Загроза. Stage 2

Карти контактів
Doom: 7. Clues: –
The longer you spend in this hellish place, the more you want to leave. Already it has felt like days. You fear that if you are stuck here much longer, you will become like the patients: a husk of your former self, unruly, and dangerous.
Mauro Dal Bo
The Unspeakable Oath #161. The Unspeakable Oath #3.

The Yellow Sign - Back

Загроза
In the back of your mind, a force beckons. "Have you seen it?" It calls to you. Glimpsing something in your peripheral vision, you turn, and find a familiar symbol peering back at you wherever you look. It is etched upon the doors. Drawn on the walls. Painted on the patients' canvases. You cannot escape it.

The lead investigator must randomly choose an enemy from among the set-aside Monster enemies and shuffle it into the encounter deck without looking at it.

Check Campaign Log. If Constance Dumaine is not listed under "VIPs Slain," search the collection for Constance Dumaine (A Little Too Sociable) and spawn her in the Garden.

Torturous Descent
Torturous Descent

Акт. Stage 2

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Clues: –
Daniel is somewhere in the secured basement where the most dangerous patients are kept. Now that you have the key, you can explore this area of the asylum.

Ignore the text on the unrevealed side of Arkham Asylum locations.

Objective - Find the Patient Confinement location with Daniel Chesterfield. (You will be instructed when to advance.)

Jokubas Uogintas
The Unspeakable Oath #164. The Unspeakable Oath #6.

Three Geese in a Flock - Back

Акт
When you enter his cell, you find Daniel huddled in a corner of the room, sobbing and rocking back and forth on the ground. "No mask, no mask…" he stammers over and over. You help him to his feet and try to console him, telling him that he is not crazy - that strange events have been occurring throughout town ever since The King in Yellow returned to Arkham. "It's Nigel!" he exclaims, gripping you tightly. "Nigel made us speak his name… He made us speak the Oath, and now He lives inside us, controlling us, don't you understand?" he rambles on. "We spoke His name and the price was paid! Hastur! Hastur! O King!"
You believe you might understand more about the situation if you can calm him down, but you'll have to get him out of this asylum if you are to accomplish that.

Choose an investigator at Patient Confinement (Daniel's Cell). Put the set-aside Daniel Chesterfield card (asset side faceup) into play under that investigator's control.

Shuffle the encounter discard pile and each enemy beneath the act deck into the encounter deck.

"The Really Bad Ones" (v. I)
"The Really Bad Ones" (v. I)

Акт. Stage 2

Карти контактів
Clues: –
Daniel is somewhere in the secured basement where the most dangerous patients are kept. Now that you have the key, you can explore this area of the asylum.

Ignore the text on the unrevealed side of Arkham Asylum locations.

Objective - Find the Patient Confinement location with Daniel Chesterfield. (You will be instructed when to advance.)

Jokubas Uogintas
The Unspeakable Oath #165. The Unspeakable Oath #7.

Daniel's Warning - Back

Акт
When you enter his cell, you find Daniel huddled in a corner of the room, sobbing and rocking back and forth on the ground. "No mask, no mask…" he stammers over and over. You help him to his feet and ask him what he remembers about The King in Yellow, but he interrupts you. "Don't speak His name!" he exclaims frantically, his eyes wide with a yellow glow. "Nigel made us speak his name… He made us speak the Oath, and now He lives inside us, controlling us, don't you understand?" he rambles on.
The man approaches wearing a crazed expression, and you take a wary step backward. "We spoke His name and the price was paid! Hastur! Hastur! O King! - " Then, suddenly, he transforms before your very eyes. His bones twist and snap. His body warps grotesquely. The symbol carved into his forehead burns bright, and a yellow glow emanates from within his body. He lunges to attack you.

Spawn the set-aside Daniel Chesterfield (enemy side faceup) at Patient Confinement (Daniel's Cell).

"The Really Bad Ones" (v. II)
"The Really Bad Ones" (v. II)

Акт. Stage 1

Карти контактів
Clues: 3.
Aside from the few patients giving you a wide berth, there aren’t any orderlies or doctors around to speak with. Looks like you’ll have to find Mr. Chesterfield on your own.
Jokubas Uogintas
The Unspeakable Oath #163. The Unspeakable Oath #5.

