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Base Game Investigators Profession

The document lists investigators from the Arkham Horror base game, Unseen Forces expansion, and Gates of Arkham expansion along with their professions and abilities. It also provides details on Great Old Ones like Cthulhu, Hastur, and Yog-Sothoth from the games such as the elder signs and doom needed to awaken them and any special abilities they have.

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0% found this document useful (0 votes)
333 views56 pages

Base Game Investigators Profession

The document lists investigators from the Arkham Horror base game, Unseen Forces expansion, and Gates of Arkham expansion along with their professions and abilities. It also provides details on Great Old Ones like Cthulhu, Hastur, and Yog-Sothoth from the games such as the elder signs and doom needed to awaken them and any special abilities they have.

Uploaded by

jknevitt9162
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as XLSX, PDF, TXT or read online on Scribd
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Base Game Investigators Profession

Amanda Sharpe The Student


"Ashcan" Pete The Drifter
Bob Jenkins The Salesmen
Carolyn Fern The Psychologist
Darrell Simmons The Photographe
Dexter Drake The Magician
Gloria Goldberg The Author
Harvey Walters The Professor
Jenny Barnes The Dilettante
Joe Diamond The Private Eye
Kate Winthrop The Scientist
Mandy Thompson The Researcher
Michael McGlen The Gangster
Monterey Jack The Archaeologis
Sister Mary The Nun
Vincent Lee The Doctor

Unseen Forces Investigators


Diana Stanley The Redeemed Cul
Jacqueline Fine The Psychic
Jim Culver The Musician
Leo Anderson The Expidition L
Marie Lambeau The Entertainer
Mark Harrigan The Soldier
Rita Young The Athlete
Wilson Richards The Handyman

Gates of Arkham Investigators


Akachi Onyele The Shaman
Finn Edwards The Bootlegger
Norman Withers The Astronomer
Patrice Hathaway The Violinist
Tommy Muldoon The Rookie Cop
Trish Scarborough The Spy
"Skids" O'Toole The Ex-Convict
William Yorick The Gravedigger
Ability
Studious: During her turn, Amanda may complete any number of tasks per roll instead of only one.
Scrounge: Each time Pete gains 1 common item, unique item, or spell after setup, he may choose to instead gain 1 clue to
Shrewd Dealer: Each time Bob gains 1 or more common items after setup, he gains 1 extra common item.
Psychology: Once per day, at the start of any player's turn, Carolyn may cause any 1 investigator of her choice (including
Hometown Advantage: Once per roll during his turn, Darrell may change the result of a die from 1 investigation to 2, fro
Magical Gift: Each time Drake gains 1 or more spells after setup, he gains 1 extra spell.
Psychic Sensitivity: While attempting to resolve an Other World card, Gloria may add the yellow and red dice to her dice
Strong Mind: Once per roll during his turn, Harvey may change 1 die showing a Terror result to a Lore result.
Trust Fund: At the start of her Resolution phase, Jenny may discard 1 common item, clue token, or spell to add the yellow
Hunches: Each time Joe spends a clue token, he gains a second free reroll (as though he had spent a second clue token).
Science!: Monsters cannot appear during Kate's turn. In addition, she is immune to all Terror effects.
Research: Once per day, after any player has rolled, Mandy may reroll 2 dice before determining if the active player was
Strong Body: Once per roll during his turn, Michael may change 1 die showing a Terror result to a Peril result.
Archaeology: Each time Monterey gains 1 or more unique items after setup, he gains 1 extra unique item.
Guardian Angel: Mary may ignore any lingering effects of Mythos cards. She may ignore locked dice icons during her tur
Physician: Once per day, at the start of any player's turn, Vincent may cause any 1 investigator of his choice (including h

Dark Insight: Each time Diana defeats a monster, she gains 1 clue token at the end of the Resolution phase.
Precognition: Once per day, when a Mythos card is drawn,Jacqueline may spend 1 clue token to discard that Mythos card
Strange Luck: Once per turn, Jim may focus or assist even after a roll in which a task is successfully completed.
Leadership: Leo adds 1 to the trophy value of each adventue trophy that he spends.
Witch Blood: Once per roll during her turn, Marie may spend 3 trophies to choose 1 die and change its result to any othe
One Man Army: Mark may always complete tasks in any order, even when an arrow is present.
Resilience: When completing a task, Rita ignores any sanity or stamina requirements.
Jack of All Trades: After Wilson rolls the yellow die, he may change its result to any other result on that die.

Earthspeaker: Once per day, when an Other World card is drawn, one investigator of Akachi's choice regains 1 sanity an
Smuggled Goods: Once per day, at the start of any investigator's turn, Finn may spend 1 trophy to cause any investigator
In the Stars: Once per day, when an Other World card is successfully resolved, Norman may draw 1 spell.
Inspiration: Each time Patrice gains 1 or more clues after setup, she gains 1 extra clue. Patrice may allow other investiga
Heroic Sacrifice: Each time another investigator loses stamina, Tommy may lose any amount of that stamina instead. Ea
Breaking the Limits: When Trish fails to complete a task, she may lose 1 sanity and 1 stamina instead of setting aside a d
School of Hard Knocks: Once during his turn, after rolling dice, Skids may reroll all dice showing a result of his choice.
Gifts from the Dead: William begins the game with 1 random monster trophy from the cup. At the start of his Resolution
Sanity Stamina Starting Items
5 5 2 items drawn from the spell, common item, or unique item decks in any combination
4 6 Duke as an ally
4 6 2 common items, 1 unique item
6 4 1 common item, 1 unique item
4 6 1 common item, 1 unique item
5 5 1 unique item, 2 spells
6 4 1 common item, 1 spell
7 3 1 spell, 1 unique item
6 4 1 common item, 1 spell
4 6 1 common item, 1 clue
6 4 1 spell, 1 unique item
5 5 1 common item, 1 clue
3 7 2 common items
3 7 1 common item, 2 unique items
7 3 1 common item, 1 unique item, 1 spell
5 5 1 common item, 1 spell

4 6 1 spell, 1 clue
7 3 1 unique item, 1 spell
6 4 1 unique item, 1 spell
5 5 1 common item, 1 clue
6 4 2 spells
3 7 2 common items
4 6 1 common item, 1 unique item
5 5 1 common item, 1 clue

6 4 1 unique item, 1 spell


5 5 1 common item, 1 unique item, 1 clue
7 3 2 spells
6 4 1 spell, 2 clues
4 6 2 common items, 1 clue
5 5 1 common item, 1 clue
3 7 1 common item, 1 ally
4 6 1 common item, 1 unique item
cks in any combination
Great Old One Elder Signs Nedded Doom to Awake
Base Game
Azathoth 14 12
Cthulhu 13 11
Hastur 13 11
Ithaqua 11 9
Nyarlathotep 11 9
Shub-Niggurath 12 10
Yig 10 8
Yog-Sothoth 12 10

Unseen Forces
Abhoth 11 9
Gla'akí 12 10
Shudde M'ell 12 10
Tsathoggua 13 11

Gates of Arkham
Atlach-Nacha 13 10
Yibb-Tstll 12 12
Yog-Sothoth (GoA 15 10
Special Ability

Absolute Destruction: If Azathoth awakens, the game ends and the invest
Dreams of Madness: Reduce each investigator's maximum sanity and sta
The King in Yellow: Each time an investigator successfully resolves an
Icy Winds: Each time an investigator uses either a unique item or spell,
A Thousand Masks: During setup, add the mask monster markers to the
Black Goat of the Woods: All monsters have 1 additional task added to th
Yig's Anger: Each time an investigator either completes the task on a Cult
The Key and the Gate: When an investigator suffers the penalties on an

Abominations: During setup, place the Children of Abhoth monster markers


Undead Servents: When an investigator is devoured, add 3 doom tokens t
World Cracking: When an investigator fails an adventure discard that Ad
Malaise: All trophy costs at the entrance are doubled.

Web Between Worlds. At Midnight: If there are 3 or more open gates, a


All Seeing: After an investigator spends a clue, he must either loe 1 sanit
The Lurker at the Threshold: At Midnight: A gate opens! Investigators can
Attack Roll needed to attack G.O.O.

The end is here! Azathoth destroys the world.


