.
Then discard this card.
Funding

## Card Back

On a 4, 5, or 6, gain any number of Assets from the reserve with total value 3 or less; then flip this card.
 **Hired Gun** | 03 | *With so much mayhem overtaking the world, you know you will not be able to put an end to the rampant disasters on your own. You slide your offer across the table to the rough-looking man.* | A Monster of your choice on any space loses  3 Health.
 **Mysterious Auction** | 03 | *Through a series of odd encounters, you have earned an invitation to a most curious auction. Strange relics from ancient times and places are being sold off to the highest bidder. Just one of these curios could be of great use to your cause.* | Gain 1 Artifact.
 **Pay Off** | 03 | *Carl Sanford, head of the Silver Twilight Lodge, contacts you, offering to help with your goals, but his assistance comes with a price. Despite how much he asks of you, the offer is too good to pass up.* | Advance the active Mystery by 1, or retreat  Doom by 1.
Then, discard this card.

## Notes

The "All In" card has been officially errata'd. The original text reads: "You may roll 1 die."

### Rulings, clarifications, and reminders

If an investigator has both a Debt Condition and a Funding Condition, he may discard both cards at any time so long as the effect of neither Condition is currently being resolved.

For instance, a Mythos card instructs investigators to resolve  effects; an investigator may choose to discard both Conditions before resolving the  effect of either Condition, but he cannot begin resolving his Debt Condition, decide he doesn't like what he sees, and then discard both Conditions before finishing the effect.
Esteban Herrero

## Notes

An investigator may gain this Unique Asset when resolving a Location Encounter ( San Francisco #20).

### Rulings, clarifications, and reminders

* "During the Action Phase" means before, after, or *during* any action the *active investigator* performs. An investigator can interrupt part of his action to use Esteban Herrero. For example, he can use a Travel action to move from Lake Camp to Miskatonic Outpost, then use Esteban Herrero to trade with 2 other investigators in that space, and finally spend a  Ship Ticket to move to Sydney.
	+ An investigator who begins the Action Phase Delayed rights their Investigator token but does not perform any actions. As such, they do not have an opportunity to resolve effects that state "during the Action Phase."

### References

1. ↑ Official answer from Nikki Valens for "during the Action Phase" on  *BoardGameGeek*.
2. ↑ FAQ p. 9.
Finish the Job

### Flavor Text

*The case that got you into this mess remains unsolved. Near as you can tell, you are the only one left that knows anything about it. The case started with you, and one way or another, it is going to end with you, too.*

### Personal Mission

* When a Mystery is solved, discard this card and gain the *Hardboiled* Reward.
* At the end of the Encounter Phase, if there are  Clues on the game board qual to or greater than + 6, discard this card and gain the *Cold Case* Consequence.

## Reward

* If you spend a  Clue to reroll a die, you may reroll up to 2 dice instead.
Exploring the Caverns

## Flavor Text

*The caverns twist and turn into the depths, gray ooze dripping down the rocky walls. Screams of those taken by the Children echo endlessly through the dark tunnels, but there is no help to be had.*

## Mystery Text

When this card enters play, place  1 Eldritch token on each of the following  Wilderness spaces: 4, 10, 19, and 21.

As an encounter, an investigator on a space containing an Eldritch token may spend  1 Clue to explore the caverns beneath the Earth's surface. If he spends the Clue, he draws and resolves a Deep Caverns Special Encounter.

At the end of the Mythos Phase, if there are  Eldritch tokens on this card equal to half , solve this Mystery.
Focus

The  Mountains of Madness expansion introduced a new action that can be performed by any investigator. As an action, an investigator on any space gains one   **Focus** token. An investigator cannot have more than two Focus tokens. An investigator can perform the Focus Action even if he has two Focus tokens, but will not gain additional Focus above two.

An investigator may spend one Focus token to reroll one die when resolving a test. There is no limit to the number of Focus tokens he can spend to reroll dice. Focus can often be spent for other game effects stated in cards or other game components. They may not be spent in place of  Clues.