Key to the Basement - Back

Акт
Turning a corner, you nearly bump into a nurse with light brown hair and sharp features. You tell her about the violent patients and the strange things you've seen, but she doesn't listen. When you inquire about Daniel, she informs you that he is a patient of Dr. Mintz and that he resides in the secured basement level. Unfortunately, she refuses to let you into that area of the asylum.

The investigators must decide (choose one):

- Any investigator tests (4) to intimidate her into giving you the keys. If successful, advance to act 2a. If failed, you must choose an option you have yet to choose.

- Any investigator tests (4) to steal the keys from her. If successful, advance to act 2a. If failed, you must choose an option you have yet to choose.

- Any investigator tests (4) to persuade her to give you the keys. If successful, advance to act 2a. If failed, you must choose an option you have yet to choose.

- You knock her over and grab the keys. Remember that "you took the keys by force." Advance to act 2a.

Arkham Asylum
Arkham Asylum

Акт. Stage 1

Карти контактів
Clues: 3.
You pinch yourself to see if you are dreaming, and sure enough, your skin stings and reddens. You take a few deep breaths and try to think rationally. Whatever is going on, you must explore the theatre to learn the truth of the matter.
JB Casacop
The Path to Carcosa #46. Curtain Call #4.

His Final Bow - Back

Акт
A shadow creeps along the wall beside you, and your heart leaps into your throat. You turn, and a figure flits away just out of sight. Either your mind is playing tricks on you, or someone else is in the theatre.
You follow the direction of the shadow, rounding a nearby corner. At the far end of the hall, he stands awaiting you: a man in an elegant black suit, his face covered by a pale mask. Though his attire has changed, you instantly recognize him as the actor who played the role of the Stranger - one of the characters from The King in Yellow. He turns and disappears through an open doorway, as if taunting you to follow.

Choose one of the set-aside locations, at random. Put that location into play, and spawn the set-aside The Man in the Pallid Mask enemy at that location (instead of his normal spawn location).

Advance to one of the 3 copies of act 2a, at random. Remove the other 2 copies of act 2a from the game without looking at them.

Awakening
Awakening

Акт. Stage 3

Карти контактів
Clues: –
The Stranger must know the way out. You have to follow him!

While The Man in the Pallid Mask is not in play, the Lobby gains: ": Resign."

Forced - At the end of the round: Place 1 horror on each location with no horror that is connected to a location with horror.

Objective - If each undefeated investigator has resigned, advance.

JB Casacop
The Path to Carcosa #48. Curtain Call #8.

Escaping the Theatre - Back

Акт
The Stranger gives you a slight bow as he steps through the lobby's front entrance, opening a glass door that was not there a moment before. A sudden cacophony of noise erupts around you, and you fear that the building has only seconds before it is destroyed. You flee, crashing through the front doors and leaving the ruined theatre in your wake.

The investigators must decide (choose one):

- We have to warn the police about what's going on! (→R1)

- The police won't believe us. We have to solve this mystery on our own. (→R2)

Curtain Call
Curtain Call

Акт. Stage 1

Карти контактів
Clues: –
This isn’t a party: it’s a mad house. But for some reason, the guests are too deluded to notice. Very few of them are sane, and many are themselves horrors to your eye. Perhaps you can talk to them to learn more about The King in Yellow.

Forced - When an investigator is eliminated (by defeat or resignation): Place each of that investigator's clues on this act, instead of placing them at his or her location.

Objective - Find as many clues as you can, then get out of this awful place!

Vlad Ricean
The Path to Carcosa #64. The Last King #4.

…? - Back

Акт

Madness. noun. mad.ness.

The state of being mentally ill, especially severely.

- Extremely foolish behavior.

- A state of frenzied or chaotic activity.

- Why are you looking at this side?

- There is no reason to flip to Act 1b.

- Flip back to Act 1a.