Attack: When Cthulhu attacks, each investigator must 1 Terror, 1 Lore, 1 Peril
When Hastur awakens, the "X" in his battle task is equalX Inv., 1 Lore, 1 Terror
When Ithaqua awakens, roll 1 greenfor each of your commo3 Inv., 1 Terror, 1 Peril
Attack: When Nyarlathotep attacks, each investigator mu2 Terror
When Shub-Niggurath attacks, each investigator must ei2 Lore, 1 Terror
When Yig awakens, each investigator must lose 1 common 2 Peril
Attack: When Yog-Sothoth attacks, each investigator mus 3 Inv., 2 Lore

When Abhoth attacks, each investigator must discard an2 Peril, 1 Terror
When Glaakí attacks, the players, as a group, must choose
2 Lore, 2 Inv.
When Shudde M'ell awakens, place all Adventure and Other3 Terror
Attack: When Tsathoggua attacks, each investigator mus3 Inv., 3 Inv., 1 Terror

When Atlach-Nacha awakens, each investigator loses 1 sani


1 Loe, 1 Terror, 1 Peril
When Yib-Tstll attacks, each investigator who does not have a clue is devoured. Then each
When Yog-Suthoth attacks, each investigator must either4 Inv., 2 Lore
Referenced in Lovecraft Writings

Azathoth, The Dream Quest of Unkown Kadeth, The Whisperer in Darkness, The Dreams in the Witch House, The Thing

Only in other authors' works

The Last Test, The Whisperer in Darkness, The Dreams in the Witch House, The Thing on the Doorstep
The Curse of Yig

Only in other authors' works


Only in other authors' works

The Whisperer in Darkness, The Horror in the Museum, At the Mountains of Madness, The Mound

Only in other authors' works


Only in other authors' works
e Witch House, The Thing on the Doorstep, The Haunter of the Dark
Name Task Effect? Trophy Value
Base Game
Byakhee 1 Lore/Terror None 2
Chthonian 7 Inv., Advance clock, -1 Stamina None 2
Cultist 1 Peril/Lore None 1
Cultist 1 Peril/Lore None 1
Cultist 1 Peril/Lore None 1
Cultist 1 Peril/Lore None 1
Dark Young 1 Lore, 1 Terror, -1 Sanity None 2
Dimensional Shambler 1 Terror, Advance clock None 1
Elder Thing 7 Inv., Advance clock, 1 Lore None 1
Fire Vampire 1 Lore Locks yellow die 1
Flying Polyp 2 Inv., -1 Sanity, -1 Stamina None 3
Ghost 4 Inv., -1 Sanity Locks yellow die 1
Ghoul 2 Investigation None 1
High Priest 1 Terror, 1 Peril Locks red die 1
Hound of Tindalos Advance the clock, 1 Lore Locks yellow die 2
Maniac 1 Peril None 1
Mi-go 2 Inv., 1 Peril/Lore None 0
Shoggoth 1 Lore, 1 Terror, -1 Sanity None 2
Vampire 1 Terror, 1 Lore/Terror, 1 Lore None 2
Warlock 2 Peril/Terror Locks red die 0
Witch 2 Peril None 1
Zombie 1 Peril/Terror None 1

Unseen Forces
Colour Out of Space 1 Lore, -2 Sanity Locks yellow die 3
Cultist 1 Peril/Terror None 1
Formless Spawn 1 Terror, -1 Sanity None 2
Goat Spawn 1 Lore Become cursed 1
Hunting Horror 1 Terror, -2 Stamina Locks 1 green die 3
Mummy 3 Peril/Terror None 2
Rat Thing 1 Investigation None 0
Spectral Hunter 1 Lore, 1 Terror, 1 Peril None 4
Star Vampire 3 Inv., 3 Inv., 3 Inv. None 3
Tcho-tcho 1 Peril, -1 Stamina None 0
Wizard Whateley 1 Lore Adds order arrow; locks red die 0
Wraith 4 Investigation Locks red & yellow dice 2

Gates of Arkham
Beings of Ib 1 Doom Token, 2 Lore None 2
Dhole 1 Doom Token, 2 Peril None 3
Gug 2 Peril, -3 Stamina None 3
Leng Spider 1 Lore, 2 Inv., 2 Inv. None 2
Night Gaunt 1 Terror, Open a Gate, -1 Sanity (Streets of Arkham mode only) 1
Night Gaunt 1 Terror, Open a Gate, -1 Sanity (Streets of Arkham mode only) 1
Riot 1 Peril, -1 Stamina, -1 Sanity (Streets of Arkham mode only) 0
Shan 1 Lore, -1 Sanity Locks 1 green die 1
Yithian 3 Inv., 1 Lore (Streets of Arkham mode only) 1

Special Monsters
Mask Monsters (Base Game)
Beast, The 2 Terror, 1 Doom Token None 0
Black Man, The 9 Inv., Advance clock None 0
Bloated Woman, The 1 Terror Locks 2 green dice 0
Bloody Tongue 1 Terror, -2 Stamina, -2 Sanity None 0
Dark Pharoah 3 Lore None 0
Haunter of the Dark Advance clock 3 times None 0

Children of Abhoth (Unseen Forces)


Child of Abhoth 8 Investigation Become cursed 0
Child of Abhoth 1 Lore, -2 Sanity Become cursed 0
Child of Abhoth 1 Peril, -2 Stamina Become cursed 0
Flavor Text

I narrowly dodged the beast's grasp as it swooped toward me and then to the high window.
The floor burst open, revealing a colossal mass of tentacles.
As the robed figure walked toward me, eyes filled with malice, his chant grew louder.
He ran toward me, shouting in a long-dead language.
He smiled and slowly drew a curved blad from inside his coat.
I had seen this person studying here often. Now I knew why.
I had thought it was an old, gnarled tree at first, until it reached for me.
Its misshapen limbs shuddered as it lurched from exhibit to exhibit.
It was a being beyond comprehension, but the human corpse it held, that I understood.
Amid the flames I could see something small coming closer to me.
Foolishly, I looked up to see the source of the noise.
The room grew cold suddenly and I knew that another presence was there with me.
It looked up at me from where it was hunched over the half-eaten body of one of the guards.
He looked at me like I was an annoying fly that he was finally convinced to crush.
Within the strange mist, a horrid shape moved in the corner.
Smiling, he showed me where he had carved glyphs on his chest with a knife.
Return this monster to the cup and gain 1 unique item.
Its oozing mass enveloped some exhibits and crushed others in its tentacles.
I hid behind a door, but the beast wasn't fooled. It could smell my blood.
Return this monster to the cup and gain 2 clue tokens.
She crumbled the leaves into the glass vial and the room began to go dark.
The figure shambled forward, its dead arms reaching toward me.

I could feel it eating away at my mind.


I tried to push past him, but his profane zealotry seemed to give him an inhuman strength.
The darkness seemed to thicken and rush toward me.
For a moment I mistook it for a human, but it's [sic] bestial howl quickly made its true nature apparent.
It's [sic] black, serpentine body twitched and writhed like lightning.
The creature's very existence was a curse. It strode toward me, animated by pure hatred.
Return this monster to the cup, then discard one item of your choice.
I stumbled backward as soon as I saw the guardian's bloated silhouette.
I found the source of the unnerving laughter. It was monstrous, reaching for me with its red tentacles.
Return this marker to the cup, then gain 1 Common Item.
Return this marker to the cup, then gain 1 Spell.
The apparition glared at me, and a sickly glow sputtered from the hollow space where its eyes should have been.

Ghosts from the dawn of time, who brought the doom to Sarnath. Still they thirst for vengence.
The ground ripped open and the impossible beast poured forth its massive and slithering length.
My friend's scream was cut off by the terrible grinding of the giant's teeth, and as it swallowed, it looked to me.
The multi-limbed abomination manifested above the old man, and both vanished before I could cry out.
The creature grasped hold and pulled me into the air despite my struggles. Soon we were flying under alien stars.
The creature grasped hold and pulled me into the air despite my struggles. Soon we were flying under alien stars.
Return this monster marker to the game box and discard 1 Arkham Adventure card. Do not replace it.
I watched in horror as the strange, fluttering insect sunk its many, grasping legs into my companion's head.
You may immediately return this Monster marker to the monster cup to close 1 gate.

Its face was like looking into the night sky. Return this marker to the cup.
He opened his book, but I would not look at it. Return this marker to the cup.
The air reeked from her decaying flesh. Return this marker to the cup.
The blood on the floor made it easy to track. Return this marker to the cup.
Against my will, my head bowed in obeissance. Return this marker to the cup.
The exit was hidden behind its enormous wings. Return this marker to the cup.

Return this marker to the Child of Abhoth stockpile, then shuffle the stockpile.
Return this marker to the Child of Abhoth stockpile, then shuffle the stockpile.
Return this marker to the Child of Abhoth stockpile, then shuffle the stockpile.
re apparent.

yes should have been.


wed, it looked to me.
ould cry out.
ying under alien stars.
ying under alien stars.

mpanion's head.
Base Game
Name Flavor Text Effect? # of Tasks Task 1
Another Dimension There are many plNone 2 1 Lore, 1 Inv. (Pa
Dreamlands, The Those who dreamNone 1 1 Peril, 1 Lore, 3 Inv.
R'lyeh The island had risNone 2 1 Inv., 1 Inv. (Pa
Yuggoth I found myself in None 2 1 Peril, 1 Terror

Unseen Forces
Abyss, The In the darkness bNone 2 1 Peril, 1 Terror
Another Time I recognized neit None 2 2 Lore, Advance t
City of the Great Race The bizarre conicNone 2 3 Inv. (Total Mon
Great Hall of Celeano I found myself in None 3 1 Terror (Total M
Lost Carcosa "Songs that the HNone 2 3 Terror
Plateau of Leng The Plateau of LeTerror: Lose 1 sanity. 2 1 Lore, 1 Terror

Gates of Arkham
Ancient Egypt Every morning, foDraw from the Event deck, 2 3 Inv., 1 Lore, Ad
Ancient Sarnath The destroyers ofEntry: Lose 1 sanity or sta 2 4 Inv., 1 Terror, -
City of Gugs The giant rose abTerror: Discard 1 trophy o 2 3 Inv., 3 Inv., 1 Pe
Far Side of the Moon Wonders abounded Yellow die locked; Terror: 2 6 Investigation
Great Temple, The (GoAOur friend was boAt Midnight: One investigat 2 2 Peril, -1 stamin
Lost in Time and SpaceI was trapped in Draw from the Event deck; 2 5 Inv., Advance t
Unkown Kadeth (GoA oWe ventured pastNone 3 (in order) 1 Terror, 1 Terro
Vaults of Zin, The We escaped into tDraw from the Event deck; 2 Partial Monster T
Task 2 Task 3 Monster Task? Rewards Penalties Trophies
1 Terror, 1 Peril Partial 1 Elder Sign, 1 S -1 sanity, -2 stam 2
il, 1 Lore, 3 Inv. None 1 Elder Sign, 2 Cl -1 sanity 2
2 Lore, 1 Peril, 1 Terror Partial 3 Elder Signs, 1 A-2 sanity, -2 stam 2
8 Investigation Partial 2 Elder Signs, 1 -2 sanity, -1 stam 2