Some effects, like the  Reckoning effect of  Ithaqua, require the player to spend Focus or face an effect. Some items, like the Handcuffs, also require the player to spend Focus.

* William Yorick will start the game with a Focus token.
* George Barnaby may spend 1 Focus to add 1 to the result of 1 die when resolving a test, once per round.
* Ursula Downs or another investigator on her space may spend 1 less focus to pay for an effect, once per round.
* Wilson Richards or another investigator on his space spend a Focus to reroll a die, that investigator may reroll up to 2 dice instead.
* Tony Morgan gains 1 Focus when he defeats a Monster during a Combat Encounter.

## References

1. ↑ Official answer from Nikki Valens for Focus Action on  *BoardGameGeek*.
Byakhee

## Monster Special Abilities

If you defeat this Monster during a Combat Encounter, you may lose  1 Sanity and move 3 spaces instead of resolving another encounter.

## Notes

### Rulings, clarifications, and reminders

The movement granted by the Byakhee's effect replaces the additional encounter the investigator would receive if all Monsters on his space are defeated or discarded in the Encounter Phase. As such, the movement does not occur until after resolving each of the Combat Encounters for that space and all Monsters on his space are either defeated or discarded. Then the investigator may resolve an additional encounter or he may spend 1 Sanity to move 3 spaces. If the investigator moves to a space containing other Monsters, he will not encounter those Monsters during the same Encounter Phase.

### References

1. ↑ Official answer from Nikki Valens for Byakhee on  *BoardGameGeek*.
Funding the Cause

## Card Back

Then, you and/or other investigators gain any number of those Assets.
 2
**1+:** Recover  1 Health and  1 Sanity.
**2+:** Improve 1 skill of your choice.
**3+:** Gain 1 Talent Condition.
 3
Repeat this process until there are no Eldritch tokens on this card. Then you and/or other investigators gain any number of those Assets.
Then discard this card.
Egypt Side Board

The Egypt side board was introduced in the  Under the Pyramids Expansion. It consists of additional locations, but unlike the other side boards, this is more a zoomed location on the World Map, adding more detail to the Northeast Africa region, so it is more accessible due the many Local paths connected. It is possible to reach the side board from  The Pyramids,  The Heart of Africa, Space 10 and Space 17.

The board adds a Ship path between Space 17 and  Cairo, and Cairo is also connected to The Pyramids by a Local path. Due to the possibility to interrupt part of an action to move along a Local path, it could be considered as a Ship path on the World Map between The Pyramids and Space 17. Therefore this board adds an alternative route through the Suez Canal and allows a shortcut for  Silas Marsh, granting him one less action when he travels between Asia and Europe.

The sideboard is only used whenever the  Nephren-Ka Ancient One, the Under the Pyramids Prelude, or the In the Lightless Chamber Prelude is in play.

The size of the board is 43.2" X 11" (approximatively 83.8cm X 28cm), or 8 ½" X 11" (approximatively 21.6cm X 28cm) when folded.

## Specific Rules

The Egypt side board follows some specific rules:

* Investigators on the Egypt side board have access to thematic encounters related to the Antarctic adventure. Each space on the side board has a brief description below its name that explains the most common effect that appears on encounter cards for that space. During the Encounter Phase, an investigator may draw and resolve an Egypt Encounter (for Alexandria, The Bent Pyramid, or Cairo) or an Africa Encounter (for The Sahara Desert, Tel el-Amarna, or The Nile River).
* When an investigator encounters a  Clue on the Egypt side board, he draws a Research Encounter for the chosen Ancient One and resolves the effect that corresponds to his space’s type as normal.

### Setup

*Main article: Setup#Side Board Setup*
During setup, set aside the following Monsters from the Monster cup: 1 Mummy Monster, 1 Sand Dweller Monster, and 1 Spawn of Sebak Monster. If any of these components would be returned to the Monster cup, it is set aside instead.