Discovering the Truth
Discovering the Truth

Акт. Stage 1

Карти контактів
Clues: 2.
You have opened the path to Carcosa in order to stop those who wish to free Hastur from his prison in the stars. Only you can put an end to this madness!

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

Cristi Balanescu
Dim Carcosa #320. Dim Carcosa #5.

His Final Bow...? - Back

Акт
A shadow creeps along the wall beside you, and your heart leaps into your throat. You turn, and a figure flits away just out of sight. Either your mind is playing tricks on you, or someone else is in the theatre.
You follow the direction of the shadow, rounding a nearby corner. At the far end of the hall, he stands awaiting you: the man who wears the Pallid Mask, the Stranger whose steps you have haunted for so many weeks. You remember that you have been here before.
The theatre dissolves around you. The bright glare of two suns pierce into your eyes from above. "Do you remember now?" he asks. He turns and vanishes into the aether, as if taunting you to follow.

Spawn the set-aside The Man in the Pallid Mask enemy at the Palace of the King.

In Lost Carcosa
In Lost Carcosa

Акт. Stage 3

Карти контактів
Clues: –
The shadows along the walls of the tomb begin to coalesce. Strange runic symbols twist into the image of a building with a tall tower, its spire reaching up toward the ceiling. Then the Stranger beckons for you to follow, and disappears through the stone archway behind you.

Ignore the Forced ability on Blocked Passage.

Objective - If each undefeated investigator is at Blocked Passage, advance.

Stéphane Gantiez
The Pallid Mask #246. The Pallid Mask #7.

The Secret Exit - Back

Акт
Following the Stranger's lead, you take a circuitous route through the underground passageways. Finally you are confronted by a dead end - a tunnel blocked by an impossibly thick wall of collapsed bone and rubble. The Stranger stands nearby, holding the partially-charred skull he pulled from the fire in the Tomb of Shadows. "What now?" you ask, confused. He holds the skull aloft, and the floor begins to collapse into a pit of dark emptiness below. Bones and rubble from the wall fall into the pit, and it grows larger with each moment. The Stranger bows, then falls backwards into the pit before you can grab him. "Wait!" you call out, but it is too late. With the pit growing and threatening to swallow the catacombs entirely, you have no choice but to follow him.

(→R2)

Leading the Way
Leading the Way

Акт. Stage 2

Карти контактів
Clues: 2.
Somewhere in the manor is a "hidden library" where you might be able to find more information about The King in Yellow. You must find the way in if you are to continue your investigation.
Yoann Boissonnet
Echoes of the Past #125. Echoes of the Past #6.

Secret Passageways - Back

Акт
As you rummage through a desk drawer, you are startled when you hear a voice behind you. "Excuse me! Can I help you?" You are relived to find the voice belonging to a thin, elderly man wearing wide-rimmed glasses - a member of the Historical Society, no doubt. You explain to him that you are searching for a hidden library somewhere in the manor, though you purposely leave out why.
He introduces himself as Mr. Peabody, the Historical Society's curator. "I'll help you find what you are looking for," he explains, "but only if you tell me what this is all about once we get there." You hope it doesn't come to that.

For each revealed Historical Society location, add 1 clues to it (to a maximum of its clue value).

Choose an investigator to take control of the set-aside Mr. Peabody asset.

Put the set-aside Hidden Library location into play.

Mistakes of the Past
Mistakes of the Past

Акт. Stage 4

Карти контактів
Clues: –
All hell has broken loose.

Ignore the text on the unrevealed side of Arkham Asylum locations.

Garden gains: " If there is no ready enemy in the Garden: Resign. Finally, a way out!"

Objective - If each undefeated investigator has resigned, advance.

Jokubas Uogintas
The Unspeakable Oath #167. The Unspeakable Oath #9.

Escape - Back

Акт

If "you took the keys by force," read the following:

As you attempt to escape, you are spotted by the nurse you attacked earlier, leading a group of guards. "There they are! Quickly, restrain them!"

(→R2)

Otherwise, read the following:

The guards are too busy controlling the situation and restraining the asylum's patients to notice your escape.