2 Lore, 1 Peril Total 2 Elder Signs, 1 S-2 sanity, -1 stam 2


3 Inv., Advance the clock None 2 Elder Signs, 2 C-1 stamina, Advan 2
1 Terror, 1 Lore, 1 Peril Total 1 Elder Sign, 3 U -1 sanity, -2 stam 2
1 Lore 6 Investigation Total 1 Elder Sign, 1 S -1 sanity 2
5 Inv. (Total Monster Task) Total 2 Elder Signs, 1 C-3 sanity 2
2 Terror, 1 Peril Total 1 Elder Sign, -1 -2 stamina 2

4 Inv., 1 Lore, Advance clock None 1 Elder Sign, 1 Un-1 stamina, -1 sa 2


3 Inv., 1 Terror, 1 Lore None 2 Elder Signs, 1 -2 stamina, -2 san 3
2 Peril, 1 Terror, -1 stamina None 2 Elder Signs, 1 Monster appears, 3
6 Inv., 1 Lore None 1 Elder Sign, 2 U -2 sanity, 1 doom 2
2 Perild, 1 Terror/1 Peril None 1 Elder Sign, 1 Ski-1 stamina, 1 Do 2
3 Inv., 1 Terror None 1 Elder Sign, 1 Cl Advance the cloc 2
2 Terror 1 Lore, 1 Terror/None 2 Elder Signs, 1 Sk-1 Elder Sign, + 3
1 Peril, 2 Terror, -1 sanity Partial 1 Elder Sign, 1 M -1 stamina, 1 mo 2
Lovecraft references

Polaris, Beyond the Wall of Sleep, The Doom that Came to Sarnath, The White Ship, The Cats of Ulthar, Celephaïs, The Ot
The Call of Cthulhu
The Whisperer in Darkness, The Horror in the Museum

The Shadow Out of Time


Only in other authors' works
Only in other authors' works
The Hound, The Dreamquest of Unknown Kadeth, At the Mountains of Madness, The Horror in the Museum, Celephaïs, T

Imprisoned with the Pharaohs, Nyarlathotep


The Doom That Came to Sarnath
The Dreamquest of Unknown Kadeth
The Dreamquest of Unknown Kadeth
The Temple?, The Doom that Came to Sarnath?, The Dreamquest of Unknown Kadeth?
The Shadow Out of Time
The Dreamquest of Unknown Kadeth
The Dreamquest of Unknown Kadeth
s of Ulthar, Celephaïs, The Other Gods, Hypnos, The Dream Quest of Unkown Kadeth, The Silver Key, The Strange High House in the M

in the Museum, Celephaïs, The Whisperer in Darkness


e Strange High House in the Mist, Through the Gates of the Silver Key
Base Game Museum Adventure Cards Flavor Text Effect? Locked Dice? # of Tasks
Administration Office There must be recNone No 2
Ancient Relics I struggled to ke Terror: Lose 1 sanNo 2
Archives, The The collection is None No 3
Blood on the Floor The dark pool on None No 3 (in order)
Curater, The He was charming,Terror: Each inveNo 2
Did You Hear That? I was so focused None 1 Green 2
Don't Fall Asleep As the hours woreAt midnight: EachNo 2
Forgotten Knowledge It felt as if the None No 2
Gala in the Great Hall None of the conspNone Yellow 2
Gate to Elsewhere At first the port None No 2
Gift Shop, The I noticed that th None No 2 (in order)
Graveyard, The Among these coldTerror: Discard alNo 3
Guided Tour, The The docents sharNone No 3 (in order)
Hall of the Dead, The I hate this room. None No 3
Hallway on Fire The flames engulfTerror: Lose 1 st No 2 (in order)
Haunted by a Shadowy Figure Memories floodedTerror: A monsteNo 1
Hedge Maze, The I have walked thiAt Midnight: EachNo 2
Hidden Passage, The The tunnel was caNone No 3 (in order)
Horrible Visions The terrible inte At Midnight: AddNo 2
Key to Beyond, The The stone rested Terror: Lose 1 sanNo 2 (in order)
Koi Pond The golden fish wTerror: You immed No 2
Late Night Break-In There are some wi Terror: Discard 1No 2
Lights Out As the guards louNone No 3 (in order)
Loading Dock, The Every corner wasTerror:
f Discard alNo 2
Medusa Exhibit How could any scu Terror: Discard alNo 3 (in order)
Missing Records, The Unbelievable! TheNone No 2
Mysterious Tome As I read the textNone No 2
Peculiar Specimen, A Despite its tine s None No 3 (in order)
Please Do Not Touch the Exhibts The horrified expTerror: Add 1 do No 2
Public Lavatory Blood coated the When a player dra No 1
Remains of the High Priest I saw a brief fog Terror: Discard alNo 2
Riot in the Streets Fueled by a rage Terror: Lose 1 st No 2 (in order)
Secret Gathering, A Energy crackled aTerror: Lose 1 sanNo 2
Security Office, The The guard listeneNone No 3 (in order)
Something Has Broken Free The ancient stoneTerror: You immed No 2
Stay Away from the Windows As much as I fearNone No 2
Storage Closet, The I was told the ke None No 3 (in order)
Tempest in a Teapot I felt the air in None No 3 (in order)
Terrible Discover, A What was it that None No 2
There's Something in the Basement With each step ofNone No 3
Transported by Magic My skin glowed wh At Midnight: For No 2
Unnatural Habitat I cannot abide th Terror: Lose 1 st No 1
Vermin in the Pipes Large rats occas None No 3
We Need to Find Help Neither brute forNone Red 1
When Night Falls Once the sun set, None No 2
Writing on the Wall, The The words rewrotTerror: Discard 1No 1
You Become That Which You Fear Most The sickness and At Midnight: A mNo 1