## Locations

The Egypt side board contains 6 additional named  City or  Wilderness spaces. All locations are connected to the World Map by a Local path and 4 of them shares also a local path. Therefore it is quite easy to move through the board.
Haunted

## Card Back

 **Traveling Phantom** | 05 | *With each new leg of your investigation you come across the same spirit, always traveling. It has followed you for so long now, that you have begun seeing it everywhere you look.* | Discard  1 Focus and impair .
 **Visiting Specter** | 05 | *Each night the specter visits your dreams, and each morning you wake feeling as though you have forgotten something important.* | Discard  1 Clue and impair .
 **Wailing Banshee** | 05 | *Each night the spirit returns, wailing endlessly throughout the night. The sound of its shrill voice weakens you and deteriorates your health.* | Lose  1 Health and impair .
Then flip this card.
Final Analysis

### Personal Mission

* Once per round, when another investigator on your space performs a Rest action, spawn  1 Clue. Then, if there is a total number of Clues in investigators' possession and/or on the game board equal to or greater than twice , discard this card and gain the *Missing Link* Reward.
* When another investigator is defeated with zero  Sanity, discard this card and gain the *Growing Unrest* Consequence.

## Reward

* Once per round, when another investigator on your space performs a Rest action, gain  1 Clue.

## Consequence

* You can recover  Health or  Sanity as part of a Rest action, but not both.
He is My Shepherd

### Flavor Text

*Your faith is with you always. All that has been and all that will be has been preordained. You are an instrument of God and by His will you will cause His work to be done. The darkness that threatens the earth is simply a test -- one that you do not intend to fail.*

### Personal Mission

* When a Mystery is solved, discard this card and gain the *Fear No Evil* Reward.
* If you would gain a Bane Condition, discard this card and gain the *Faith Shaken* Consequence instead.

## Reward

* You cannot discard a Boon Condition nor can you gain a Bane Condition unless you choose to.

## Consequence

* If you would lose  Sanity, lose that amount plus 1 instead.

## References

1. ↑ Official answer from Dane Beltrami for Fear No Evil on  *BoardGameGeek*.
Drastic Measures

## Flavor Text

*The grinning alchemist hands you the potion, tenebrous liquid dripping down the sides of the crystal vial. The side effects, he said, could be crippling, but the power would be unlike anything you could imagine.*

*Steeling yourself against the unknown, you uncork the vial and bring it to your lips. For a moment, you reconsider, fearful of what the mixture might do to you, but alas, the need is too great.*

*You know that better than most.*

## Prelude Condition

After resolving setup, each investigator chooses two skills. Each investigator improves the skills he chose and impairs the other three.
Crown of the Serpent

## Flavor Text

*The serpent people used this ancient treasure to dominate the wills of those that opposed them.*

## Mystery Text

When an investigator would gain an Artifact, he may gain the Serpent Crown Artifact instead.

At the end of the Mythos Phase, an investigator that has the Serpent Crown Artifact may attempt to break the crown's hold on the minds of those it has dominated (-1). If he passes, he may spend  Clues equal to  and discard 2 Ally Assets to solve this Mystery.
Elusive

## Card Front

 Action

## Card Back

**0:** *Servants of the Ancient One have learned of your whereabouts.* If you rolled any 1's, discard this card.
**1+:** *You pass the night hiding from the horrors that reside here.* Lose  1 Sanity.
 **2** | 06 | ' | Resolve the effect based on your test result:
**0-1:** *Staying out of sight makes it nearly impossible for you to do your work.* Roll 1 fewer die when resolving tests during the Encounter Phase this round.
**2+:** *No one knows you were here, and no one knows the nature of your work.* No additional effect.
 **3** | 07 | ' | Resolve the effect based on your test result:
**0-1:** *After a lifetime of narrow escapes, you live in constant fear of what might lie around every corner.* Gain 1 Madness condition unless you discard this card.
**2+:** *Your adversaries are many, but you give them the slip, and they are none the wiser.* No additional effect.
 **4** | 07 | ' | Resolve the effect based on your test result:
**0:** *In your haste to escape, you must have dropped some of your belongings, and you debate going back to retrieve them.* Discard 1 Item or Trinket possession unless you discard this card.
**1+:***Your fear of being caught has you in a constant state of heightened tension, and your physical well-being suffers because of it.* Gain 1 Injury Condition unless you discard this card.
Then flip this card.
God of the Bloody Tongue (Adventure)