(→R3)

No Asylum
No Asylum

Акт. Stage 3

Карти контактів
Clues: –
Clouds churn over the abbey tower. Layers of reality unfold. Through the dark storm clouds, you can see the twisted spires of Carcosa. You have no choice but to make the leap.

Objective - If each undefeated investigator is at the Abbey Tower and there are no clues on that location, advance.

Michał Miłkowski
Black Stars Rise #282. Black Stars Rise #11.

To Carcosa - Back

Акт
Only you can stop Hastur from escaping his prison.
You leap into the churning maelstrom and open the path to Carcosa, the realm of madness.

(→R2)

Open The Path Above
Open The Path Above

Акт. Stage 3

Карти контактів
Clues: –
Tidewater churns around the walls of the city. Layers of reality unfold. Reflected in the depths below, you can see the twisted spires of Carcosa. You have no choice but to dive in.

Objective - If each undefeated investigator is at the Chapel of St. Aubert and there are no clues on that location, advance.

Dennis Chan
Black Stars Rise #281. Black Stars Rise #10.

To Carcosa - Back

Акт
Only you can stop Hastur from escaping his prison.
You dive into the churning waters and open the path to Carcosa, the realm of madness.

(→R1)

Open The Path Below
Open The Path Below

Акт. Stage 3

Карти контактів
Clues: –
With or without Daniel, you have to get out of this place as soon as you can.

Ignore the text on the unrevealed side of Arkham Asylumlocations.

Objective - If investigators have performed 4 of the following, you must advance.

- "Know the guards' patrols."

- "Set a fire in the kitchen."

- "Incited a fight amongst the patients."

- "Released a dangerous patient."

- "Recalled the way out."

- "Distracted the guards."

Jokubas Uogintas
The Unspeakable Oath #166. The Unspeakable Oath #8.

A Way Out - Back

Акт
An orderly's scream echoes across the hall. Within moments, an alarm rings loudly throughout the institution. Nurses and guards rush through the asylum in a desperate attempt to control the situation. You feel dazed, and your vision is spotty, as though you've been struck by something heavy. The walls blur together and twist. Creatures begin to emerge out of the crevices and corners that did not exist moments before.

Shuffle the encounter discard pile and each enemy beneath the act deck into the encounter deck.

If at least 3 Monster enemies were shuffled into the encounter deck by this effect, the investigator with the lowest discards cards from the top of the encounter deck until a Monster enemy is discarded and draws that enemy.

Planning the Escape
Planning the Escape

Акт. Stage 2

Карти контактів
Clues: –
The chords that echo in your mind, the infernal man whose organ-playing intrigues and terrifies you… Perhaps there is a connection between this shadowy presence and The King in Yellow?

After you successfully attack The Organist: An investigator at your location may place 1 of his or her clues on The Organist. (Group limit 1 times per round.)

Objective - If there are 3 clues on The Organist, advance.

Matthew Cowdery
A Phantom of Truth #206. A Phantom of Truth #7.

Lost Lamb - Back

Акт
You pursue your quarry through a narrow avenue, passing a set of heavy iron gates. You are in a dead end - a court with tall, old houses on either side. You close the gates behind you and turn back toward the shadowed figure just as day begins to break. Rays of light peek out over the skyline, and you lift your hand to block the gaze of the sun. Then, as though dispersed by the sunlight, the figure you had been chasing folds into the shadows and vanishes. You search the court for the mysterious figure, but there is no sign of him anywhere. Just as you are about to leave, you spot a plaque next to a red-brown door atop a steep, narrow staircase. It reads: "N. Engram."

Check Campaign Log.

- If you intruded on a secret meeting, proceed to (→R2).

- Otherwise, proceed to (→R1).

Pursuing Shadows
Pursuing Shadows

Акт. Stage 1

Карти контактів
Clues: 2.
Each of the Historical Society’s many rooms contains records and documents that may aid you in your search for answers about The King in Yellow. There must be something here that can guide you toward the truth.
Yoann Boissonnet
Echoes of the Past #124. Echoes of the Past #5.

