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Arkham Horror: The Card Game – The Innsmouth Conspiracy: Campaign Expansion thumbnail

Arkham Horror: The Card Game – The Innsmouth Conspiracy: Campaign Expansion

Expansion for Arkham Horror: The Card GameExpansion for Arkham Horror: The Card Game (Revised Core Set)

Arkham Horror: The Card Game – The Innsmouth Conspiracy: Campaign Expansion Rulebook

Table of Contents

Table of Contents

  • Additional Rules and Clarifications
    • Keys
    • Flood Tokens
    • Bless and Curse Tokens
    • Seal
    • Expansion Icon
    • Flashbacks
  • Campaign Setup
  • Scenario I: The Pit of Despair
    • Scenario Setup
    • Keys (The Pit of Despair)
    • Location Adjacency in the Pit
    • Location Placement for "The Pit of Despair"
    • Tidal Tunnels
    • The Depths
    • DO NOT READ (until the end of the scenario)
  • Interlude I: Puzzle Pieces
  • Scenario II: The Vanishing of Elina Harper
    • Investigator Setup
    • Scenario Setup
    • Standalone Mode (Scenario II)
    • Finding Agent Harper
    • Suggested Location Placement for "The Vanishing of Elina Harper"
    • Scenario Interlude: The Accusation
    • DO NOT READ (until the end of the scenario)
    • Resolution 1
    • Resolutions 2 through 7
  • Interlude II: The Syzygy
    • The Syzygy 1
    • The Syzygy 2
    • The Syzygy 3
    • The Syzygy 4
  • Scenario III: In Too Deep
    • Scenario Setup
    • Barriers
    • Standalone Mode (Scenario III)
    • Location Adjacency in Innsmouth
    • Keys (In Too Deep)
    • Location Placement for "In Too Deep"
    • DO NOT READ (until the end of the scenario)
    • Resolution 1
  • Scenario IV: Devil Reef
    • Introduction
    • Investigator Setup
    • Scenario Setup
    • Standalone Mode (Devil Reef)
    • Keys (Devil Reef)
    • Location Adjacency in Devil Reef
    • Vehicles
    • Suggested Location Placement (Devil Reef)
    • DO NOT READ (until the end of the scenario)
    • Resolution 1
  • Interlude III: Beneath the Waves
  • Scenario V: Horror in High Gear
    • Scenario Setup
    • Standalone Mode (Horror in High Gear)
    • Vehicles (Horror in High Gear)
    • Location Placement for "Horror in High Gear"
    • Road X
    • DO NOT READ (until the end of the scenario)
    • Resolution 1
  • Scenario VI: A Light in the Fog
    • Scenario Setup
    • Standalone Mode (A Light in the Fog)
    • Keys (A Light in the Fog)
    • Suggested Location Placement for Act 1
    • Location Abilities (A Light in the Fog)
    • Suggested Location Placement for Act 3 / Agenda 3
    • DO NOT READ (until the end of the scenario)
    • Resolution 1
    • Resolution 2
    • Resolution 3
    • Resolution 4
  • Scenario VII: The Lair of Dagon
    • Introduction
    • Investigator Setup
    • Scenario Setup
    • Standalone Mode (The Lair of Dagon)
    • Keys (The Lair of Dagon)
    • Spending Keys
    • Location Placement for "The Lair of Dagon"
    • DO NOT READ (until the end of the scenario)
    • Resolution 1
    • Resolution 2
    • Resolution 3
    • Resolution 4
  • Interlude IV: Hidden Truths
  • Scenario VIII: Into the Maelstrom
    • Scenario Setup
    • Location Adjacency in Y'ha-nthlei
    • Standalone Mode (Into the Maelstrom)
    • Keys (Into the Maelstrom)
    • Location Placement for Act 1
    • Act 2 Setup
    • Location Placement for Act 2
    • DO NOT READ (until the end of the scenario)
    • Resolution 1
    • Resolution 2
    • Resolution 3
    • Resolution 4
  • Epilogue
    • Epilogue 1
    • Epilogue 2
  • Flashbacks
    • Flashback I
    • Flashback II
    • Flashback III
    • Flashback IV
    • Flashback V
    • Flashback VI
    • Flashback VII
    • Flashback VIII
    • Flashback IX
    • Flashback X
    • Flashback XI
    • Flashback XII
    • Flashback XIII
  • Campaign Log Reference

Additional Rules and Clarifications

Keys

This expansion introduces key tokens that represent important objects or pieces of information that can be claimed and used during scenarios. Key tokens have two sides. When facedown, all seven keys have the same universal key symbol, so they can be randomized without the investigators knowing which is which. When faceup, each key is color coded with a unique color.

If a scenario uses one or more keys, the setup of that scenario indicates how many are set aside and whether they should be faceup or randomized facedown. Keys can enter play via several different card effects, and they are usually placed on an enemy, location, or story asset. Keys can be acquired in any of three ways:

  • If a location with a key on it has no clues, an investigator may take control of each of the location's keys as an action ability.
  • If an investigator causes an enemy with a key on it to leave play, that investigator must take control of each of the keys that were on that enemy. (If it leaves play through some other means, place its keys on its location.)
  • Some card effects may allow an investigator to take control of keys in other ways.

When an investigator takes control of a key, they flip it faceup (if it is facedown) and place it on their investigator card. If an investigator who controls one or more keys is eliminated, place each of their keys on their location. As an action ability, an investigator may give any number of their keys to another investigator at the same location.

Keys have no inherent game effect. However, some card effects may change depending on which keys an investigator controls. Additionally, keys may sometimes be required in order to progress during a scenario.

Flood Tokens

Throughout this campaign, scenario card effects can flood locations. Each location has one of three different flood levels: it is either unflooded, partially flooded, or fully flooded. A location's flood level can be tracked using the double-sided flood tokens included in this deluxe box. A location's flood level has no inherent game effect. However, some card effects may change or become stronger while you are at a flooded location, particularly if that location is fully flooded.

  • A location with no flood token is unflooded.
  • If a location becomes partially flooded, place a flood token on it with the partially flooded side faceup to designate this.
  • If a location becomes fully flooded, place a flood token on it with the fully flooded side faceup (or if it is already partially flooded, flip its flood token over) to designate this.
  • If a location's flood level is "increased," it changes from unflooded to partially flooded, or from partially flooded to fully flooded. A fully flooded location cannot have its flood level increased.
  • If a location's flood level is "decreased," it changes from fully flooded to partially flooded, or from partially flooded to unflooded. If a location becomes unflooded, remove its flood token.
  • For the purposes of card effects, both partially flooded locations and fully flooded locations are considered to be "flooded."

Bless and Curse Tokens

This expansion introduces two new kinds of chaos tokens: bless tokens and curse tokens. By default, the chaos bag does not contain any bless or curse tokens. However, certain card effects can add these tokens or remove them from the chaos bag.

  • Bless tokens revealed during a skill test have the following effect: "+2. Reveal another token. Instead of returning this token to the chaos bag, return it to the token pool."
  • Curse tokens revealed during a skill test have the following effect: "–2. Reveal another token. Instead of returning this token to the chaos bag, return it to the token pool."
  • No more than 10 total bless and curse tokens can be included in the chaos bag or sealed on cards in play at any given time.
  • Bless or curse tokens revealed outside of a skill test have no effect on their own unless otherwise specified by a card effect.

Seal

As an additional cost for a card with the seal keyword to enter play, its controller must search the chaos bag for the specified chaos token and place it on top of the card, thereby sealing the token. If there is a choice of which token to seal, the card's controller chooses. If the specified token is not in the chaos bag, the card cannot enter play.

A sealed chaos token is not considered to be in the chaos bag and therefore cannot be revealed from the chaos bag as part of a skill test or ability. When a chaos token is "released," it is returned to the chaos bag and is no longer considered sealed. If a card with one or more chaos tokens sealed on it leaves play for any reason, any chaos tokens sealed on it are immediately released.

Some cards (with or without the seal keyword) may also have abilities that seal one or more chaos tokens as part of their effect. This is done following the same process as above: searching the chaos bag for the specified token, removing it from the chaos bag, and placing it on the card. If the specified token is not in the chaos bag, the effect fails.

Expansion Icon

The cards in The Innsmouth Conspiracy cycle can be identified by this symbol before each card's collector number: [Innsmouth Conspiracy expansion icon]

Flashbacks

Throughout The Innsmouth Conspiracy campaign, you will occasionally be instructed to read "flashback" sequences such as the ones in this guide. Each flashback contains a piece of your fractured memories. If you glimpse enough of these memories, perhaps you can cobble together a greater understanding of the events that have led you to this point. Some flashbacks might also provide additional benefits in the form of additional experience or the removal of harmful symbols from the chaos bag.

Campaign Setup

To set up The Innsmouth Conspiracy campaign, perform the following steps in order.