## Flavor Text

*Within M'Weru's cavern, a ritual is being performed to birth the spawn of Nyarlathotep, Messenger of the Outer Gods, and M'Weru calls forth upon the Bloody Tongue to defend it.*
## Adventure Conditions

When this card enters play, spawn the God of the Bloody Tongue Epic Monster on  The Heart of Africa.

When this Adventure is completed, solve the active  Mystery.

At the end of the Mythos Phase, if the God of the Bloody Tongue Epic Monster has been defeated, complete this Adventure.
## Availability

This Adventure is only available when playing with the  Masks of Nyarlathotep expansion, when the Cult of the Bloody Tongue Mystery is active.
In Nomine Patris

### Flavor Text

*As your words guide others through the darkness, so too will your faith guide you.*

### Personal Mission

* When you give a Boon Condition to another investigator, place  1 Eldritch token on this card. Then if there are 3 or more Eldritch tokens on this card, discard this card and gain the *Charitable Father* reward.
* At the end of the Encounter Phase, if there are  Clues on the game board equal to or greater than  + 6, discard this card and gain the *Undeniable* Consequence.

## Reward

* When you give a Boon Condition to another investigator, you and that investigator each gain  1 Focus.
Five of Pentacles

## Card Back

*As you reach the bottom of the gloating stairwell, a stone walkway appears before you. As you step onto the stone surface, your footstep echoes noisily through the cavern that is rapidly forming around you.*

## Notes

An investigator may gain this Unique Asset when resolving a Location Encounter ( Istanbul #36).
Father Mateo

## The Priest

### Abilities

* **Action:** Give 1 of your Boon Conditions to another investigator on any space.
* When you close a Gate during an Other World Encounter, if you do not have a Boon Condition, gain 1 Boon Condition.

### Flavor Text

#### Quote

*"You need only look in your heart to find proof of the divine."*

#### Bio

*For all his life, Mateo has been a devout believer in a power greater than himself. Even as the political situation in Mexico reached a boiling point and violence erupted across the country, he maintained his faith in a just and benevolent creator. But when the bodies began to show up in his hometown, limbs mutilated and skin torn to shreds by some unnatural beast, Mateo started to wonder if there was any goodness left in the world at all. Now, Mateo is in Rome, seeking guidance and answers from the Vatican itself.*

### Rulings, Clarifications, and Reminders

Mateo's active ability is similar to a Trade action in which the trade is in one direction and the content of the trade is a Boon. This means the investigator receiving the Boon must be able to accept it. Mateo can't give a Blessed to an investigator already having a Blessed for example. If the Boon can't be given, Mateo will keep the Boon. If Mateo gives a Blessed to another investigator who has a Cursed, Haunted or Corruption, the transfer will be successful and then both Conditions will be discarded.

### Team Role

With his high Will and Lore, Mateo is good for Other World Encounters or combat-oriented magic. His passive ability can have great powerful effects, giving Boons to other investigators who are about to undertake difficult tasks or to possibly get rid of Corruption or Cursed conditions.

### Origin

Father Mateo made his first appearance in 2016 in *Mansions of Madness: Second Edition*.