Unseen Forces Museum Adventure CardFlavor Text Effect? Locked Dice? # of Tasks
Balancing Mind and Body To investigate th Terror: Lose 1 sanNo 2
Bloody Footprints I could easily foll None No 3
Boiler Room, The Strange shapes foNone No 2
Break on Through With a shriek, theNone 1 Green 2
Director's Safe, The "I've got the combAfter successfull No 2
Door is Ajar, The I cannot say where None No 3
Dreaming of a Stranger In my dreams, I sNone No 3 (in order)
Elder Sign, The It was already herNone No 3 (in order)
Fickle Fates At last, things weNone No 2
Fragments of Knowledge Little by little, None No 3
Grazed Writings It was gibberish None No 3
Heroic Rescue The stranger's lifeNone No 3 (in order)
Hidden Temple, The The wall slid opeEntry: Add 1 dooNo 2 (in order)
In the Stacks I furiously pried Terror: A monsteNo 2
It's Got Me! By pure panickedTerror: Roll 1 gr No 1
It's Quiet... Although I could At Midnight: DiscNo 1
Just Sign Here "You'll get everytNone No 3
Lingering Curse I had been so nai Terror: Lose saniNo 2
Midnight Visitor When I finally sa Terror: Lose 1 st No 2
Mysterious Puzzle Box I had been warned Terror: Two monsNo 1
Night Watchman, The I was transfixed None 1 Green 2
Ominous Portents Looking out acrosAt Midnight: EachNo 2 (in order)
Prized Display Every day, hundred None No 3
Recruiting Aid I sounded insane,None No 3 (in order)
Repugnant Tome Once I began to reTerror: Discard 1No 2 (in order)
Rite of Passage Many of us neverNone No 3 (in order)
Seeking Leads The police refuseNone No 3 (in order)
Slithering Shadows I couldn't see theAt Midnight: AddNo 2
Strange Robberies If my investigati Entry: Lose 1 sta No 2
Sudden Attack Without warning,Terror: Place 1 mNo 2
Test of Faith Sometimes, it realNone No 2
...Too Quiet The thing had beeAt Midnight: AddNo 2
True History, The If only I had nev None No 2
Under Construction Only the half-for Terror: Lose 1 st No 2
Up on the Roof I had thought to Entry: If there i No 1
Vision of Demise In that awful visioAfter successfullyNo 2
Visiting Antiquarian As I told the est None Red and Yellow 2
Vital Information The files reveale None No 3 (in order)
Walking on the Ledge The vertigo left mNone No 3 (in order)
Walled Up Through the chipp Terror: Become cNo 2
Wicked Old Man The glint in the o Terror: Lose 1 saNo 2
Task 1 Task 2 Task 3 Monster Task? Rewards Penalties
1 Lore 9 Investigation No 2 Clues -1 Sanity, -1 Clue
1 Lore, 3 Inv. (T 1 Lore, 3 Inv. Total 1 Clue, 1 Spell -1 Sanity
1 Lore (Total Mon1 Lore, 3 Inv. 1 Lore, 1 Peril Total 2 Unique Items -1 Sanity
2 Investigation 3 Investigation 1 Terror, 1 PeriNo 1 Clue, 1 Common-1 Sanity, -1 Sta
3 Lore 1 Lore, 3 Inv. No 1 Clue, 1 Common-2 Sanity
1 Peril (Total Mo 2 Peril Total 1 Spell, 1 Unique -1 Stamina
1 Terror 2 Terror No 1 Clue, 1 Spell, 1 -1 Sanity
1 Lore 1 Terror, 8 Inv. No 2 Spells, 1 Comm-1 Sanity
2 Inv., 1 Lore, 1 P3 Inv. --> -1 Sanity No 2 Clues, 1 Spell, 1 Doom Token
1 Lore (Total Mon2 Lore Total 2 Clues, 1 Other 1 Doom Token
3 Inv. (Total Mon1 Lore, 3 Inv. Total 1 Unique Item -1 Sanity
1 Peril 1 Terror 7 InvestigationNo 1 Clue, 1 Other W-1 Sanity
2 Investigation 4 Investigation 1 Lore No 2 Clues, 1 Commo-1 Sanity, -1 Sta
1 Lore (total Mon2 Peril 5 InvestigationTotal 1 Clue, 1 Common-1 Stamina
1 Peril --> -1 sta 1 Peril --> -1 stamina No 2 Unique Items -2 Stamina
1 Peril, 1 Terror Empty 1 Monter, 1 Clue,-2 Sanity
2 Inv., 1 Peril 2 Peril No 1 Monster, 1 Uni -1 Stamina
3 Investigation 1 Peril, 3 Inv. 1 Lore No 2 Elder Signs -2 Stamina
1 Peril, 1 Terror 1 Lore, 1 Peril No 1 Elder Sign, 1 U -2 Sanity, -2 Sta
3 Investigation 1 Lore, 1 Peril, 2 Inv. No 2 Clues, 1 Other -1 Sanity
1 Terror (total M1 Terror, 2 Peril Total 1 Monster, 1 Clue-1 Sanity, -2 Sta
3 Inv. (Total Mon6 Investigation Total 1 Clue -1 Stamina
3 Investigation 2 Peril 2 Lore No 1 Elder Sign, 1 Sp-2 Stamina, 1 Do
1 Peril 1 Peril, 3 Inv. No 1 Common Item -1 Sanity, -1 Sta
1 Terror --> -1 Sa1 Lore --> -1 Sani7 InvestigationNo 1 Monster, 1 Spel-2 Sanity
6 Investigation 1 Lore, 3 Inv. No 2 Clues -1 Sanity
3 Inv., 1 Terror 2 Lore No 1 Clue, 1 Other Wo 1 Doom Token
3 Investigation 6 Investigation 1 Peril No 1 Elder Sign, 1 M -1 Stamina
2 Terror --> -1 sa2 Peril --> -1 stamina No 2 Elder Signs -1 Stamina, 1 Doo
1 Peril, 2 Lore 2 Empty 2 Elder Signs, 2 -1 Sanity, -1 Sta
1 Peril Lore, 6 Inv. No 1 Clue, 1 Spell -1 Stamina
3 Investigation 9 Investigation No 1 Elder Sign, 1 1 Doom Token
6 Investigation 2 Lore No 1 Monster, 1 Clue-2 Stamina
2 Investigation 3 Investigation 6 InvestigationNo 1 Ally -2 Sanity
1 Peril (Total Mo 2 Terror Total 1 Monster, 1 Clue-1 Stamina
8 Investigation 2 Peril No 2 Elder Signs -1 Sanity, 1 Doom
3 Inv. (Total Mon3 Investigation 2 Lore Total 1 Clue, 1 Other W1 Doom Token, -1
4 Investigation ( 1 Terror) 1 Peril, 1 Lore Total 1 Clue, 1 Unique -1 Stamina, 1 Doo
3 Inv., 1 Terror --2 Lore --> -1 sanity No 2 Clues, 1 Elder S-2 Sanity
6 Inv. (Total Mon1 Lore 1 Terror Total 1 Clue, 1 Unique -1 Sanity, -1 Sta
6 Investigation 2 Lore No 2 Spells, 1 Other 1 Doom Token, -1
2 Peril, 3 Inv. Empty 1 Spell -1 Stamina
3 Investigation 3 Investigation 3 Inv., 1 Peril No 1 Clue, 2 Common-1 Stamina
2 Peril, 1 Lore, 3 Inv. Empty 1 Common Item, 1 -2 Sanity, -1 Sta
1 Terror 1 Peril, 2 Lore Empty 1 Clue, 1 Unique -2 Sanity, -2 Sta
1 Lore, 1 Perild, 5 Inv. Empty 1 Spell, Other W 1 Doom Token
3 Terror Empty 1 Monster, 1 Clue-1 Sanity

Task 1 Task 2 Task 3 Monster Task? Rewards Penalties


1 Lore, 1 Peril 1 Peril, 1 Lore No 1 Common Item, 1 -1 Stamina
2 Peril 2 Lore 1 Terror No 1 Elder Sign, 2 C -2 Sanity
4 Inv., 1 Terror 1 Peril, 1 Terror No Remove 1 Doom To -1 Sanity, -1 Sta
1 Lore --> -1 sani3 Inv., 1 Lore No 1 Other World, 1 -1 Stamina, -1 Sa
2 Inv., 1 Peril 2 Peril No 1 Unique Item -1 Stamina
1 Peril 2 Investigation 7 InvestigationNo 1 Other World, 1 -1 Sanity
-1 Stamina, -1 Sa 2 Lore, 1 Peril 1 Terror No 1 Common Item, 1 Doom Token
1 Lore --> -1 sani1 Lore --> -1 sta 2 Inv., 1 Lore No Remove 1 Doom To -1 Sanity
2 Lore 2 Inv., 1 Lore Total Blessed, 1 Monst -1 Sanity
6 Investigation 1 Terror 2 Lore (Total MTotal 1 Elder Sign, 1 Sp-2 Sanity
4 Inv. (Total Mon1 Terror 1 Lore Total 1 Elder Sign -1 Sanity
1 Peril -1 Stamina (Tota 3 Terror Total 1 Ally, Become Bl-1 Stamina
5 Investigation 3 Inv., 1 Lore, 1 Peril No 2 Other Worlds, 11 Doom Token
1 Peril, 1 Terror 1 Terror --> -1 Stamina No 2 Common Items,-1 Stamina, -1 Sa
3 Inv., 1 Peril, 1 Terror --> -1 Stamina No 1 Spell, 1 Clue -1 Sanity, -2 Sta
12 Investigation No 1 Elder Sign, 2 Cl 1 Doom Token
1 Lore 1 Peril 3 InvestigationNo 1 Other World, 1 -1 Sanity
3 Investigation 2 Lore, 1 Peril No 2 Unique Items, 1-1 Sanity, -1 Sta
2 Peril 1 Peril, 1 Terror --> -1 stamina No 1 Common Item, 1 -2 Stamina, 1 Do
1 Lore No 1 Elder Sign, 1 M -1 Sanity, -2 Sta
2 Peril 1 Peril --> -1 stamina No 1 Elder Sign, 2 -3 Stamina, 1 Do
-2 Sanity 3 Lore No Become Blessed, B 1ecome Cursed
1 Terror (Total M1 Peril 1 Lore Total 1 Monster, 1 Uni -1 Stamina
3 Investigation 6 Investigation 9 InvestigationNo 2 Allies -1 Sanity
2 Lore 1 Lore No 1 Elder Sign, 1 O -2 Sanity
1 Peril --> -1 Sani1 Lore --> -1 Sta 3 Inv., 1 TerrorNo 1 Common Item, 1 Doom Token, -2
1 Inv. (Total Mon1 Peril 1 Peril, 1 Lore Total 1 Spell, 1 Clue -2 Stamina
5 Investigation 3 Peril No 1 Monster, 1 Spe -1 Stamina, -1 Sa
4 Investigation 2 Peril, 1 Lore No 1 Common Item, 1 Doom Token
1 Peril 3 Inv., 1 Peril No 1 Unique Item, 1 -2 Stamina
6 Investigation 3 Inv., 1 Peril No Becomed BlessedBecome Cursed
1 Lore, 1 Terror 2 Terror No 1 Elder Sign, 1 U 1 Doom Token, -1
3 Inv., 1 Lore --> 2 Lore --> -1 sanity No 1 Elder Sign, 2 Cl 1 Doom Token
1 Peril 2 Lore No 1 Clue, 1 Common1 Doom Token, -1
1 Terror, 1 Peril, 1 Lore Empty 1 Spell, Remove 1-1 Stamina, -1 Sa
2 Lore 2 Terror No 1 Elder Sign, 1 Sp-1 Sanity
1 Lore, 1 Peril 1 Lore No 1 Spell, 2 Unique -1 Stamina, -2 Sa
1 Terror (Total M1 Lore 3 Inv. --> -1 sanTotal 3 Clues -1 Sanity
1 Peril 1 Peril 2 Peril No 1 Elder Sign, 1 C -2 Stamina, -1 Sa
2 Inv., 1 Terror - 6 Investigation No 1 Clue, 2 Elder S -2 Sanity
1 Inv,1 Lore, 1 Te3 Inv., Terror No 2 clues, 1 Elder S Cursed
Trophies
1
1
1
2
2
2
2
1
2
2
1
1
1
1
2
2
2
2
2
1
2
1
2
1
2
1
2
2
2
2
1
2
2
1
1
2
2
1
2
1
2
1
2
2
2
2
2