  1. Choose investigator(s).
  2. Each player assembles their investigator deck.
  3. Choose difficulty level.
  4. Assemble the campaign chaos bag.
    • Easy (I want to experience the story): +1, +1, 0, 0, 0, –1, –1, –1, –2, –2, skull, skull, cultist, cultist, tablet, tablet, elder thing, elder thing, auto-fail, elder sign.
    • Standard (I want a challenge): +1, 0, 0, –1, –1, –1, –2, –2, –3, –4, skull, skull, cultist, cultist, tablet, tablet, elder thing, elder thing, auto-fail, elder sign.
    • Hard (I want a true nightmare): 0, 0, 0, –1, –1, –2, –2, –3, –3, –4, –5, skull, skull, cultist, cultist, tablet, tablet, elder thing, elder thing, auto-fail, elder sign.
    • Expert (I want Arkham Horror): 0, –1, –1, –2, –2, –3, –3, –4, –4, –5, –6, –8, skull, skull, cultist, cultist, tablet, tablet, elder thing, elder thing, auto-fail, elder sign.

You are now ready to begin Scenario I: The Pit of Despair.

Scenario I: The Pit of Despair

Narrative omitted. The scenario opens with the investigators waking in a flooded cave with no memory of how they arrived. Its introduction is fiction and is not transcribed.

Scenario Setup

  • Gather all cards from the following encounter sets: The Pit of Despair, Creatures of the Deep, Flooded Caverns, Rising Tide, Shattered Memories, Agents of Cthulhu, and Rats. These sets are indicated by encounter set icons.
  • Place each key as follows:
    • Set the blue and green keys aside, faceup.
    • Set the red, yellow, and purple keys aside, facedown. Shuffle them so you do not know which is which.
    • Remove the black and white keys from the game. They are not used in this scenario.
  • Put the Unfamiliar Chamber location into play. Each investigator begins play at the Unfamiliar Chamber.
  • Find each of the following locations and set them aside, out of play: Idol Chamber, Altar to Dagon, and Sealed Exit (each of these locations is on the reverse side of a Tidal Tunnel location).
  • Shuffle the remainder of the Tidal Tunnel locations and randomly put three of them into play below, to the left, and to the right of the Unfamiliar Chamber, unrevealed side faceup (see location placement below).
  • Set the rest of the Tidal Tunnel locations aside, out of play.
  • Set each of the following cards aside, out of play: The Amalgam enemy, both copies of the Blindsense treachery, and all 3 copies of the From the Depths treachery.
  • Add the flood tokens to the token pool.
  • Shuffle the remainder of the encounter cards to build the encounter deck.
  • You are now ready to begin.

Keys (The Pit of Despair)

During this scenario, keys represent the following:

  • Blue: An idol of a malformed aquatic creature.
  • Green: An emerald key with four prongs.
  • Red: A piece of amber in the shape of a fish's heart that whispers something alien to you when you hold it.
  • Yellow: A calcified piece of chitin in the shape of a tentacle.
  • Purple: A jagged key of twisted marble and onyx.

Location Adjacency in the Pit

During this scenario, locations are arranged in a set pattern, with new locations from the Tidal Tunnel deck emerging below, to the left, or to the right of existing locations. (Note: The Tidal Tunnel deck does not exist at the beginning of this scenario. You will be instructed when and how to create it at a later time during the scenario.)

  • During this scenario, adjacent locations are considered to be connected to one another.
  • A location that is put into play below or to the left or right of another location should be set next to that location in the indicated position, with no other locations between them. A location that is next to another location in this manner is considered "adjacent."
  • Locations are only adjacent orthogonally (left, right, above, or below); they are not adjacent diagonally.
  • You cannot put a location into play where an existing location already is. If you are instructed to place a new location from the Tidal Tunnel deck in a spot that is already occupied by an existing location, the new location does not enter play.

Location Placement for "The Pit of Despair"

The printed placement diagram shows Tidal Tunnel, Unfamiliar Chamber, and Tidal Tunnel in a row, with a third Tidal Tunnel location placed below the Unfamiliar Chamber. The location cards' flavor text is not transcribed.

Note: During act 2, more locations will be added below, to the left, and/or to the right of the location shown here.

Tidal Tunnels

Locations with unrevealed Tidal Tunnel sides exist in multiple encounter sets. (For example, in this scenario, both the Flooded Caverns encounter set and The Pit of Despair encounter set contain unrevealed Tidal Tunnel locations.) Because these locations can come from multiple different encounter sets, they have no encounter set icon on their unrevealed side. To see which encounter set a Tidal Tunnel location belongs to, check its revealed side.

Note: The encounter set icon for each Tidal Tunnel location appears only on the location's revealed side.

The Depths

Some cards in this scenario refer to an area called "the depths." The depths is an out-of-play area next to the act and agenda decks that The Amalgam enemy can enter and leave via card effects. While The Amalgam is in the depths, it is out of play and cannot be affected by player cards or investigator actions.

  • When The Amalgam moves from play to the depths, remove all tokens from it except for its key tokens. Key tokens are not removed from The Amalgam when it enters the depths unless it was defeated by an investigator, in which case that investigator takes control of each of its keys.

DO NOT READ (until the end of the scenario)

  • If no resolution was reached because each investigator was defeated: Narrative omitted. The bullets under Resolution 1 below then apply.
  • Resolution 1: Narrative omitted.
    • Each investigator earns experience equal to the Victory X value of each card in the victory display. Record this experience under "Unspent Experience" in your Campaign Log, but do not spend any of it yet. You will be instructed to spend this experience at a later time.
    • Proceed to Interlude I: Puzzle Pieces.

Interlude I: Puzzle Pieces

Narrative omitted. Check the "Memories Recovered" section of the Campaign Log. Read each of the sections below that apply to your situation. Then, proceed to the following text.

  • If a meeting with Thomas Dawson is listed under "Memories Recovered": Narrative omitted. The conspiracy deepens. Each investigator records 1 additional experience under "Unspent Experience."
  • If nothing is listed under "Memories Recovered": Narrative omitted.
  • If a battle with a horrifying devil is listed under "Memories Recovered": Narrative omitted. The conspiracy deepens. Each investigator records 1 additional experience under "Unspent Experience."
  • If a decision to stick together is listed under "Memories Recovered": Narrative omitted. The conspiracy deepens. Each investigator records 1 additional experience under "Unspent Experience."
  • If an encounter with a secret cult is listed under "Memories Recovered": Narrative omitted. The conspiracy deepens. Each investigator records 1 additional experience under "Unspent Experience."

Proceed to Scenario II: The Vanishing of Elina Harper.

Scenario II: The Vanishing of Elina Harper

Narrative omitted. The introduction, the investigators' search of the town, and the summary of townsfolk information read to the players are fiction and are not transcribed.

Investigator Setup

Perform this step before setting up your investigator.

  • Agent Dawson has briefed you on your task and prepared you for this mission. Each investigator may now spend the experience recorded under "Unspent Experience" in the Campaign Log.

Scenario Setup

  • Gather all cards from the following encounter sets: The Vanishing of Elina Harper, Agents of Dagon, Fog over Innsmouth, The Locals, Chilling Cold, Locked Doors, Nightgaunts, and The Midnight Masks. These sets are indicated by encounter set icons.
    • When gathering The Midnight Masks encounter set, only gather the five treachery cards (2x False Lead and 3x Hunting Shadow). Do not gather any of the other cards from that encounter set.
  • Put the following locations into play: Innsmouth Square, Marsh Refinery, Innsmouth Harbour, Fish Street Bridge, First National Grocery, Gilman House, and The Little Bookshop (see suggested location placement below).
    • Each investigator begins play at the Innsmouth Square.
  • Prepare the Leads deck. This is done by performing the following steps:
    • Put the double-sided Finding Agent Harper reference card into play, next to the scenario reference card.
    • Find the six unique enemies with the Suspect trait and the six single-sided locations with the Hideout trait. Split them into two piles: one pile for the Suspect enemies and one pile for the Hideout locations.
    • Randomly choose one card from each pile (one Suspect enemy and one Hideout location) and place them facedown beneath the Finding Agent Harper card without looking at them.
    • Shuffle the ten remaining cards from the two piles together to form a deck. This deck is called the Leads deck. Place it near the scenario reference card.
  • Set agenda 3 and act 2 aside, out of play. (Do not use them when building the agenda deck and act deck.)
  • Set each of the following cards aside, out of play: the Thomas Dawson and Elina Harper story assets, both copies of the Hunting Nightgaunt enemy, and the Winged One enemy.
  • Shuffle the remainder of the encounter cards to build the encounter deck.
  • You are now ready to begin.