### References

1. ↑ Official answer from Nikki Valens for Mateo on *FFG forum*.
Hastur

## The Unspeakable One

*Far from Earth beneath the star of Aldebaran, the Unspeakable One sleeps imprisoned within the core of one of the dark stars of the Hyades. Trapped there in a war long forgotten, he dreams of escaping to exact his terrible will upon the cosmos.*

### Gameplay

* **:** Investigators as a group lose  Sanity equal to the number of Gates on the game board unless the Lead Investigator gains a Blight Condition.
* When 2 Mysteries have been solved, **investigators win the game**.
* When Hastur awakens, **flip this sheet** and resolve the "Hastur Awakens!" effect on the back.

#### Setup

Set aside 1 Byakhee Monster and all Hastur Special Encounters.

## Awakening

**The Third Act**
*Insanity spreads like wildfire as the agents of Hastur prepare the cities of earth to be swallowed by Lost Carcosa.* **[ Show/Hide the Back ]**
**Hastur Awakens!**

Each investigator that has a Blight Condition loses all  Sanity; this loss of Sanity cannot be prevented.

**Final Mystery**

As an encounter, if 2 Mysteries have been solved, an investigator on a  City space containing a Gate may confront Hastur; he draws and resolves an Unspeakable One Special Encounter.

When there are  Eldritch token on this sheet equal to half , the Final Mystery is solved and **investigators win the game**.

**The Unspeakable One**

* Effects cannot prevent the loss of  Sanity.
* Each time  Doom would advance, each investigator loses that much  Sanity instead. Then, if all investigators have been eliminated, **investigators lose the game**.
* **:** Investigators as a group lose  Sanity equal to the number of Gates on the game board unless the Lead Investigator gains a Blight Condition.

 **Unspeakable One Encounters**

## Rulings, clarifications, and reminders

Sanity loss by Hastur's effect cannot be assigned to an investigator in a greater quantity than that investigator's current Sanity, even if he can prevent or replace the loss to keep himself from dying as a result. A single investigator couldn't choose to be assigned all Sanity loss required by the effect to keep other investigators from being affected.

## Lore

### Description

#### Appearance

The modern description of Hastur typically describes him as a tentacled vaguely humanoid shape clad in a tattered yellow robe.

## References

1. ↑ Official answer from Nikki Valens for losing Health or Sanity as a group on  *BoardGameGeek*.
Gloria Goldberg

## The Author

### Abilities

* **Action:** If you are on a  City space, gain 1 Tome Asset of your choice from the reserve or discard pile.
* You and other investigators on your space roll 1 additional die when resolving a test during an Other World Encounter.

### Flavor Text

#### Quote

*"Never underestimate the power of the written word."*

#### Bio

*For most of her life, Gloria has experienced vivid, lifelike dreams of horrifying abominations emerging from the dark places of the universe to destroy humanity. As she became older, she learned to channel these horrible visions into her writing and is widely lauded for the imaginative and detailed descriptions of the terrors she encounters in her nightmares. Her most recent nightmare ended with the destruction of not only Arkham but the entire world. If nothing else, it is going to make one hell of a book.*

### Origin

One of the Investigators in the original *Arkham Horror* board game published by Chaosium in 1987, in which she was the gray pawn.
The Seal of Shielding

## Leaders

1. Goden Languagechamber (b.??? d. 11, Reign Began: 1)
2. Sigun Lushbolted (b.??? d. 67, Reign Began: 12)
3. Rigoth Roofspoken (b.??? d. 127, Reign Began: 68)
4. Olin Flaxenflag (b.112, Reign Began: 127)

## Gods

* Nashas the Gem of Tin, deity: jewels, wealth
* Ok Goldenmined the Gorge of Silver, deity: mountains
* Lal Bulwarkhelp, deity: minerals, metals, fortresses
* Amug Springpacks the Root of Paddles, deity: fishing, hunting
* Lim, deity: darkness
* Tosid the Armored Webs, deity: laws
* Nunok Tomesplans, deity: inspiration
* Sikel, deity: trickery, lies
* Kat the Righteous Sports, deity: persuasion
Gather Resources

*See also: Acquire Assets, Rest*

Gather Resources is an action a character may undertake introduced in  Masks of Nyarlathotep.