Trophies
2
2
2
2
1
2
2
2
1
2
1
2
3
2
2
2
2
4
2
2
2
2
1
2
2
2
2
2
3
1
2
2
2
1
2
2
2
1
2
2
3
Arkham Location Adventure Title Difficulty Text on Back Flavor Text
Arkham Asylum Mad Experiments Green You may spend 2No t one could beli
Arkham Asylum Psychiatric Assistance Green You may spend 2Itknew my friend
Arkham Asylum Ramblings of the Mad Green You may spend 2To t most he spoke
Bank of Arkham Bank Robbery Yellow You may advanceAt quiet trip to t
Bank of Arkham Financial Backers Yellow You may advanceAfter
t three hours
Bank of Arkham Strange Heirloom Yellow You may advanceI twas called down
Black Cave Altar in the Deep Red At Midnight: EachThe cavern opened
Black Cave Faceless Terrors Red At Midnight: EachFaceless creature
Black Cave Lost in the Dark Red At Midnight: EachOur lantern went
Curiositie Shoppe, The Curiosity Kills Red You may spend 3Thet door of the C
Curiositie Shoppe, The Ornate Chest, The Red You may spend 3Amongst
t the esote
Curiositie Shoppe, The Psychic Skull, The Red You may spend 3Thet crystallized s
General Store Breaking and Entering Green You may spend 2We had spent all n
General Store Shipment from InnsmouthGreen You may spend 2The shipment came
General Store Wheeling and Dealing Green You may spend 2With a few flatter
Graveyard Grave Robbing Yellow At Midnight: EachThough it was gri
Graveyard Necromantic Rites Yellow At Midnight: EachWe didn't exect t
Graveyard Open Graves Yellow At Midnight: EachThe grave had been
Hibb's Roadhouse Back Alley Battle Red You may spend 3Blood stained the
Hibb's Roadhouse Dark Dealings Red You may spend 3I saw them throug
Hibb's Roadhouse Police Raid Red You may spend 3The door crashed
Historical Society Ancient Scripts Red You may spend 4They
t had been loc
Historical Society Lessons from the Past Red You may spend 4Itpoured over the
Historical Society Night in the Museum, A Red You may spend 4We t entered those
Independence Square Founder's Rock Red At Midnight: RemoAs I touched the
Independence Square Gypsy Curse Red At Midnight: RemoThe old gypsy loo
Independence Square Play in the Park, A Red At Midnight: RemoIt was opening n
Ma's Boarding House Room Thirteen Yellow You may spend 4Itt had been board
Ma's Boarding House Terrified Guest, A Yellow You may spend 4Ma t told us that t
Miskatonic Science Building Alien Dissection Yellow You may advanceThe t creature was
Miskatonic Science Building Lecture, The Yellow You may advanceWe t attended a lec
Miskatonic Science Building Machine, The Yellow You may advanceThe t Machine humme
Newspaper, The Cryptic Messages Green You may advanceScouring
t the anci
Newspaper, The Ink Blots Green You may advanceFatigued
t from a lo
Newspaper, The Pursuing Leads Green You may advanceThe t pieces were f
Police Station Arrested Green You may spend 3Itt was only a matt
Police Station Cold Case Green You may spend 3Thet case had been
Police Station Police Assistance Green You may spend 3At few anonymous t
River Docks Death at the Docks Yellow You may give 1 clWhen he agreed to
River Docks Deep Ones Emerge Yellow You may give 1 clThey vanished und
River Docks Prisoner of a Madman Yellow You may give 1 clI awoke in some d
Silver Twilight Lodge Initiation Into the Mysteri Yellow You may spend 3In t a dark chamber
Silver Twilight Lodge Inner Sanctum Yellow You may spend 3We t made our way d
Silver Twilight Lodge Private Meetings Yellow You may spend 3Thet shadowy leade
South Church Chat With the Father Green You may regain 1The solitude of t
South Church Prayers for the Lost Green You may regain 1I lit a candle for
South Church Sanctification Green You may regain 1The holy water po
St. Mary's Hospital Emergency Care Green You may spend 2My t friend scream
St. Mary's Hospital Gruesome Autopsy Green You may spend 2We t talked the doc
St. Mary's Hospital Last Words Green You may spend 2Thet nurse who had
Train Station Abandoned Crate Yellow You may advanceAt putrid stench e
Train Station Late Arrivals Yellow You may advanceI twaited on the p
Train Station Thing on the Train Yellow You may advanceThe t creature burst
University Administration Dean, The Green You may advanceWe t were not sure
University Administration Foul Faculty Green You may advanceAs t the professor c
University Administration Registration Day Green You may advanceItt took hours to r
University Library Archaic Collection Red You may advanceThe t collection wa
University Library Black Tome, The Red You may advanceWe t knew the risks
University Library Exhaustive Research Red You may advanceWe t read until our
Unnamable, The Growing Terror Red At Midnight: EachDay after day, ni
Unnamable, The Run For Your Lives Red At Midnight: EachThe terrible hous
Unnamable, The Thing in the Basement Red At Midnight: EachThe trail of blood
Unvisited Isle Blood Sacrifice Yellow At Midnight: A mThe hideous altar
Unvisited Isle Standing Stones Yellow At Midnight: A mThe stones were p
Unvisited Isle Stormy Crossing Yellow At Midnight: A mThe storm arose f
Velma's Diner Booth in the Back Yellow You may regain 1He sat there ever
Velma's Diner Late Night Visitor Yellow You may regain 1Velma was just lo
Velma's Diner Warm Meal, A Yellow You may regain 1The only thing be
Witch House, The Forbidden Library, The Red At Midnight: A gaWe found a room h
Witch House, The Rats in the Walls Red At Midnight: A gaThere was an unse
Witch House, The Strange Lights Red At Midnight: A gaOtherworldly ligh
Woods, The Coven, The Red At Midnight: AddIn a grove, shrou
Woods, The Lost in the Brambles Red At Midnight: AddSomewhere I took
Woods, The Moonshine by Moonlight Red At Midnight: AddThe sound of acti
Ye Olde Magick Shoppe Chants and Incantations Yellow You may spend 3An t arcane circle
Ye Olde Magick Shoppe Lure of the Unknown Yellow You may spend 3Thet book was fill
Ye Olde Magick Shoppe Magical Mishaps Yellow You may spend 3Itmisspoke a sing
Effect Locked dice?# of Tasks Task 1 Task 2 Task 3
Event No 3 (in order) 2 Investigation 2 Inv. (total mons1 Peril, -1 sanity
Terror: Lose 1 sanNo 2 1 Inv., 2 Inv. 3 Inv., Advance Clock
At Midnight: EachNo 2 1 Inv., -1 Sanity 2 Inv., 1 Lore
None No 3 1 Inv., -1 Stamin 3 Inv., 1 Peril 1 Peril
None No 3 2 Investigation 2 Inv., Advance C2 Inv., 2 Inv.
Event; At MidnighNo 2 3 Inv. (Total Mon1 Lore, 3 Inv.
At Midnight: AddNo 2 2 Inv., 2 Inv., 1 T 1 Peril, 2 Lore
Terror: Fail this No 2 2 Inv. (Total Mon2 Inv., 2 Terror, 1 Lore
Event; Investigat No 2 (in order) 1 Inv., 1 Terror, 12 Inv., 2 Inv.
Event; Entry: LosNo 2 3 Inv., 1 Lore (To1 Terror, 2 Peril
Terror: Add 1 do No 2 1 Inv., 2 Lore 2 Inv., 1 Terror, 1 Peril
None No 3 2 Lore 1 Lore, -1 Sanity 1 Lore, -1 Sanity
Event No 2 2 Inv., Advance t 2 Peril
At Midnight: AddNo 2 (in order) 1 Terror, -1 Sanit1 Peril, -1 Stamina (Total monster
Terror: Discard 1No 1 2 Inv., 2 Inv.
At Midnight: EachNo 2 (in order) 2 Inv., 1 Peril, -1 1 Terror, -1 Sanity (Total Monster
At Midnight: EachNo 2 1 Terror, 1 Peril, 1 Lore, 1 Peril (Total Monster Task
Event; At MidnighNo 1 2 Inv., 1 Terror, 1 Peril, 1 Lore
Entry: A monsterNo 2 Empty Monster Ta 2 Terror/Peril, 1 1 Peril, -1 Stam
Terror: Remove 1No 2 1 Peril (Total M 3 Inv., 3 Inv., 1 Lore
Event; Entry: LosNo 2 2 Inv., 1 Peril ( 3 Inv., 2 Peril, -1 Stamina
At Midnight: EachNo 2 2 Inv., 2 Lore 2 Lore, -1 sanity
Investigators cannNo 2 1 Lore (Silver Tw4 Inv., 2 Lore
Event; Entry: LosNo 2 (in order) 2 Inv., 2 Inv., 1 L 2 Inv., 1 Peril, 1 Terror, -1 Sanity
Event No 3 3 Inv. (Silver Tw 5 Inv., 1 Terror 1 Lore, 1 Terror
Event Yellow and R 3 1 Terror 1 Lore 2 Lore
Event; At MidnightNo 2 2 Terror, 1 Lore 1 Terror, 1 Lore, -1 Sanity
Event; Terror: AdRed 1 10 Investigation
Terror: Each invesNo 2 2 Investigation 2 Lore, 1 Terror
Event No 3 (in order) 1 Terror 2 Inv., -1 Sanity 3 Inv., 1 Lore/Per
None No 3 (in order) 3 Investigation 1 Lore 4 Investigation
At Midnight: AddNo 2 (in order) 2 Inv., 2 Terror/ 2 Inv., 1 Lore/Peril
Terror: Discard 1No 2 1 Investigation 4 Inv., 1 Lore
None No 3 1 Investigation 2 Investigation 1 Terror
Event No 3 (in order) 1 Investigation 2 Investigation 3 Investigation
Investigators at No 2 1 Peril, -1 Sanit 2 Inv., 2 Inv., Advance the clock
At Midnight: EachNo 2 2 Inv., 1 Terror 2 Inv., 1 Lore (Total monster task)
Event No 3 2 Investigation 1 Terror 1 Peril
Event; Terror: LoNo 2 3 Inv., 1 Terror 1 Lore, 1 Peril
Entry: A monsterNo 2 1 Peril (Total Mo 1 Terror, 1 Peril, -1 Stamina, -1 Sa
Investigators at No 2 1 Peril, Advance 5 Inv., 1 Terror
None No 3 (in order) 3 Inv., 1 Lore 2 Inv. (Total Mon1 Inv., -1 Sanity
Event No 3 (in order) 2 Inv., 1 Lore (Si 1 Lore, -1 sanity 1 Lore/Peril, 1 T
Entry: Add 1 doo No 2 2 Inv., -1 sanity 3 Inv., 2 Lore
None No 2 2 Investigation 2 Inv., 1 Lore
None No 3 1 Investigation 1 Inv., Advance C1 Inv., 2 Inv.
Event No 2 1 Lore 2 Lore
Event No 1 2 Inv., 2 Inv., Advance Clock
Entry: A monsterNo 1 (in order, empt1 Inv., 1 Terror/PEmpty Monster Task
None No 3 2 Investigation 2 Investigation 3 Investigation
Event No 3 (in order) 2 Investigation 3 Investigation 1 Terror, 1 Peril
At Midnight: DiscNo 2 3 Inv., Advance C3 Inv., 3 Inv.
Entry: A monsterNo 2 1 Peril, -1 stami 1 Terror, 1 Peril, -1 Sanity
Investigators canNo 1 2 Inv., 2 Lore
Event 1 Green 2 2 Inv., 1 Terror 1 Terror
At Midnight: DiscNo 2 2 Inv., Advance c 3 Inv., Advance clock
Event; Investigat No 2 5 Inv., 2 Lore 1 Lore (Total monster task) (Silve
Terror: Add 1 do No 2 1 Lore, 1 Terror, 2 Lore, 4 Inv.
Investigators needNo 3 (see effect note8 Inv, Advance cl 8 Inv., 1 Lore, Ad 10 Inv., 1 Lore,
Event; Terror: Ret1 Green 2 2 Terror 1 Terror (Total monster task)
Entry: A monsterYellow 2 (in order) 1 Peril, 1 Terror, 1 Terror/Peril (Total monster task
None Red 2 2 Inv., 2 Terror/P1 Lore, 2 Terror/Peril