Standalone Mode (Scenario II)

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

  • Assemble the chaos bag using the following tokens: +1, 0, 0, –1, –1, –1, –2, –2, –3, –4, skull, skull, cultist, cultist, tablet, tablet, elder thing, elder thing, auto-fail, elder sign.
  • A decision to stick together is not listed under "Memories Recovered."

Finding Agent Harper

In this scenario, you are tasked with figuring out which Suspect enemy has kidnapped Agent Harper and which Hideout location holds her. This is done by discovering and spending clues to look at and draw cards from the Leads deck.

Each card in the Leads deck represents one of the possible Suspect enemies or one of the possible Hideout locations. Since the correct enemy and location are facedown beneath Finding Agent Harper, none of the cards in the Leads deck can be the correct choice. Therefore, by looking at cards from the Leads deck or by putting them into play, you can narrow down the list of possible enemies and locations by process of elimination. As you eliminate possible enemies and locations, use the list in your Campaign Log to cross off entries and discover the truth.

Once you are confident in your information, use the Objective ability on act 1a to advance. But beware—you only have so much time to find the truth, and you may have to guess…

Suggested Location Placement for "The Vanishing of Elina Harper"

The printed diagram places The Little Bookshop, First National Grocery, Gilman House, Marsh Refinery, Innsmouth Square, Fish Street Bridge, and Innsmouth Harbour (see the printed diagram; the location flavor quotations are not transcribed).

Note: Locations in this diagram with dotted-line borders represent the six possible Hideout locations. They do not begin in play. They may or may not enter play during the course of the scenario, depending on the actions of the investigators.

Scenario Interlude: The Accusation

Read this interlude only when you are instructed to do so.

Using the knowledge you've gathered, you must make an accusation in an attempt to locate who has kidnapped Elina Harper and where she is hidden. In order to make this accusation, the players must choose one Suspect enemy and one Hideout location from among the options listed on the Finding Agent Harper reference card.

Note the Suspect cannot be an enemy who is currently in play or in the victory display, nor can the Hideout be a location that is currently in play. Use this information to narrow down your choices.

  • Once the accusation has been made, do the following:
    • Reveal the Suspect enemy and the Hideout location that are facedown beneath Finding Agent Harper. In your Campaign Log, under "Possible Suspects / Possible Hideouts," circle the names of the correct Suspect enemy and Hideout location.
    • If neither card matches your accusation, the investigators are on the wrong track and must immediately resign.
    • If only one of the two cards matches your accusation, the investigators are partially correct and may proceed, but they have angered the citizens of Innsmouth during their careless investigation. Flip over the Finding Agent Harper reference card and spawn the enemy on its other side at the Innsmouth Square.
    • If both cards match your accusation, the investigators are correct and may proceed.
  • In order to set up the final act and agenda, do the following:
    • Advance the act directly to the set-aside act 2a.
    • Advance the agenda directly to the set-aside agenda 3a.
    • Put the Hideout location that was beneath Finding Agent Harper into play. Add 1 [silhouette icon] additional clues to that location. Place the set-aside Elina Harper story asset beneath this location to indicate that this is where Elina Harper has been captured.
    • Spawn the Suspect enemy that was beneath Finding Agent Harper at Elina Harper's location, ignoring their Revelation ability. For the remainder of the scenario, this enemy is referred to as "the kidnapper."
    • Remove the Leads deck from the game.
    • You are now ready to proceed with the final act and agenda.

DO NOT READ (until the end of the scenario)

  • If no resolution was reached (each investigator resigned or was defeated): Narrative omitted. Proceed to Resolution 1.

Resolution 1

Narrative omitted. The guide prints no explicit trigger for Resolutions 1 through 7 in this text; each is transcribed as printed.

  • Each investigator earns experience equal to the Victory X value of each card in the victory display. Record this experience under "Unspent Experience" in your Campaign Log, but do not spend any of it yet. You will be instructed to spend this experience at a later time.
  • In your Campaign Log, record the mission failed.
  • Proceed to Interlude II: The Syzygy.

Resolutions 2 through 7

Narrative omitted for each of the following: Resolution 2 (the boy, Brian Burnham, is questioned), Resolution 3 (Othera Gilman), Resolution 4 (Joyce Little), Resolution 5 (Barnabas Marsh), Resolution 6 (Zadok Allen), and Resolution 7 (Robert Friendly). Each resolution ends with the same three instructions:

  • Each investigator earns experience equal to the Victory X value of each card in the victory display. Record this experience under "Unspent Experience" in your Campaign Log, but do not spend any of it yet. You will be instructed to spend this experience at a later time.
  • In your Campaign Log, record the mission was successful.
  • Proceed to Interlude II: The Syzygy.

Interlude II: The Syzygy

The Syzygy 1

Narrative omitted. Check Campaign Log.

  • If the mission failed, proceed to The Syzygy 2.
  • If the mission was successful, skip to The Syzygy 3.

The Syzygy 2

Narrative omitted. Skip to The Syzygy 4.

The Syzygy 3

Narrative omitted.

  • Any one investigator may choose to add the Elina Harper story asset to their deck. This card does not count toward their deck size.
  • Proceed to The Syzygy 4.

The Syzygy 4

Narrative omitted.

  • With a fragment of your memories returned to you, past events have become clearer. Each investigator may now spend the experience recorded under "Unspent Experience" in your Campaign Log.
  • Proceed to Scenario III: In Too Deep.

Scenario III: In Too Deep

Narrative omitted. Proceed to Setup.

Scenario Setup

  • Gather all cards from the following encounter sets: In Too Deep, Creatures of the Deep, Rising Tides, Syzygy, The Locals, and Agents of Cthulhu. These sets are indicated by encounter set icons.
  • Put all 15 locations into play (see location placement below).
    • Place 24 barriers (using resource tokens) between these locations, as shown (see location placement below).
    • Each investigator begins play at the Desolate Coastline.
  • Place each key as follows:
    • Check the "Possible Hideouts" section of the Campaign Log for the location that is circled. Place the black key on that location. (If no location is circled, skip this step.)
    • Set each other key aside, facedown. Shuffle them so you don't know which is which.
  • Check the Campaign Log for each Suspect enemy that is out for blood and trigger each of their revelation abilities without placing clues on them.
  • Set the following cards aside, out of play: 2 copies of the Ravager from the Deep enemy, 2 copies of the Young Deep One enemy, the Joe Sargent story asset, the Teachings of the Order story asset, and the Innsmouth Shoggoth enemy.
  • Search the collection for Angry Mob (The Innsmouth Conspiracy card #62b) and set it aside, out of play. (This card is on the reverse side of the "Finding Agent Harper" story card.)
  • Add the flood tokens to the token pool.
    • Increase the flood level of each of the following locations: The House on Water Street, Innsmouth Harbour, and Desolate Coastline.
  • Shuffle the remainder of the encounter cards to build the encounter deck.
  • You are now ready to begin.

Barriers

In this scenario, barriers have been set up around the various streets of Innsmouth. Each barrier is represented by a resource token placed between two locations. Barriers block the movement of investigators along that path.

  • If there are 1 or more barriers placed directly between two locations, investigators cannot move from one of those locations to the other, even if they are connected.
  • Barriers can be removed using some location abilities, or the ability on act 1a. The more barriers placed between two locations, the more times such an ability must be used in order to clear the path.
  • When a hunter enemy moves, after determining which investigator it moves toward, it follows the shortest path not blocked by barriers. If no such path exists, it ignores barriers. All other enemy movement ignores barriers.

Standalone Mode (Scenario III)

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

  • Assemble the chaos bag using the following tokens: +1, 0, 0, –1, –1, –1, –2, –2, –3, –4, skull, skull, cultist, cultist, tablet, tablet, elder thing, elder thing, auto-fail, elder sign.
  • Nobody is out for blood.
  • Choose a random location from the "Possible Hideouts" section of the Campaign Log to be the location that is circled.

Location Adjacency in Innsmouth

During this scenario, locations are arranged in a set pattern, with each location adjacent to one or more other locations.

  • During this scenario, adjacent locations are considered to be connected to one another.
  • Locations are only adjacent orthogonally (north, east, south, or west); they are not adjacent diagonally.

Keys (In Too Deep)

During this scenario, keys represent the following:

  • Red, Blue, Green, Yellow, Purple, and White: Information from the still-human citizens of Innsmouth regarding the state of the town.
  • Black: Information regarding the suspect who kidnapped Agent Harper.

Location Placement for "In Too Deep"

The printed diagram places the following 15 locations (see the printed diagram for their positions and the barrier placement; location flavor quotations are not transcribed): Railroad Station, Esoteric Order of Dagon, The Little Bookshop, First National Grocery, Sawbone Alley, Gilman House, New Church Green, Marsh Refinery, The House on Water Street, Innsmouth Square, Fish Street Bridge, Innsmouth Harbour, Innsmouth Jail, Shoreward Slums, and Desolate Coastline.