Late-Night Studies - Back

Акт
You find a record kept by one of the society's historians pertaining to the "dreadful events" surrounding the closing of an old theatre in Arkham, the Cedar Playhouse. Though there is no explicit mention of The King in Yellow, you believe you are on the right track.
The historian's notes are cut short, and there is a faded, handwritten page clipped to the final entry.
This matter is too ghastly for the public eye. I am placing the remainder of this record in the hidden library. All further inquiries should be done away from prying eyes, for this is a dangerous matter, and not one to be researched lightly.

For each revealed Historical Society location, add 1 clues to it (to a maximum of its clue value).

Race for Answers
Race for Answers

Акт. Stage 2

Карти контактів
Clues: –
It is time to finally confront the Stranger and learn the truth about his identity, once and for all.

Each investigator cannot discover clues.

The Man in the Pallid Mask cannot be defeated.

Objective - While the lead investigator is at The Man in the Pallid Mask's location, he or she may spend to advance.

Cristi Balanescu
Dim Carcosa #321. Dim Carcosa #6.

The Pallid Mask
Chasing Tails

Актив

Item. Relic.

Cost: 0.

Нейтральний

Revelation - Put The Pallid Mask into play, under the lead investigator's control. Remove The Man in the Pallid Mask from the game. Spawn the set-aside Hastur (The Tattered King) enemy at the Palace of the King.

The Pallid Mask cannot leave play.

You get -2 sanity.

Andreas Zafiratos
Dim Carcosa #321. Dim Carcosa #6.
Search For the Stranger (v.I)
The Pallid Mask

Акт. Stage 2

Карти контактів
Clues: –
It is time to finally confront the Stranger and learn the truth about his identity, once and for all.

Each investigator cannot discover clues.

The Man in the Pallid Mask cannot be defeated except by his ability.

Objective - When The Man in the Pallid Mask would be defeated by his ability, advance.

Cristi Balanescu
Dim Carcosa #322. Dim Carcosa #7.

Figment of Your Imagination - Back

Акт

Put the set-aside Hastur (The King in Yellow) enemy into play next to the act deck. For the remainder of the scenario, Hastur is considered to be in play but is not at any location. Remove The Man in the Pallid Mask from the game.

Search For the Stranger (v.II)
Search For the Stranger (v.II)

Акт. Stage 2

Карти контактів
Clues: –
It is time to finally confront the Stranger and learn the truth about his identity, once and for all.

Each investigator cannot discover clues.

The Man in the Pallid Mask cannot be defeated except by damage.

Objective - When The Man in the Pallid Mask would be defeated by damage, advance.

Cristi Balanescu
Dim Carcosa #323. Dim Carcosa #8.

The Disguise is Laid Aside - Back

Акт

Spawn the set-aside Hastur (Lord of Carcosa)enemy at The Man in the Pallid Mask's location. Remove The Man in the Pallid Mask from the game.

Search For the Stranger (v.III)
Search For the Stranger (v.III)

Акт. Stage 2

Карти контактів
Clues: –
I knew that every time I met him brought him nearer to the accomplishment of his purpose and my fate. And still I tried to save myself.
–Robert W. Chambers, "In the Court of the Dragon," The King in Yellow

Spend 1 clues, as a group: Either place 1 doom on the current agenda, or automatically evade The Organist. (Group limit once per round.)

Objective - Survive three nights. (Do not advance until you are instructed.)

Matthew Cowdery
A Phantom of Truth #207. A Phantom of Truth #8.

Shepherd's Crook - Back

Акт
You lose track of yourself within the city as you flee for your life. Your feet move of their own accord. The beating of sinewy wings and screeching of creatures above you spurs you onward. Soon you find yourself running down a narrow avenue, passing a set of heavy iron gates. You are in a dead end - a court with tall, old houses on either side. You turn back toward the entrance and breathe a sigh of relief as you see the sun rising once more over the skyline of Paris. As though dispersed by the sunlight, the figure that had been chasing you folds into the shadows and vanishes. Just as you are about to leave, you spot a plaque next to a red-brown door atop a steep, narrow staircase. It reads: "N. Engram."

Check Campaign Log.

- If you intruded on a secret meeting, proceed to (→R2).

- Otherwise, proceed to (→R1).

Stalked by Shadows
Stalked by Shadows