Terror: Lose 1 st No 2 1 Terror, 1 Peril 2 Peril, -1 Stamina
At Midnight: If t No 1 Empty Monster Ta 3 Inv., 1 Lore, 1 Terror
Event; Terror: FaiNo 1 3 Inv., 1 Terror, 1 Peril, Advance Clock
None No 3 3 Investigation 1 Lore 1 Lore, 1 Terror
Event No 3 1 Terror, -1 Sani 1 Terror, 1 Peril 1 Peril, -1 Stami
None No 2 2 Inv., Advance C2 Investigation
Event; Investigat No 2 (in order) 3 Inv., 2 Terror 2 Lore
Entry: Lose 1 saniYellow 2 3 Investigation 2 Inv., 2 Terror
At Midnight: A gaNo 2 2 Inv., 1 Lore, 1 3 Inv., 1 Peril, -1 Sanity, -1 Stamin
At Midnight: AddNo 1 8 Inv., 1 Terror, 1 Peril, -2 Sanity
Investigators at No 2 (in order) 2 Inv., 2 Inv., 1 T 2 Inv., 1 Peril (Total Monster Task
Event No 3 2 Inv. (Sheldon 2 Peril 3 Inv., 1 Peril
Event No 3 (in order) 3 Investigation 2 Lore 1 Terror (total m
None Yellow 1 9 Investigation
Terror: For each sNo 2 3 Lore 1 Terror (Total monster task)
Monster Task? Rewards Penalties Trophies
total 2 Common Items -1 / stamina, -1 san 2
No 2 Sanity -1 Sanity 1
No 1 Clue / OR / 1 Sp-1 Sanity 1
No 2 Common Items -1 ( Stamina, -1 C 2
No Each investigator-1 Spell, -1 Comm 1
Total Blessed / OR / 1 1 Doom token, Cu 2
No 1 Unique Item, 1 2 Doom Tokens, - 3
Total 1 Clue, 1 Unique -1 Sanity, 1 Doo 2
No Don't advance cl -1 Sanity, Advanc 2
Total 1 Unique Item, 1 S-3 Stamina 3
No 2 Unique Items / 1 Doom token, Cu 2
Total 1 Spell, 1 Skill ( -2 Sanity 2
Empty 1 Common Item /-1 Stamina 1
Total 1 Common Item /1 Monster 2
No 1 Common Item (Advance Clock 1
Total 1 Common Item, 1 Cursed, -1 Sanit 1
Total 1 Unique Item, 1 -1 stamina, -1 sa 2
Empty 2 Common Items,1 Doom Token, 2 2
Empty 1 Clue, 2 Common-1 Stamina, 1 Mo 3
total 1 Elder Sign, 1 -1 Common Item, 2
No 1 Clue, 1 Common-1 stamina, -1 C 2
No 3 Spells -1 stamina, -1 sa 2
No 1 Skill, 1 Elder S -1 Sanity, 1 Doo 2
No 2 Elder Signs / O 2 Doom Tokens 3
Total 1 Unique Item, 2 -1 Elder Sign, 1 3
No 1 Elder Sign / ORCursed / OR / 1 2
No 1 Unique Item, 1 -2 Sanity, 1 Doo 2
No 1 Clue, 1 Elder Si -1 Sanity 2
No 1 Clue, 1 Ally -2 Sanity 2
No 1 Clue, 1 Skill, 1 Advance the cloc 2
No 1 Skill Advance Clock tw 1
No -1 Doom Token /-1 Sanity, 1 Doo 2
Total 2 Clues -1 Sanity, Advanc 2
No 1 Clue -1 Sanity 1
No 1 Clue, Do not ad -1 stamina, advan 1
No 1 Common Item (Advance Clock, 1 1
total 1 Clue, Do not ad 1 Doom Token 2
No 1 Common Item /-1 Stamina 1
No 1 Clue / OR / 1 -1 sanity, -1 stam 1
Total 2 Common Items -1 / Stamina, 1 Mo 2
Total 1 Clue, 1 Common-2 Stamina, Adva 2
Total 1 Clue, 1 Spell ( 1 Doom Token 2
total -1 monster, 1 Eld2 Doom Tokens 3
No 1 Clue, 1 Spell ( -1 Sanity, 1 Doo 2
No 3 Sanity Advance Clock 1
No 2 Sanity / OR / B -1 Sanity 1
No -1 Doom Token /1 Doom Token 2
2 Empty 3 Stamina -1 Stamina 1
Empty 1 Common Item /-1 Sanity, 1 Mons 1
No 2 Clues -1 Sanity 2
No 1 Common Item, 1 Doom Token, 1 2
None 1 Ally Advance clock tw 1
total 2 Common Items -2 stamina, 1 mon 2
No 1 Skill, Do not ad Advance clock 2
No 1 Common Item /-1 Sanity 1
No 1 Skill -1 Sanity 1
total 1 Spell, 1 Skill, 1 Advance clock, - 2
No 1 Elder Sign, 1 S -1 Sanity, Curse 3
No 1 Clue, 1 Skill / Advance clock th 2
Total 1 Ally / OR / -1 -2 Sanity, -1 Ally 2
Total 1 Clue, 1 Unique -2 Stamina, 1 Do 2
Empty 2 Elder Signs, 1 -5 Stamina 3
No 1 Elder Sign / OR-1 Stamina, 1 Do 2
Empty (Silver Tw1 Spell, Do not a Other World, 1 1
No 2 Clues -1 sanity, Advanc 2
No 1 Unique Item, 1 -4 Sanity 2
2 Total 1 Ally / OR / 1 El-1 Stamina, 1 Mo 2
Empty 2 stamina, 1 sani Advance clock th 1
No 1 Skill, 1 Elder S Advance clock, C 3
No 1 Clue, 1 Common-1 Stamina, -2 Sa 2
total -1 Monster, 1 Spel1 Gate Opens, 1 2
Total 1 Elder Sign, 1 Un1 Doom Token, Cu 2
total 2 Clues, 1 Commo-1 stamina, Advan 2
No 1 Clue, 1 Common-2 stamina 2
Total 2 Spells / OR / 1 1 Doom / OR / Cu 2
None 1 Clue / OR / 1 S -1 Sanity 1
Total 2 Spells (Silver 1 Doom token, -2 2
Title
Call for Aid, A
Devil's Bargain
Foolish Mistake, A
Fruitless Struggle
Hot on the Trail
Hungry Creatures
Hungry Creatures
Lucky Find
Moment's Respite, A
Mysterious Opposition
Narrow Escape
Overwhelming Fear
Peace and Quiet
Rare Knowledge
Stirring in Slumber
Stolen Strength
Stout Resolve
Secrets of the Lodge
Turf Wars
Unexpected Aid
Unexpected Aid
Unexpected Difficulties
Unexpected Difficulties
Unstable Location
Unstable Location
Effect Flavor Text
One other investigator may move to this adventure. Investigators at this adventure ma Just when you think it's too late for
If you successfully resolve this adventure, add 2 doom tokens to the doom track. It had been years since you signed
Discard 1 unique or common item, spell, or ally. You knew it was a risk, but you too
If you successfully resolve this adventure, you do not gain any rewards. Whatever you hoped to accomplish
After you spend a clue during this Resolution phase, you may reroll the dice a secondThe bootprints are still wet with fo
A monster appears at this adventure. The first thing you notice is the feti
A monster appears at this adventure. The first thing you notice is the feti
Draw 1 unique or common item. You see a glint out of the corner of
During this Resolution phase, monsters cannot appear and you ignore all terror effectWith dangers at every turn, you are
During this Resolution phase, you cannot use unique or common items, spells, skills, or Some dark force must be working a
If you fail this adventure, you do not suffer any penalties. Breathing heavily, your clothes tor
Return to the Streets of Arkham and end your Resolution phase. Unbidden, horrible memories of a l
Return 1 monster on this adventure to the monster cup. There had been reports of a hideou
Gain 1 clue or draw 1 spell. You find the ancient scrolls wrappe
Add 1 doom token to the doom track. If you fail this Adventure, add 1 additional doo The stars above you shine with an
Each other investigator loses 1 sanity and 1 stamina. You fully regain both sanity andAs you carve the ancient symbols u
During this Resolution phase, ignore the stamina and sanity cost of tasks. It doesn't matter anymore what ha
Lose 1 sanity. If you are a member of the Silver Twilight Lodge, lose 2 sanity instead. Thanks to the obscure and eldritch
Lose 1 stamina. If you are a member of the Sheldon Gang, lose 2 stamina instead. Another gang is moving in on the S
During this Resolution phase, add either the red or yellow die to your dice pool. You find the note shoved under you
During this Resolution phase, add either the red or yellow die to your dice pool. You find the note shoved under you
A green die is locked during this Resolution phase. The ground crumbles beneath you
A green die is locked during this Resolution phase. The ground crumbles beneath you
If at an other world, lose 1 sanity. Otherwise, open a gate at this adventure, removi The air crackles with a static charg
If at an other world, lose 1 sanity. Otherwise, open a gate at this adventure, removi The air crackles with a static charg
when you think it's too late for you, the voices of your friends echo through the night.
d been years since you signed your name in that black book, but now the time has come to honor your agreement.
knew it was a risk, but you took it anyway [sic] - and now you've lost something of great value.
ever you hoped to accomplish here has become impossible, and now you struggle just to keep things from getting worse.
bootprints are still wet with foul seawater and lead you quickly to your quarry.
irst thing you notice is the fetid, alien smell, which invokes a sudden fear as you realize you are being hunted.
irst thing you notice is the fetid, alien smell, which invokes a sudden fear as you realize you are being hunted.
ee a glint out of the corner of your eye and are surprised to find something of use within the heap of rubbish.
dangers at every turn, you are relieved to find that this place is less dangerous than you were told.
e dark force must be working against you. Even if your friends do not believe your insistant declarations, you are sure that your enem
thing heavily, your clothes torn and dirty, you wonder how you got out of there alive, with both mind and body intact.
dden, horrible memories of a life you did not live consume you and you flee in terror from a past that is not your own.
e had been reports of a hideous creature in the area, but you see no sign of it now.
ind the ancient scrolls wrapped in oiled cloth and marvel at how such valuable knowledge could have been hidden here for so long.
tars above you shine with an ominous luminescence, and you know that it is only a matter of time before they align.
u carve the ancient symbols upon your flesh you feel your weariness fade and a new strength overtake you. Only later do you learn a
esn't matter anymore what happens to you. You are determined to strive on, come Hell or high water.
ks to the obscure and eldritch teachings of the Silver Twilight, your mind has been opened to a multitude of hideous truths which de
her gang is moving in on the Sheldon's territory, and now violence reigns in the streets.
ind the note shoved under your door when you wake up. You do not know who sent it, but the information it contains is invaluable.
ind the note shoved under your door when you wake up. You do not know who sent it, but the information it contains is invaluable.
ground crumbles beneath you and from the cracks an inhuman moaning eminates. This is not going to be a simple investigation.
ground crumbles beneath you and from the cracks an inhuman moaning eminates. This is not going to be a simple investigation.
air crackles with a static charge, and objects jitter and bounce as if possessed by an unseen force.
air crackles with a static charge, and objects jitter and bounce as if possessed by an unseen force.
om getting worse.