DO NOT READ (until the end of the scenario)

  • If no resolution was reached (each investigator was defeated): Narrative omitted. Proceed to Resolution 1.

Resolution 1

Narrative omitted.

  • Each investigator earns experience equal to the Victory X value of each card in the victory display. Record this experience under "Unspent Experience" in your Campaign Log, but do not spend any of it yet. You will be instructed to spend this experience at a later time.
  • Check the Campaign Log. If the investigators made it safely to their vehicles, each investigator records 2 additional experience under "Unspent Experience."
  • Proceed to Scenario IV: Devil Reef.

Scenario IV: Devil Reef

Introduction

  • Intro 1: Narrative omitted. Check Campaign Log. If the mission was successful, proceed to Intro 2. If the mission failed, skip to Intro 3.
  • Intro 2: Narrative omitted. Skip to Setup.
  • Intro 3: Narrative omitted. Proceed to Setup.

Investigator Setup

Perform this step before setting up your investigator.

  • Search each investigator's deck for Elina Harper and remove her from the game for the duration of this scenario.
  • Check Campaign Log. If the mission was successful, search the collection for Thomas Dawson and add him to any investigator's opening hand, as an additional card. If the mission failed, shuffle him into that investigator's deck for the duration of this scenario.

Scenario Setup

  • Gather all cards from the following encounter sets: Devil Reef, Agents of Hydra, Creatures of the Deep, Flooded Caverns, Malfunction, and Rising Tide. These sets are indicated by encounter set icons.
  • Set each key aside, as follows:
    • Set the purple, white, and black keys aside, faceup.
    • Set the yellow, green, red, and blue keys aside, facedown. Shuffle them so you do not know which is which.
  • Put the Churning Waters location into play. (It enters play fully flooded.)
    • Put the Fishing Vessel story asset into play at Churning Waters.
    • Each investigator begins play in the Fishing Vessel (see Vehicles, below).
  • Set the following story assets aside, out of play: Awakened Mantle, Headdress of Y'ha-nthlei, and Waveworn Idol.
  • Shuffle the 5 Devil Reef locations and put each of them into play, unrevealed side faceup (see location placement below).
    • Do not place them adjacent to Churning Waters—these locations are connected not via adjacency, but via their connection symbols.
  • Prepare the Unfathomable Depths by performing the following steps:
    • First, remove 1 of each of the following locations from the game without looking at them: Cyclopean Ruins, Deep One Grotto, and Temple of the Union. Each of these locations is the revealed side of an Unfathomable Depths location.
    • Set the remaining 3 Unfathomable Depths locations aside, out of play.
  • Shuffle the 8 Tidal Tunnel locations to form the Tidal Tunnels deck.
    • Each of the cards in the Tidal Tunnels deck should have its unrevealed side faceup so that only the "Tidal Tunnel" side is showing.

Standalone Mode (Devil Reef)

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

  • Assemble the chaos bag using the following tokens: +1, 0, 0, –1, –1, –1, –2, –2, –3, –4, skull, skull, cultist, cultist, tablet, tablet, elder thing, elder thing, auto-fail, elder sign.
  • The mission failed.
  • A battle with a horrifying devil is not listed under "Memories Recovered."

Keys (Devil Reef)

During this scenario, keys represent the following:

  • Red / Blue / Green / Yellow: Various devices used to gain entrance into the deeper parts of Devil Reef.
  • Purple: A strange idol.
  • Black: A mystical headdress.
  • White: An unholy mantle.

Location Adjacency in Devil Reef

During this scenario, Island and Cave locations are arranged in a set pattern, with new locations from the Tidal Tunnels deck emerging, below, to the left, or to the right of some Island locations. However, Island locations and Churning Waters are not adjacent to one another, and are instead connected through connection icons as normal.

  • During this scenario, adjacent locations are considered to be connected to one another.
  • A location that is put into play adjacent to another location should be set next to that location, with no other locations between them.
  • Locations are only adjacent orthogonally (left, right, above, or below); they are not adjacent diagonally.

Vehicles

An asset with the vehicle keyword represents a vehicle that the investigators may enter or leave. An asset with this keyword is called a vehicle, and follows these rules:

  • While an investigator's mini-card is placed overlapping a vehicle, that investigator is in that vehicle. While an investigator's mini-card is placed overlapping their location, that investigator is instead not in a vehicle (even if they are at the same location as a vehicle).
    • As an action ability, an investigator may enter or leave a vehicle at their location. Move that investigator's mini-card onto the vehicle or off of the vehicle and onto their location to indicate their new position. Each investigator may perform this ability only once each round.
    • An investigator who is in a vehicle is also at that vehicle's location.
    • While an investigator is in a vehicle, that investigator cannot move independently of the vehicle.
  • Vehicles generally have one or more abilities that allow them to move to a connecting location. As a vehicle moves from one location to another, all investigators in the vehicle also move with the vehicle.
  • Vehicles do not alter enemy movement or enemy engagement in any way unless otherwise noted.

Suggested Location Placement (Devil Reef)

The printed diagram places the Devil Reef locations (Ocean. Island.), Churning Waters (Ocean.), and the Fishing Vessel story asset (Vehicle.) with their connection icons. The Fishing Vessel's printed text reads:

  • Vehicle. While you are in this vehicle, treat your location as if it were unflooded.
  • Action – Move Fishing Vessel to a connecting Ocean location.

Note: Be sure to leave some space between Churning Waters and each Island location, to show that they are not adjacent, but rather, connected through their connection icons.

DO NOT READ (until the end of the scenario)

  • If no resolution was reached (each investigator resigned or was defeated): Proceed to Resolution 1.

Resolution 1

Narrative omitted.

  • Each investigator earns experience equal to the Victory X value of each card in the victory display. Record this experience under "Unspent Experience" in your Campaign Log, but do not spend any of it yet. You will be instructed to spend this experience at a later time.
  • Find The Terror of Devil Reef.
    • If it was agenda 1a when the game ended, or if The Terror of Devil Reef is in play, record in your Campaign Log the Terror of Devil Reef is still alive.
    • If The Terror of Devil Reef is in the victory display, record in your Campaign Log the Terror of Devil Reef is dead.
  • Proceed to Interlude III: Beneath the Waves. Do not move the purple, black, or white key from their current position just yet—the location of each of these keys will be important during Interlude III: Beneath the Waves.

Interlude III: Beneath the Waves

Narrative omitted for the opening of this interlude, which describes the investigators' return to the present and their conversation with Agent Harper.

Depending on which keys were on the current act or controlled by an investigator when Scenario IV: Devil Reef ended, read each of the sections below that apply. Then, proceed to the following text.

  • If the purple key was on the current act or controlled by an investigator when the scenario ended: Narrative omitted.

    • The conspiracy deepens. Each investigator records 2 additional experience under "Unspent Experience."
    • Add 1 cultist token to the chaos bag for the remainder of the campaign. In your Campaign Log, record the idol was brought to the lighthouse. (Do not add the Waveworn Idol story asset to any investigator's deck. It must be recovered first.)
  • If the white key was on the current act or controlled by an investigator when the scenario ended: Narrative omitted.

    • The conspiracy deepens. Each investigator records 2 additional experience under "Unspent Experience."
    • Add 1 skull token to the chaos bag for the remainder of the campaign. In your Campaign Log, record the mantle was brought to the lighthouse. (Do not add the Awakened Mantle story asset to any investigator's deck. It must be recovered first.)
  • If the black key was on the current act or controlled by an investigator when the scenario ended: Narrative omitted.

    • The conspiracy deepens. Each investigator records 2 additional experience under "Unspent Experience."
    • Add 1 elder thing token to the chaos bag for the remainder of the campaign. In your Campaign Log, record the headdress was brought to the lighthouse. (Do not add the Headdress of Y'ha-nthlei story asset to any investigator's deck. It must be recovered first.)
  • If no keys were on the current act or controlled by an investigator when the scenario ended: No mechanical instructions are printed for this case.

Scenario V: Horror in High Gear

Narrative omitted. Proceed to Setup.