On any space, the investigator spends an action and gains a  Resource token.

 Preston Fairmont may undertake an Acquire Assets action and a Gather Resources action at the same time. He may also chose another investigator on his space to undertake those actions.

## Resources

Resources are a type of token that represents physical goods that aid the investigators. Any investigator may hold a maximum of **2** Resources.

Resources may be spent during a Rest action to recover an additional  Health or  Sanity token. During an Acquire Assets action, a resource token may be spent for one automatic success.

 Daniela Reyes may gain a Resource token for free if she undertakes a Rest action or Acquire Assets action.
Hunger

## Card Back

 **Hoarding** | 03 | *Your hunger for wealth grows and grows. Soon you're stealing from stores and garbage cans.* | Gain 1 random Trinket Asset from the deck. Then lose  1 Sanity for each Item or Trinket possession you have.
 **Overindulgence** | 03 | *Hunger and thirst tear at your mind, and you feel an intense longing for social acceptance. You crave a satisfaction you cannot achieve no matter how much you consume.* | Lose  1 Health and  1 Sanity.
 **Thirst** | 03 | *Your desires constantly weigh on your mind, driving you to drink to calm your nerves. In your drunken state, you lose track of time and all sense of duty, abandoning your cause and your friends.* | Discard half of your possessions.
Then flip this card.
Excavating the Elder Things

## Flavor Text

*Chipping away at the ice and snow, you uncover what was buried beneath the star-shaped mounds, but you cannot imagine why anyone would go to such extreme effort.*
## Adventure Conditions

When this card enters play, place an  Adventure token on  Lake Camp.

When this Adventure is completed, advance the active  Mystery by 1; then draw a random *Antarctica III* Adventure.

As an encounter, an investigator on Lake Camp may excavate the alien bodies buried under the ice and snow; he draws and resolves an Antarctica Research Encounter. If the effect allows him to gain this  Clue, complete this Adventure instead.
## Availability

This Adventure is only available when playing with the  Mountains of Madness expansion, when the Doomsayer from Antarctica Prelude is active.

## Notes

The original text of Excavating the Elder Things Adventure’s second paragraph was "When this Adventure is completed, advance the active Mystery by 1; then reveal an *Antarctica III* Adventure." The errata's purpose is to not allow the investigator to choose an adventure.
Innuendo

**Caution is advised.**

Although Ned's Declassified School Survival Guide is for children, it is known to have some innuendos.

## Innuendos in the episodes

### Guide to: Crushes and Dances

* Moze tells Cookie, "I don't mean to rip on your dream girl, but she's a dog."

### Guide to: Substitute Teachers and The New Kid

* The substitute’s song he’s singing has an innuendo in it. Even the subtitles say it.
	+ "I got a little lick about a whale named Dick" (although that name could be an abbrevation of "Richard" or an hommage to Dick Grayson, a comic character)

### Guide to: Dares and Bad Habits

Part 2: Bad Habits

* Moze was saying things and getting cut off by the whistle repeatedly. She was said to be trash talking.

### Guide to: A New Grade and Dodgeball

* Moze said, “I thought you were going to give me detention for life or call me a mean little-” and then she got cut off.

### Guide to: Reading and Principals

* If you look closely, it might not look like it but Gordy is sticking his middle finger downwards.
* Cookie cross-dresses.
* Even though the lady was an adult, Moze treats her in an abusive way by almost pulling off her hair.

### Guide to: Art Class and Lost & Found

* Ned paints a picture of a *naked* lady.
	+ Teenagers even some adults get shocked on what they *see*.

### Guide to: Health and Jealousy

* Ned keeps scratching his *personal* area.