s, you are sure that your enemies are everywhere.


nd body intact.
not your own.

een hidden here for so long.


re they align.
you. Only later do you learn at what cost your power came.

de of hideous truths which define reality.

ion it contains is invaluable.


ion it contains is invaluable.
e a simple investigation.
e a simple investigation.
Title
A Dark Purpose...Devours the Unwary
A Dark Purpose...In the Inner Sanctum
A Dark Purpose...Invokes Madness
A Noble Sacrifice...Opens the Way
A Warning...Of Barred Ways
Common Ground...Tempts Fate
Creatures from Beyond...Herald the End
Creatures from Beyond...Incite Violence
Dark Pacts...Before the Storm
Dark Portals...Reveal Terrifying Worlds
Dark Portals...Steal Memories Away
Dark Times...Bring Entropy
Emerging Creatures...Bring Ruin
Emerging Creatures...Reveal Dangerous Worlds
Humanity Fights...While Time Slips Away
Hungry Ether...And Suffering
Hungry Ether...Leads to Dead Ends
Man's Descent...Tempts Fate
Man Sturggles...Amid the Stillness
Out of Time...Amid the Stillness
Shattered Worlds...As Funds Run Dry
Shattered Worlds...For a Dark Future
Shattered Worlds...Herald the End
Sheldon Assistance...Rends the Veil
Silver Twilight Aid...Heralds the End
Stirring Darkness...Opens the Way
Strange Sights...For a Dark Fate
Strange Sights...Herald the End
The Ancient One Stirs...And Aid Arrives
The Stars Align...While Time Slips Away
Immediate Effect Lingering Effect
Add 1 doom token to the doom track and a gate opens! All Other World cards gain the following t
Add 1 doom token to the doom track and a gate opens! The next time the clock strikes midnight, a
Add 1 doom token to the doom track and a gate opens! Each time an investigator successfully res
Add 2 doom tokens to the doom track unless 1 investigator loses 2 stamina and The next time the clock strikes midnight, a
There is no immediate effect today. Investigators cannot move to Other World
Investigators may immediately trade unique and common items, clues, spells, Each adventure without an event icon gain
A gate opens and a monster appears! The next time the clock strikes midnight, a
A gate opens and a monster appears! The next time the clock strikes midnight, a
Each investigator may lose 2 sanity or stamina to take a card from the bottom The next time the clock strikes midnight, a
Add 2 doom tokens to the doom track if there is an open gate. If there are no oThe next time the clock strikes midnight, e
Add 2 doom tokens to the doom track if there is an open gate. If there are no oAll Other World cards gain the following e
Add 1 doom token to the doom track unless each investigator loses 1 sanity. All Other World cards gain the following e
For each open gate, a monster appears! If there are no open gates, a gate ope When an investigator suffers the penalties
For each open gate, a monster appears! If there are no open gates, a gate ope The next time the clock strikes midnight, e
Investigators gain 1 Elder Sign if they have less Elder Signs than there are d The next time the clock strikes midnight, a
Each investigator with at least 1 Other World trophy loses 1 sanity and 1 stamAll Adventure cards with at least 1 Elder S
Each investigator with at least 1 Other World trophy loses 1 sanity and 1 stamAll Other World cards gain the following e
Add 2 doom tokens to the doom track unless each investigator lose 1 sanity. Each adventure without an event icon gain
Add 1 doom token to the doom track and each investigator loses 1 stamina. There is no lingering effect today.
Resolve all "At midnight" effects again and draw a new Mythos card. There is no lingering effect today.
A gate opens! The next time the clock strikes midnight, e
A gate opens! Lock the yellow die for today.
A gate opens! The next time the clock strikes midnight, a
Each member of the Sheldon Gang gains 1 common item or 1 clue. Then one inThe next time the clock strikes midnight, r
Each member of the Silver Twilight Lodge gains 1 unique item or spell. Then oThe next time the clock strikes midnight, a
Add 1 doom token to the doom track if the investigators have more Elder SignThe next time the clock strikes midnight, a
A monster appears! Lock the red die for today.
A monster appears! The next time the clock strikes midnight, a
Add 2 doom tokens to the doom track unless the investigators lose 2 Elder SigThe next time the clock strikes midnight, e
Add 1 doom token to the doom track. The next time the clock strikes midnight, a
ering Effect
ther World cards gain the following terror effect today, replacing any terror effect they normally have: Terror: You are devoured.
next time the clock strikes midnight, a gate opens and each member of the Silve Twilight Lodge loses 1 sanity.
time an investigator successfully resolves an adventure today, he loses 1 sanity.
next time the clock strikes midnight, a gate opens!
tigators cannot move to Other World cards today.
adventure without an event icon gainsan event icon for today.
next time the clock strikes midnight, add 1 doom token to the doom track for each open gate.
next time the clock strikes midnight, add 1 doom to the doom track and each member of the Sheldon Gang loses 1 stamina.
next time the clock strikes midnight, add 2 doom tokens to the doom track.
next time the clock strikes midnight, each investigator loses 1 sanity for each open gate.
ther World cards gain the following entry effect today, in addition to any other entry effects: Entry: Discard 1 spell or skill.
ther World cards gain the following entry effect today, in addition to any other entry effects: Entry: Discard 1 unique or common item
n an investigator suffers the penalties on an Arkham Adventure card today, that card is discarded and not replaced.
next time the clock strikes midnight, each investigator loses 1 stamina for each open gate.
next time the clock strikes midnight, advance the clock 2 times.
dventure cards with at least 1 Elder Sign reward have 1 fewer Elder Sign reward for today.
ther World cards gain the following entry effect today, in addition to any other entry effects: Entry: Discard 1 ally or clue.
adventure without an event icon gainsan event icon for today.
e is no lingering effect today.
e is no lingering effect today.
next time the clock strikes midnight, each investigator must discard all his adventure trophies.
the yellow die for today.
next time the clock strikes midnight, add 1 doom token to the doom track for each open gate.
next time the clock strikes midnight, remove all seal tokens from Adventure cards and a gate opens!
next time the clock strikes midnight, add 1 doom token to the doom track for each open gate.
next time the clock strikes midnight, a gate opens!
the red die for today.
next time the clock strikes midnight, add 1 doom token to the doom track for each open gate.
next time the clock strikes midnight, each investigator gains 1 unique item, common item, or spell.
next time the clock strikes midnight, advance the clock 2 times.
Terror: You are devoured.