Scenario Setup

  • Gather all cards from the following encounter sets: Horror in High Gear, Fog Over Innsmouth, Malfunction, Shattered Memories, and Ancient Evils. These sets are indicated by encounter set icons.
  • Create the Road deck. This is done by performing the following steps:
    • Find Falcon Point Approach and all 6 copies of Long Way Around. Each one is the revealed side of an Old Innsmouth Road location. Set each of them aside, out of play.
    • Shuffle the set-aside Falcon Point Approach and two Old Innsmouth Road locations together to form the bottom three cards of the Road deck.
    • Place all of the remaining Old Innsmouth Road locations on top in a random order.
    • All of the cards in the Road deck should be showing only the Old Innsmouth Road side, so that the players do not know which is which.
  • Put the top 3 cards of the Road deck into play in a straight line from left to right, where left is the "rear" and right is the "front" (see location placement below).
  • Choose vehicles. There are two vehicles the investigators can use in this scenario—Thomas Dawson's Car and Elina Harper's Car. Each investigator must choose a vehicle to board. No more than two investigators can board the same vehicle. (See Vehicles below.)
    • Each vehicle that is boarded by at least one investigator begins play at the front Old Innsmouth Road location. Remove each other vehicle from the game.
    • Each vehicle begins play with its (Running) side faceup (see Running / Stopped below).
    • Each investigator begins play in the vehicle they chose to board.
    • Trigger that location's Road X keyword when it is revealed (see Road X below).
  • Choose drivers. One investigator in each vehicle must be designated as the driver of that vehicle.
    • There must always be a driver for each vehicle with at least one investigator in it. If the driver leaves the vehicle or is eliminated, choose another investigator in that vehicle to become the new driver.

Standalone Mode (Horror in High Gear)

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

  • Assemble the chaos bag using the following tokens: +1, 0, 0, –1, –1, –1, –2, –2, –3, –4, skull, skull, cultist, cultist, tablet, tablet, elder thing, elder thing, auto-fail, elder sign.
  • The Terror of Devil Reef is alive.

Vehicles (Horror in High Gear)

The guide repeats the Vehicles rules printed under Scenario IV: Devil Reef above, unchanged. It adds the following for this scenario:

  • Vehicles in this scenario can either be "running" or "stopped," as indicated by their two sides. The differences between a running vehicle and a stopped vehicle is indicated by the game text on each side. A vehicle's engine can be started or stopped using the ability on that vehicle, flipping it over to its other side.
    • Generally speaking, investigators will only be able to make swift progress in a running vehicle. However, it may sometimes be a good idea to briefly stop your vehicle if you are approaching a dangerous location, such as a Cliffside Road or a Tight Turn. Be careful!

Location Placement for "Horror in High Gear"

The printed diagram places the Old Innsmouth Road locations in a straight line from rear (left) to front (right), with Thomas Dawson's Car and Elina Harper's Car at the front Old Innsmouth Road location. The stopped side of each vehicle reads:

  • Vehicle. Limit 2 investigators in this vehicle. This vehicle is stopped.
  • If you are this vehicle's driver: You start the car. Flip this vehicle over.

(The running side is not legible in the guide's text layer.)

Road X

During this scenario, the investigators are traveling the Old Innsmouth Road from Innsmouth to Falcon Point. This road is generally a straight line from left to right, but occasionally contains branching paths.

Each time a location with the Road X keyword is revealed, if there are no locations ahead of the just revealed location, put X new locations into play in a new column in front of it, Old Innsmouth Road side faceup. The first of these locations must be the top location of the Road deck. Each of the remaining locations to be put into play are taken from among the set-aside Long Way Around locations (if there are not enough Long Way Around locations, use as many as you can). Shuffle each of those locations so that the players do not know which is which.

For example: Trish is the driver of Elina Harper's Car, and has just moved that car forward to an unrevealed location. It is a Fork in the Road with the "Road 2" keyword. Since there are currently no locations in front of Fork in the Road, she must therefore place 2 Old Innsmouth Road locations in front of Fork in the Road. She takes the top card of the Road deck and one of the set-aside Long Way Around locations, puts both of them into play in a new column in front of Fork in the Road, and shuffles them so that the players do not know which is which.

  • Generally, it is wise to avoid taking a Long Way Around, since it will slow you down and reduce the amount of time you have to reach Falcon Point.
  • During this scenario, each location is connected to each location behind or ahead of it, but not to any other location on its column.

DO NOT READ (until the end of the scenario)

  • If no resolution was reached (each investigator was defeated): Narrative omitted.
    • In your Campaign Log, record the investigators reached Falcon Point after sunrise.
    • Each investigator earns experience equal to the Victory X value of each card in the victory display.
    • Proceed to Scenario VI: A Light in the Fog.

Resolution 1

Narrative omitted.

  • In your Campaign Log, record the investigators reached Falcon Point before sunrise.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Proceed to Scenario VI: A Light in the Fog.

Scenario VI: A Light in the Fog

Narrative omitted. Proceed to Setup.

Scenario Setup

  • Gather all cards from the following encounter sets: A Light in the Fog, Creatures of the Deep, Flooded Caverns, Rising Tide, Syzygy, and Striking Fear. These sets are indicated by encounter set icons.
  • Put Falcon Point Gatehouse, Falcon Point Cliffside, Lighthouse Stairwell, and Lighthouse Keeper's Cottage into play on the same row. Put Lantern Room into play directly above Lighthouse Stairwell (see suggested location placement for act 1, below).
    • Each investigator begins play at Falcon Point Gatehouse.
    • From among the Tidal Tunnel locations, remove the 2 Underground River locations from the game.
    • Set each other location aside, out of play.
  • Set each key aside, as follows:
    • Set the white, black, blue, yellow, and red keys aside, faceup.
    • Set the purple and green keys aside, facedown. Shuffle them so you do not know which is which.
  • Put the double-sided "Captured!" story card into play next to the scenario reference card, with its story side faceup. (This card is on the reverse side of the Holding Cells location.) Its text is active.
  • Set the following cards aside, out of play: the Oceiros Marsh enemy, both copies of the Worth His Salt treachery, and both copies of the Taken Captive treachery.
  • Check Campaign Log.
    • If the idol was brought to the lighthouse, search the collection for the Waveworn Idol and set it aside, out of play.
    • If the mantle was brought to the lighthouse, search the collection for the Awakened Mantle and set it aside, out of play.
    • If the headdress was brought to the lighthouse, search the collection for the Headdress of Y'ha-nthlei and set it aside, out of play.
  • Check Campaign Log.
    • If the investigators reached Falcon Point after sunrise, place 1 doom on agenda 1.

Standalone Mode (A Light in the Fog)

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

  • Assemble the chaos bag using the following tokens: +1, 0, 0, –1, –1, –1, –2, –2, –3, –4, skull, skull, cultist, cultist, tablet, tablet, elder thing, elder thing, auto-fail, elder sign.
  • The investigators reached Falcon Point before sunrise.
  • The idol, mantle, and headdress were not brought to the lighthouse.

Keys (A Light in the Fog)

During this scenario, keys represent the following:

  • Red: A gilded key made of coral and covered in strange, glowing runes. The word "Y'ha-nthlei" is inscribed upon the handle.
  • Blue: A key carved with a symbol of an engorged fish eye.
  • Green: A fist-sized cluster of raw peridot that pulses and glows with unnatural light.
  • Yellow: A heavy iron ring crowded with prison cell keys.
  • Purple: The deceased larva of a malformed fish.
  • Black: A map of the depths beneath Devil Reef.
  • White: A pocket telescope.

Suggested Location Placement for Act 1

  • Falcon Point Gatehouse, Falcon Point Cliffside, Lighthouse Stairwell, and Lighthouse Keeper's Cottage are on the same row. The order of the locations on this row does not matter, so long as Lantern Room is directly above Lighthouse Stairwell.
  • Lantern Room cannot be flooded.
  • Falcon Point Gatehouse, Falcon Point Cliffside, Lighthouse Stairwell, and Lighthouse Keeper's Cottage cannot be fully flooded.

Location Abilities (A Light in the Fog)

  • Falcon Point Gatehouse: Action – Resign. You head back into the woods, leaving the lighthouse and its mysteries behind. If you control the black or red keys, place each one you control on the current act.
  • Lighthouse Stairwell: If there are any Relic story assets currently set aside: Add 1 of them to your hand.
  • Sunken Grotto (Upper Depths): Investigators at this location spend 1 clue, as a group: Look at the revealed side of a Tidal Tunnel location on this row.

Suggested Location Placement for Act 3 / Agenda 3

The printed diagram is divided into an "Above/Topmost" row and a "Below/Bottommost" row, with Tidal Tunnel locations and the three Sunken Grotto locations (Upper Depths, Lower Depths, and Final Depths) between them. The diagram shows Falcon Point Gatehouse, Falcon Point Cliffside, Lighthouse Stairwell, and Lantern Room above, with the Lighthouse Keeper's Cottage shown on the Agenda 3 panel.

Note: The order of the locations on each row does not matter, so long as Lantern Room, Lighthouse Stairwell, and each Sunken Grotto are on the same column, as depicted.

Location text printed in this diagram:

  • Falcon Point Gatehouse: Action – Resign. You head back into the woods, leaving the lighthouse and its mysteries behind. If you control the black or red keys, place each one you control on the current act.
  • Lighthouse Stairwell: If there are any Relic story assets currently set aside: Add 1 of them to your hand.
  • Sunken Grotto (Upper Depths): Investigators at this location spend 1 clue, as a group: Look at the revealed side of a Tidal Tunnel location on this row.