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The Page of Fords

The Page of Fords was a short-lived dwarven civilization that fell in the year 14. They settled to the northeast of The Swift Barb with the founding of Woundwonders by The Prestigious Spears at The Dune of Denting in year 1. They then founded Glazedreamy in year 3 and Gazerood in year 8 in The Dignified Hills. All three fortresses fell several years after founding at the hands of monsters.

## Kings

1. Lor Cavespear (b.??? d. 9, Reign Began: 1)
2. Iton Strokevault (b.??? d. 14, Reign Began: 10)
3. Kulet Handleransack (b.4 d. 168, Reign Began: 16)

## Sites

 3
 8

## Gods

* Doren, deity: minerals, metals
* Geshud, deity: fortresses
* Zim, deity: mountains
* Deler, deity: jewels
* Gedor Hogfiend the Dead Mite, deity: wealth, murder, death, blight, disease
Haunter of the Dark (Mystery)

## Flavor Text

*When professor Enoch Bowen brought the mesmerizing jewel home to Providence, Rhode Island, none could have fathomed its dark past, or what nefarious manifestation of evil it held trapped within its light.*

## Mystery Text

When this card enters play, spawn the Haunter of the Dark Epic Monster on Arkham. An investigator on Arkham chooses an encounter as if the Epic Monster is not on his space unless he has the Shining Trapezohedron Artifact.

If an investigator would gain an Artifact, he may gain the Shining Trapezohedron Artifact instead.

At the end of the Mythos Phase, if the Haunter of the Dark Epic Monster has been defeated, solve this Mystery.

## Notes

The original text of Haunter of the Dark's card effect was "When this card enters play, spawn the Haunter of the Dark Epic Monster on Arkham. It cannot lose  Health unless the active investigator has the Shining Trapezohedron Artifact." The errata prevents investigators from being forced to encounter the Monster if they don't have the Artifact, and allows the Monster to lose Health from other means besides Combat Encounters such as Tokyo Location Encounters or Spells.
Fall of Man

## Flavor Text

*You emerge from the rubble of your home, the most recent casualty of the latest calamity. You do not feel how you think someone who just lost their home should feel. Should feel.*

*You survey the wreckage, hardly acknowledging the wailing sirens and screams of the injured drifting on the wind. There must be a reason for all of it. Punishment for humanity's misdeeds. Punishment for humanity's arrogance and pride.*

*You watch a young woman desperately digging at the remains of her home, and you wonder if there is anything even worth saving. The curtain is falling on the age of man, and you do not possess the means to stop it. Deep down, you are not even sure that you would.*

## Prelude Conditions

After resolving setup, place  1 Eldritch token on the green space of the Omen track.

During this game, when Omen advances to the green space, draw and resolve a Disaster.
Flesh Ward

## Card Back

**0:** *The spell's energy twists around you and locks your jaw shut as if it were forbidding you from speaking. You don't know if you will be allowed to speak those words again.* If you did not roll any 4's, discard this card.
**1+:** *It is unpleasant to watch this transformation, even when it succeeds.* Lose  1 Sanity.
 **2** | 01Core | Resolve the effect based on your test result:
**0:** *Something inside your chest shifts painfully.* The chosen investigator loses  1 Health unless he gains an Internal Injury Condition.
**1-2:** *The spell causes skin to writhe and reform like a living being.* No additional effect.
**3+:** *Flesh and bone mend themselves and harden against attack.* Prevent that investigator from losing  Health up to your test result instead.
 **3** | 02 | Resolve the effect based on your test result:
**0:** *The malformed magic inflicts the subject with a terrible illness.* That investigator gains 1 Illness Condition.
**1:** *Stitching together flesh and bone takes a toll on your fragile mind.* Lose  1 Sanity.
**2+:** *Your flesh hardens and repels pain and wounds with ease.* No additional effect.
 **4** | 02 | Resolve the effect based on your test result:
**0:** *The incantation slips from your memory, and you are unsure if it will return.* If you rolled any 1's, discard this card.
**1-2:** *Flesh and bone writhe and reform as your wounds are mended.* That investigator loses  1 Sanity.
**3+:** *The magic wards you from physical harm, rendering you nearly immortal.* Prevent that investigator from losing up to  4 Health instead.
Then flip this card.
Guts