DO NOT READ (until the end of the scenario)

  • If no resolution was reached because each investigator was defeated and it was agenda 1, 2, or 3: Skip to Resolution 4.
  • If no resolution was reached because each investigator was defeated and it was agenda 4: Skip to Resolution 3.

Resolution 1

Narrative omitted. The guide prints no explicit trigger for Resolutions 1 or 2 in this text; they are transcribed as printed.

  • For each investigator who resigned through the Moon Room, record in your Campaign Log (name of that investigator) possesses a diving suit.
  • If the black key was on the current act when the game ended, record in your Campaign Log the investigators possess a map of Y'ha-nthlei.
  • If the red key was on the current act when the game ended, record in your Campaign Log the investigators possess the key to Y'ha-nthlei.
  • For each set-aside Relic story asset that was added to an investigator's hand during this scenario, any investigator may choose to add that story asset to their deck. It does not count toward that investigator's deck size.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display. Record this experience under "Unspent Experience" in your Campaign Log, but do not spend any of it yet. You will be instructed to spend this experience at a later time.
  • Proceed to Scenario VII: The Lair of Dagon.

Resolution 2

Narrative omitted.

  • If the black key was on the current act when the game ended, record in your Campaign Log the investigators possess a map of Y'ha-nthlei.
  • If the red key was on the current act when the game ended, record in your Campaign Log the investigators possess the key to Y'ha-nthlei.
  • For each set-aside Relic story asset that was added to an investigator's hand during this scenario, any investigator may choose to add that story asset to their deck. It does not count toward that investigator's deck size.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display. Record this experience under "Unspent Experience" in your Campaign Log, but do not spend any of it yet. You will be instructed to spend this experience at a later time.
  • Proceed to Scenario VII: The Lair of Dagon.

Resolution 3

Narrative omitted.

  • Each investigator is killed.
  • The investigators lose the campaign.

Resolution 4

Narrative omitted.

  • If the black key was on the current act when the game ended, record in your Campaign Log the investigators possess a map of Y'ha-nthlei.
  • If the red key was on the current act when the game ended, record in your Campaign Log the investigators possess the key to Y'ha-nthlei.
  • For each set-aside Relic story asset that was added to an investigator's hand during this scenario, any investigator may choose to add that story asset to their deck. It does not count toward that investigator's deck size.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display. Record this experience under "Unspent Experience" in your Campaign Log, but do not spend any of it yet. You will be instructed to spend this experience at a later time.
  • Proceed to Scenario VII: The Lair of Dagon.

Scenario VII: The Lair of Dagon

Introduction

  • Intro 1: Narrative omitted. Check Campaign Log. If the mission was successful, proceed to Intro 2. If the mission failed, skip to Intro 3.
  • Intro 2: Narrative omitted. Check the "Memories Recovered" section of the Campaign Log.
    • If a decision to stick together is listed under "Memories Recovered," skip to Intro 4.
    • Otherwise, skip to Intro 5.
  • Intro 3: Narrative omitted. Check the "Memories Recovered" section of the Campaign Log.
    • If a decision to stick together is listed under "Memories Recovered," proceed to Intro 4.
    • Otherwise, skip to Intro 5.
  • Intro 4: Narrative omitted. Proceed to Setup.
  • Intro 5: Narrative omitted. Proceed to Setup.

Investigator Setup

Perform this step before setting up your investigator.

  • Search each investigator's deck for Elina Harper and remove her from the game for the duration of this scenario.

Scenario Setup

  • Gather all cards from the following encounter sets: The Lair of Dagon, Agents of Dagon, Flooded Caverns, Syzygy, Dark Cult, and Locked Doors. These sets are indicated by encounter set icons.
  • Place each key as follows:
    • Set the black, blue, green, purple, and red keys aside, faceup.
    • Set the white and yellow keys aside, facedown. Shuffle them so you do not know which is which.
  • Put the following locations into play: Grand Entryway, Foul Corridors, both copies of First Floor Hall, both copies of Second Floor Hall, and Third Floor Hall (see location placement below).
    • Each investigator begins play at the Grand Entryway.
    • Set each other location aside, out of play.
  • Set the following cards aside, out of play: both copies of the Syzygy treachery, both copies of the Tidal Alignment treachery, the double-sided Y'ha-nthlei Statue story asset, the Apostle of Dagon enemy, and the double-sided Dagon enemy.
  • Check the "Memories Recovered" section of the Campaign Log. If there are:
    • 4 or fewer memories recorded, add 5 bless tokens to the chaos bag.
    • 5–7 memories recorded, add 2 curse tokens to the chaos bag.
    • 8 or more memories recorded, add 5 curse tokens to the chaos bag.
  • Check the "Memories Recovered" section of the Campaign Log. If a jailbreak is listed under "Memories Recovered," search the collection for the Suspect enemy circled under "Possible Suspects" and set it aside, out of play.
  • Check the "Memories Recovered" section of the Campaign Log.
    • If an encounter with a secret cult is listed under "Memories Recovered," when constructing the agenda deck, use Agenda 1a—"The Initiation (v. I)" and remove Agenda 1a—"The Initiation (v. II)" from the game.

Standalone Mode (The Lair of Dagon)

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

  • Assemble the chaos bag using the following tokens: +1, 0, 0, –1, –1, –1, –2, –2, –3, –4, skull, skull, cultist, cultist, tablet, tablet, elder thing, elder thing, auto-fail, elder sign.
  • The mission failed.
  • None of the following are listed under "Memories Recovered": a decision to stick together, an encounter with a secret cult, or a jailbreak.

Keys (The Lair of Dagon)

During this scenario, keys represent the following:

  • Red: A crest engraved with a glyph depicting a great sacrifice.
  • Blue: A scroll detailing some of the Order's activities and secrets.
  • Green: A crest depicting a widening fish-eye.
  • Purple: A crest inscribed with a circle of words in an alphabet you do not comprehend.
  • Black: A crest carved with an arcane sigil.
  • White/Yellow: Crests whose glyphs depict the alignment of celestial bodies. The white key shows the moon overlapping the sun. The yellow key shows the sun overlapping the moon.

Spending Keys

During this scenario, investigators may be instructed to spend 1 or more keys. Only an investigator in control of a key may spend it. Spent keys are placed on the scenario reference card.

Location Placement for "The Lair of Dagon"

  • Third Floor Hall: Investigators cannot move to Third Floor Hall unless an investigator has "unlocked the third floor."

The remaining location text printed in this diagram (Second Floor Hall, Foul Corridors, First Floor Hall, and Grand Entryway) is flavor and is not transcribed. The diagram shows the floor layout; see the printed diagram for positions.

DO NOT READ (until the end of the scenario)

  • If no resolution was reached (each investigator resigned or was defeated): Narrative omitted.
    • In your Campaign Log, record Dagon has awakened.
    • Proceed to Resolution 1.

Resolution 1

Narrative omitted.

  • Each investigator earns experience equal to the Victory X value of each card in the victory display. Record this experience under "Unspent Experience" in your Campaign Log, but do not spend any of it yet. You will be instructed to spend this experience at a later time.
  • If there is a Suspect enemy in the victory display, in your Campaign Log, record the gatekeeper has been defeated.
  • The lead investigator must decide:
    • Tell Oceiros nothing. Proceed to Resolution 2.
    • Lie to Oceiros. Skip to Resolution 3.
    • Tell Oceiros everything. Skip to Resolution 4.

Resolution 2

Narrative omitted.

  • Add 1 elder thing token to the chaos bag for the remainder of the campaign.
  • Proceed to Interlude IV: Hidden Truths.

Resolution 3

Narrative omitted.

  • Add 1 skull token to the chaos bag for the remainder of the campaign.
  • Proceed to Interlude IV: Hidden Truths.

Resolution 4

Narrative omitted.

  • Add 1 cultist token to the chaos bag for the remainder of the campaign.
  • Proceed to Interlude IV: Hidden Truths.

Interlude IV: Hidden Truths

Narrative omitted. Check Campaign Log. Read each of the sections below that apply to your situation. Then, proceed to the following text.

  • If the Terror of Devil Reef is dead and the lifecycle of a "Deep One" is listed under "Memories Recovered" in your Campaign Log: Narrative omitted. The conspiracy deepens. In your Campaign Log, record the guardian of Y'ha-nthlei is dispatched.

  • If the gatekeeper has been defeated and an investigator's deck contains at least 1 of the following story assets (Waveworn Idol, Awakened Mantle, or Headdress of Y'ha-nthlei): Narrative omitted. The conspiracy deepens. In your Campaign Log, record the gateway to Y'ha-nthlei recognizes you as its rightful keeper.

  • Return Thomas Dawson to the collection. If an investigator earned Elina Harper (at any point during this campaign), they may add her back to their deck.

  • With a fragment of your memories returned to you, past events have become clearer. Each investigator may now spend the experience recorded under "Unspent Experience" in your Campaign Log.

  • Proceed to Scenario VIII: Into the Maelstrom.

Scenario VIII: Into the Maelstrom

Narrative omitted. Proceed to Setup.

Scenario Setup

  • Gather all cards from the following encounter sets: Into the Maelstrom, Agents of Hydra, Creatures of the Deep, Flooded Caverns, Shattered Memories, Syzygy, and Ancient Evils. These sets are indicated by encounter set icons.
  • Check Campaign Log. Place each of the following keys (blue, red, green, and yellow) as follows:
    • If the investigators possess the key to Y'ha-nthlei, choose an investigator to take control of the blue key. Otherwise, set it aside, facedown.
    • If the investigators possess a map of Y'ha-nthlei, choose an investigator to take control of the red key. Otherwise, set it aside, facedown.
    • If the guardian of Y'ha-nthlei is dispatched, choose an investigator to take control of the green key. Otherwise, set it aside, facedown.
    • If the gateway to Y'ha-nthlei recognizes you as its rightful keeper, choose an investigator to take control of the yellow key. Otherwise, set it aside, facedown.
    • If there are fewer than 4 set-aside keys, shuffle the purple, white, and black keys facedown. Then, one at a time, set each of these keys aside until there are no more than 4 set-aside keys. Remove each remaining key in excess of the set-aside keys from the game. The removed keys will not be used in this scenario.
    • Shuffle each set-aside key so you do not know which is which.
  • Put Gateway to Y'ha-nthlei into play. (It enters play partially flooded.) Put each of the 8 Tidal Tunnel locations into play surrounding it (see location placement below).
    • Each investigator begins play at the Gateway to Y'ha-nthlei.
    • Set each other location aside, out of play.
  • Check Campaign Log.
    • Each investigator who possesses a diving suit begins play with a Diving Suit story asset in their play area.
    • Remove each unused Diving Suit from the game.

Location Adjacency in Y'ha-nthlei

During this scenario, locations are arranged in a set pattern, with each location adjacent to one or more other locations.

  • During this scenario, adjacent locations are considered to be connected to one another.
  • Locations are only adjacent orthogonally (left, right, above, or below); they are not adjacent diagonally.

Standalone Mode (Into the Maelstrom)

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

  • Assemble the chaos bag using the following tokens: +1, 0, 0, –1, –1, –1, –2, –2, –3, –4, skull, skull, cultist, cultist, tablet, tablet, elder thing, elder thing, auto-fail, elder sign.
  • The investigators may decide how many of the following entries are true: the investigators possess the key to Y'ha-nthlei, the investigators possess a map of Y'ha-nthlei, the guardian of Y'ha-nthlei is dispatched, and the gateway to Y'ha-nthlei recognizes you as its rightful keeper.
    • For the easiest experience, all 4 are true.
    • For a slightly easier experience, choose 3 entries to be true.
    • For a standard experience, choose 2 entries to be true.
    • For a more difficult experience, choose 1 entry to be true.
    • For the most difficult experience, none of the above entries are true.
  • No investigators possess a diving suit.

Keys (Into the Maelstrom)

During this scenario, keys represent the following:

  • Red: Information regarding the otherworldly route to Y'ha-nthlei, and the secrets that lie within.
  • Blue: A key allowing entrance through the gateway to Y'ha-nthlei and its other thresholds.
  • Green: A trophy proving one's worthiness to enter Y'ha-nthlei and commune with its deities.
  • Yellow: A badge signifying one's allegiance to Y'ha-nthlei and its deities.
  • Purple: A key of shimmering gold for opening the vaults of the deep.
  • Black: A key of obsidian used to activate the many traps within the city of the deep.
  • White: A key of coral, one of many used to navigate the depths of Y'ha-nthlei.

Location Placement for Act 1

  • Tidal Tunnel locations surround the Gateway to Y'ha-nthlei (eight in total), as shown in the printed diagram.
  • Gateway to Y'ha-nthlei (Y'ha-nthlei. Otherworld.) enters play partially flooded (even while it is unrevealed).

Act 2 Setup

When setting up act 2, first set up the locations as depicted below. Then, depending on the number of investigators in the game, do the following:

  • If there are exactly 4 investigators in the game, no changes are made.
  • If there are exactly 3 investigators in the game, remove the Y'ha-nthlei location marked as "C" from the game, sliding each of the three locations on the row below it upwards once.
  • If there are exactly 2 investigators in the game:
    • First, remove the Y'ha-nthlei location marked as "A" from the game, sliding the three locations to its left (the two on the same row and the Y'ha-nthlei Sanctum on the row below them) each once to the right.
    • Then, remove the Y'ha-nthlei location marked as "B" from the game, sliding the three locations to its right (the two on the same row and the Y'ha-nthlei Sanctum on the row below them) each once to the left.
  • If there is exactly 1 investigator in the game:
    • First remove the Y'ha-nthlei location marked as "C" from the game, sliding each of the three locations on the row below it upwards once.
    • Next, remove the Y'ha-nthlei location marked as "A" from the game, sliding the two locations to its left on the same row once to the right.
    • Finally, remove the Y'ha-nthlei location marked as "B" from the game, sliding the two locations to its right on the same row once to the left.
  • Each location should be adjacent to at least 1 other location.
  • Do not look at the revealed side of any location removed from the game.

Location Placement for Act 2

The printed diagram places the following: Y'ha-nthlei Sanctum (enters play fully flooded, even while it is unrevealed); three Y'ha-nthlei locations marked "A," "B," and "C" (each enters play partially flooded, even while it is unrevealed); a second Y'ha-nthlei Sanctum; Lair of Hydra (High Temple of Mother Hydra, "Y'ha-nthlei. Lair."); and Lair of Dagon (Sanctuary of Father Dagon, "Y'ha-nthlei. Lair."). Flavor quotations are not transcribed.

DO NOT READ (until the end of the scenario)

  • If no resolution was reached because each investigator was defeated: Narrative omitted. Proceed to Resolution 8.

Resolution 1

Narrative omitted.

  • In your Campaign Log, record the investigators escaped Y'ha-nthlei.
  • Add both Dagon and Hydra to the victory display. Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Each investigator suffers 2 physical trauma from their ordeal beneath the waves.
  • Check if Act 2b—"Shattering the Alignment" is in the victory display.
    • If it is, proceed to Resolution 2.
    • If it is not, skip to Resolution 3.

Resolution 2

Narrative omitted.

  • In your Campaign Log, record the plot of the Deep Ones was thwarted.
  • The investigators win the campaign!
  • Check if another act card is in the victory display.
    • If Act 2b—"Conspiracy Fulfilled" is in the victory display, proceed to Resolution 4.
    • If Act 2b—"Conspiracy Dismantled" is in the victory display, proceed to Resolution 5.
    • If neither is in the victory display, skip to Epilogue.

Resolution 3

Narrative omitted.

  • In your Campaign Log, record the flood has begun.
  • Check which act card is in the victory display.
    • If Act 2b—"Conspiracy Fulfilled" is in the victory display, proceed to Resolution 6.
    • If Act 2b—"Conspiracy Dismantled" is in the victory display, proceed to Resolution 7.

Resolution 4

Narrative omitted.

  • In your Campaign Log, record Agent Harper's mission is complete.
  • Each investigator earns 3 bonus experience.
  • Proceed to Epilogue.

Resolution 5

Narrative omitted.

  • In your Campaign Log, record the riches of the deep are lost forever.
  • Each investigator earns 3 bonus experience.
  • Proceed to Epilogue.

Resolution 6

Narrative omitted.

  • In your Campaign Log, record Agent Harper's mission is complete…but at what cost?
  • Each investigator suffers 2 mental trauma as they realize the world will never be the same.
  • The investigators win the campaign…?

Resolution 7

Narrative omitted.

  • In your Campaign Log, record the riches of the deep are destroyed…but at what cost?
  • Each investigator suffers 2 mental trauma as they realize the world will never be the same.
  • The investigators win the campaign…?

Resolution 8

Narrative omitted.

  • In your Campaign Log, record the Deep Ones have flooded the Earth.
  • Each investigator is killed.
  • The investigators lose the campaign.

Epilogue

Read this epilogue only if you are instructed to do so.

Epilogue 1

Narrative omitted. Check the "Memories Recovered" section of the Campaign Log.

  • If all 14 of the following entries are listed under "Memories Recovered," read Flashback XV. Otherwise, proceed to Epilogue 2.
    • A meeting with Thomas Dawson.
    • A battle with a horrifying devil.
    • A decision to stick together.
    • An encounter with a secret cult.
    • A deal with Joe Sargent.
    • A followed lead.
    • An intervention.
    • A jailbreak.
    • Discovery of a strange idol.
    • Discovery of an unholy mantle.
    • Discovery of a mystical relic.
    • A conversation with Mr. Moore.
    • The lifecycle of a "Deep One."
    • A stinging betrayal.