## Card Back

After resolving the test, resolve the effect based on your test result:
**0:** *If you are lucky enough to survive, you will be more cautious next time.* If you rolled any 1's, discard this card.
**1+:** *The terror traumatizes you, but you do not stop.* Gain 1 Madness Condition unless you discard this card.
 **2** | 08 | ' | You may add 1 to the result of 1 die when resolving the  test.
After resolving the test, resolve the effect based on your test result:
**0-2:** *You are certain of your impending doom but push forward regardless.* Gain 1 Madness Condition unless you discard this card.
**3+:** *You are certain that you will win.* No additional effect.
Then flip this card.

## Notes

### Rulings, clarifications, and reminders

Based on the ruling for Blunderbuss, if you choose to gain the bonus, but apply a different, higher bonus, you will still flip Guts and resolve the back effects.

### References

1. ↑ Official answer from Nikki Valens for Blunderbuss on *StackExchange*.
Dream-Quest Encounter

A Dream-Quest Encounter is a complex encounter an investigator may have when on a space with the Dream-Quest Token. It is only used when  Hypnos is the Ancient One or when the Otherworldly Dreams Adventure is used.

Just like with an Expedition Encounter or Mystic Ruins Encounter, the Dream-Quest deck is shuffled, and the token placed on the space printed on the top-most card. As an encounter, the investigator draws the card and follows its effects, moving the token to the space on the next card if it displays a different space.

The Corona Borealis Final Mystery requires the player to interact with the Dream-Quest Encounter space. However, a player instead resolves the Final Mystery by drawing the Special Encounter card, rather than the Dream-Quest.

Encounters on the Dream-Quest Encounter space have differing effects, but they can usually seal a Gate on any space, gain Artifacts, or gain Talents and Tasks that are abundant in the expansion.

An encounter can take place on any of the following Dream-Quest space:  The Enchanted Wood,  The Moon,  The Underworld, or  Unknown Kadath.
George Barnaby

## The Lawyer

### Abilities

* **Action:** Test . For each success, another investigator of your choice on any space may discard a Debt or Detained Condition.
* Once per round, you may spend  1 Focus to add 1 to the result of 1 die when resolving a test.

### Flavor Text

#### Quote

*"I believe in a higher law. In believe in true justice."*

#### Bio

*As a lawyer, George had a long career holding those who deal in human suffering accountable to the law. Recently, George retired and bought a boat to travel the world with his beloved wife Maria, but everything changed one morning in Bombay. George left the boat to get breakfast. On his way back, he passed Westerners dressed in black suits, all wearing silver rings that bore the image of a skull. Inside the boat, he found Maria's body surrounded by occult symbols. His sole reason for living now is the pursuit of justice for Maria.*

### Team Role

George's high Influence and special skill allows players to get useful Assets from the reserve quickly: Debts for extra successes are almost a non-issue, since other players on any space may discard them when George succeeds.

His decent Lore and Will make him good at handling Other World Encounters, as well as casting Spells.

### Origin

George Barnaby made his first appearance in 2009 in *Innsmouth Horror*, the 6th expansion for *Arkham Horror: Second Edition*.
Discovery of an Ancient Civilization

> *For the Antarctica Adventure, see Discovery of an Ancient Civilization (Adventure).*
>
>

## Flavor Text

*The return of the Miskatonic Expedition brought rumors of a strange, unknown civilization nestled in the heart of the Antarctic wastes, but lately there have been reports of these previously unknown creatures all over the globe.*

## Mystery Text

After an investigator resolves a Research Encounter, he may spend  1 Clue he gained from that encounter to place that Clue on this card.

At the end of the Mythos Phase, if there are Clues on this card equal to , solve this Mystery.