Epilogue 2

Narrative omitted.

Flashbacks

Do not read unless instructed. Each flashback is read only when a scenario or interlude instructs you to read it. The guide prints each one on its own page; they are listed here in printed order. Narrative is omitted; the campaign-log entries and mechanical instructions are transcribed.

Flashback I

Narrative omitted.

  • In your Campaign Log, under "Memories Recovered," record a meeting with Thomas Dawson.

Flashback II

Narrative omitted.

  • In your Campaign Log, under "Memories Recovered," record a battle with a horrifying devil.
  • Remove 1 cultist token from the chaos bag for the remainder of the campaign.

Flashback III

Narrative omitted.

  • In your Campaign Log, under "Memories Recovered," record a decision to stick together.
  • Remove 1 skull token from the chaos bag for the remainder of the campaign.

Flashback IV

Narrative omitted.

  • In your Campaign Log, under "Memories Recovered," record an encounter with a secret cult.
  • Remove 1 elder thing token from the chaos bag for the remainder of the campaign.

Flashback V

Narrative omitted.

  • In your Campaign Log, under "Memories Recovered," record a deal with Joe Sargent.
  • Put the set-aside Joe Sargent asset into play under the control of an investigator at Innsmouth Square.

Flashback VI

Narrative omitted.

  • In your Campaign Log, under "Memories Recovered," record a followed lead.
  • Any one investigator at The Little Bookshop may choose to add Teachings of the Order to their deck, immediately putting it into play under their control.

Flashback VII

Narrative omitted.

  • In your Campaign Log, under "Memories Recovered," record an intervention.
  • Add a +1 token to the chaos bag for the remainder of the campaign.

Flashback VIII

Narrative omitted.

  • In your Campaign Log, under "Memories Recovered," record a jailbreak.
  • Choose and remove one of the following chaos tokens from the chaos bag for the remainder of the campaign (cultist, skull, or elder thing).

Flashback IX

Narrative omitted.

  • In your Campaign Log, under "Memories Recovered," record discovery of a strange idol.
  • Take control of both the purple key and the set-aside Waveworn Idol story asset. Place the purple key on the Waveworn Idol. (It is still under that investigator's control.) For the remainder of the game, whoever takes control of the purple key takes control of the Waveworn Idol, as well. If the purple key is placed on another card, place the Waveworn Idol near that card, uncontrolled. If the purple key leaves play, remove the Waveworn Idol from the game.

Flashback X

Narrative omitted.

  • In your Campaign Log, under "Memories Recovered," record discovery of an unholy mantle.
  • Take control of both the white key and the set-aside Awakened Mantle story asset. Place the white key on the Awakened Mantle. (It is still under that investigator's control.) For the remainder of the game, whoever takes control of the white key takes control of the Awakened Mantle, as well. If the white key is placed on another card, place the Awakened Mantle near that card, uncontrolled. If the white key leaves play, remove the Awakened Mantle from the game.

Flashback XI

Narrative omitted.

  • In your Campaign Log, under "Memories Recovered," record discovery of a mystical relic.
  • Take control of both the black key and the set-aside Headdress of Y'ha-nthlei story asset. Place the black key on the Headdress of Y'ha-nthlei. (It is still under that investigator's control.) For the remainder of the game, whoever takes control of the black key takes control of the Headdress of Y'ha-nthlei, as well. If the black key is placed on another card, place the Headdress of Y'ha-nthlei near that card, uncontrolled. If the black key leaves play, remove the Headdress of Y'ha-nthlei from the game.

Flashback XII

Narrative omitted.

  • In your Campaign Log, under "Memories Recovered," record a conversation with Mr. Moore.
  • Choose and remove one of the following chaos tokens from the chaos bag for the remainder of the campaign (cultist, skull, or elder thing).
  • The lead investigator gains 1 [silhouette icon] clues from the token pool.

Flashback XIII

Narrative omitted.

  • In your Campaign Log, under "Memories Recovered," record the lifecycle of a "Deep One."
  • Choose and remove one of the following chaos tokens from the chaos bag for the remainder of the campaign (cultist, skull, or elder thing).

Flashback XIV

Narrative omitted.

  • In your Campaign Log, under "Memories Recovered," record a stinging betrayal.
  • The investigators must decide (choose one):
    • Help Agent Harper complete her mission. Put the set-aside City of the Deep (v. II) into play next to the current act. It provides a new alternate objective.
    • Defy Agent Harper. Search each player's hand, deck, discard pile, and all play areas for Elina Harper and remove her from the game. Put the set-aside City of the Deep (v. III) into play next to the current act. It provides a new alternate objective.

Flashback XV

Narrative omitted.

  • In your Campaign Log, under "Memories Recovered," record the horrible truth.

Campaign Log Reference

The following lists are printed on the Campaign Log and are referenced by the scenarios above.

  • Possible Suspects: Brian Burnham, Othera Gilman, Joyce Little, Barnabas Marsh, Zadok Allen, and Robert Friendly.
  • Possible Hideouts: The House on Water Street, Innsmouth Jail, Esoteric Order of Dagon, New Church Green, Shoreward Slums, and Sawbone Alley.

The Campaign Log's "Memories Recovered" section is filled in by the flashback and interlude entries above. Its layout is not transcribed.

  • Resolution 5
  • Resolution 6
  • Resolution 7
  • Resolution 8
  • Flashback XIV
  • Flashback XV
  • Place this deck near the encounter deck.
  • Check the "Memories Recovered" section of the Campaign Log. Depending on the following circumstances, a different version of agenda 1 should be used in this scenario. Remove the other version of agenda 1 from the game.
    • If a battle with a horrifying devil is listed under "Memories Recovered," use Agenda 1a—Secrets of the Sea (v. I).
    • Otherwise, use Agenda 1a—Secrets of the Sea (v. II).
  • Add the flood tokens to the token pool.
  • Shuffle the remainder of the encounter cards to build the encounter deck.
  • You are now ready to begin.
  • Narrative omitted.
  • Return Thomas Dawson to the collection. If an investigator earned Elina Harper (at any point during this campaign), they may add her back to their deck.

  • With a fragment of your memories returned to you, past events have become clearer. Each investigator may now spend the experience recorded under "Unspent Experience" in your Campaign Log.

  • Proceed to Scenario V: Horror in High Gear.

  • Based on the number of players in the game:
    • If there is exactly 1 player in the game, no changes are made.
    • If there are 2–3 players in the game, search the gathered encounter sets for 1 random Vehicle enemy. Spawn that enemy at the rearmost location.
    • If there are exactly 4 players in the game, search the gathered encounter sets for 2 random Vehicle enemies. Spawn each of those enemies at the rearmost location.
  • Check the Campaign Log. Depending on the following circumstances, a different version of agenda 1 should be used in this scenario. Remove the other version of agenda 1 from the game.
    • If The Terror of Devil Reef is dead, use Agenda 1a—The Chase is On! (v. II).
    • Otherwise, use Agenda 1a—The Chase is On! (v. I).
  • Shuffle the remainder of the encounter cards to build the encounter deck.
  • You are now ready to begin.
  • If the tide has grown stronger, place 1 doom on agenda 1.
  • Add the flood tokens to the token pool.
  • Shuffle the remainder of the encounter cards to build the encounter deck.
  • You are now ready to begin.
  • Otherwise, when constructing the agenda deck, use Agenda 1a—"The Initiation (v. II)" and remove Agenda 1a—"The Initiation (v. I)" from the game.
  • Check the "Memories Recovered" section of the Campaign Log.
    • If a decision to stick together is listed under "Memories Recovered," search the collection for Thomas Dawson and put him into play under any investigator's control. When constructing the agenda deck, use Agenda 2a—"What Lurks Below (v. I)" and remove Agenda 2a—"What Lurks Below (v. II)" from the game.
    • Otherwise, set Thomas Dawson aside, out of play. When constructing the agenda deck, use Agenda 2a—"What Lurks Below (v. II)" and remove Agenda 2a—"What Lurks Below (v. I)" from the game.
  • Add the flood tokens to the token pool.
  • Shuffle the remainder of the encounter cards to build the encounter deck.
  • You are now ready to begin.
  • When constructing the act deck, use only the City of the Deep (v. I) version of act 2a. Set City of the Deep (v. II) and City of the Deep (v. III) aside, out of play.
  • Set the Lloigor enemy, the Aquatic Abomination enemy, the double-sided Hydra enemy, and the double-sided Dagon enemy aside, out of play.
  • Add the flood tokens to the token pool.
  • Shuffle the remainder of the encounter cards to build the encounter deck.
  • You are now ready to begin.