ng loses 1 stamina.

ard 1 spell or skill.


ard 1 unique or common item.
ot replaced.

ard 1 ally or clue.


Title
Athleticism
Bravery
Business Savvy
Luck
Medical Training
Mystic Gift
Occult Knowledge
Persuasive
Pscychology Training
Scientific Training
Stealth
Wanderlust
Text
Once during your turn, you may change a Lore result to a Peril result. -- Discard during any investigator's turn to change
Once during your turn, you may ignore 1 terror effect. -- Discard during any investigator's turn to fully regain you sanity
Once during your turn when spending trophies, you may reduce the number of trophies you need to spend by 1, to a min
When you draw an event during your turn, you may draw 2 events instead. Choose 1 to resolve and discard the other.
Once during your turn, you may cause another investigator to regain 1 stamina. -- Discard during any investigator's turn
Each time you draw a Sepll, draw 2 Spells instead. Choose 1 to keep and discard the other. -- Discard at any time to draw
Once during your turn, you may change a Terror result to a Lore result. -- Discard during any investigator's turn to chan
Each time you draw an Ally, draw 2 Allies instead. Choose 1 to keep and discard the other. -- Discard at any time to draw
Once during your turn, you may cause another investigator to regain 1 sanity. -- Discard during any investigator's turn t
Once during your turn, you may turn a die showing an investigation result to the next highest investigation result on tha
Once during your turn, you may reroll 1 die showing an investigation result. -- Discard during any investigator's turn to
At the start of your turn, you may flip 1 facedown Arkham Adventure card faceup. -- Discard during any investigator's tu
Base Game
Name
Anna Kaslow
Duke
Eric Colt
Professor Armitage
Richard Upton Pickman
Ruby Standish
Thomas F. Malone
Tom "Mountain" Murphy

Unseen Forces
John Legrasse
Ryan Dean
Sir William Brinton

Gates of Arkham
Calvin Wright
Corinna Jones
Granny Orne
Kestrel Claire
William Bain
Text
Once per turn, Anna allows you to reroll up to 2 dice. Each time you lose sanity, place 1 sanity token on this card. (Discar
You may discard Duke instead of suffering an Adventure card's penalty.
During your turn, ignore all sanity task requirements. (Discard this card if the Ancient One awakens.)
Place 2 spells on Professor Armitage when he joins you. You may use these spells as if they were your own. (Discard this
Place 1 stamina token on Richard Upton Pickman to change 1 die showing a Peril result to a Lore result. (Discard this ca
Place 2 unique items on Ruby Standish when she joins you. You may use these items as if they were your own. (Discard
Place 1 sanity token on Thomas F. Malone to change 1 die showing a Lore result to a Peril result. (Discard this card when
During your turn, ignore all stamina task requirements. (Discard this card if the Ancient One awakens.)

Place 1 unique item, 1 common item, and 1 spell on John Legrasse when he joins you. You may use these cards as if they
Once per turn, you may place 1 stamina token on this card to have Ryan Dean add the yellow die to your dice pool. (Disc
Place 1 sanity token on Sir William Brinton after failing a roll instead of discarding a die and/or triggering any terror eff

Each time you would lose sanity or stamina you may place an equal number of sanity or stamina tokens on Calvin Wrigh
When Corinna Jones joins you, draw 3 Skill cards. Choose 1 to place on her, and discard the rest. You may use the chosen
When Granny Orne joins you, place 4 clue tokens on her. You may use these tokens as if they were your own. (Discard th
When attempting to resolve an Other World card, place 1 sanity token on Kestrel Claire to add the yellow and red dice to
When a doom token is added to the doom track, place 1 sanity token on William Bain to ignore the effects of that icon. (D
l cards placed on it.)

d the Skill card on it.)


Name
Base Game
.38 Revolver
.45 Automatic
Axe
Dynamite
Food
Knife
Lantern
Lucky Cigarette Case
Old Journal
Shotgun
Tommy Gun
Whiskey

Unseen Forces
.18 Derringer
Ancient Tome
Brass Knuckles
Bullwhip
Cavalry Saber
Cross
Cult Robes
Flamethrower
Molotov Cocktail
Museum Map
Research Materials
Rifle

Gates of Arkham
Flare Gun
Flashlight
Roadster
Sheldon's Finest
Suitcase of Cash
Text/Effect

Adds yellow die


Adds yellow die
Adds yellow die
Adds red die
Discard this card instead of losing 1 stamina.
Adds yellow die
Adds yellow die
Adds yellow die
Adds yellow die
After rolling, discard to change 1 die to a Peril result.
Adds yellow and red dice
Discard this card instead of losing 1 sanity.

Adds yellow die


Adds yellow die
Adds yellow die
Adds yellow die
Adds yellow die
Before rolling, discard to become blessed.
Adds yellow die
Adds yellow or red die
Adds yellow die
Before moving, discard to discard 1 Adventure card, along with all monsters on it, replacing it with a new Adventure car
After rolling, discard to change 1 die to its highest investigation result.
Adds yellow die

Discard this card during your turn to move another investigator to your adventure. Then you and that investigator may
Streets of Arkham mode only: Discard this card at the beginning of your Movement phase to flip 1 Arkham Adventure ca
Discard this card at the end of your Resolution phase to skip your Clock phase and take another turn.
Streets of Arkham mode only: Discard this card during your turn to gain a Sheldon Gang membership.
This card is a trophy with a value of 3.
re, ignoring any entry effect and event icon.
Name
Base Game
Alien Statue
Blue Watcher of the Pyramid
Book of Dzyan
Cultes des Goules
Flute of the Outer Gods
Healing Stone
King in Yellow, The
Lamp of Alhazred
Nameless Cults
Necronomicon
Ruby of R'lyeh
Sword of Glorgy

Unseen Forces
Ancient Tablet
Cabala of Saboth
Dragaon's Eye
Enchanted Blade
Enchanted Knife
Gate Box
Holy Water
Obsidian Statue
Pallid Mask
Powder of Ibn-Ghazi
Silver Key
Warding Statue

Gates of Arkham
Hermetic Texts
Prism of Vision
Sigil of the Order
Silver Lance
T'tka Halo
Text/Effect

Adds red die


After rolling, discard to change 1 die to a Lore result.
Adds red die
Adds red die
After rolling, discard to defeat 1 monster.
Before rolling, discard to fully restore your stamina and sanity.
Adds red die
Adds red die
Adds red die
Adds red die. After using this card, you gain 1 clue token.
Adds red die
Adds red and yellow dice

Adds red die


Before rolling, discard to return up to 2 discarded dice to your dice pool.
Before moving, discard to discard 1 Adventure card, along with all monsters on it, replacing it with a new Adventure car
Adds red die
Adds red die
Discard to draw 1 Other World card and place it below the 6 Adventure cards.
Discard to choose 1 investigator to become blessed.
Adds red die
Adds red die
Adds red die
Adds red die
Adds red die

After a roll, discard to change a die to a Lore result. You may use this item on any investigator's turn.
After a roll, discard to change a die to its highest investigation result. You may use this item on any investigator's turn.
Streets of Arkham mode only: Discard this card at any time to choose 1 investigator to gain a Silver Twilight Lodge mem
After a roll, discard to change a die to a Peril result. You may use this item on any investigator's turn.
After a roll, discard to change a die to a Terror result. You may use this item on any investigator's turn.
ct Other World cards.

is item on any investigator's turn.


Name
Base Game
Bind Monster
Cloud Memory
Dread Curse of Azathoth
Enchant Weapon
Find Gate
Flesh Ward
Heal
Mists of Releh
Red Sign of Shudde M'ell
Shrivelling
Voice of Ra
Wither

Unseen Forces
Alchemical Process
Astral Travel
Bless
Call Friend
Foresee
Greater Banishment
Lure Monster
Markings of Isis
Revelation of Script
Summon Shantak
Vision Quest
Wrack

Gates of Arkham
Conjuration
Evocation of Horus
Green Flame of Tulzscha
Reach of the Mind
Seal Gate
Text/Effect

After rolling, discard to defeat 1 monster.


Discard to fully restore any investigator's sanity.
Secure two dice results.
Secure a die result.
Discard to draw 1 Other World card and place it below the 6 Adventure cards.
Secure a die result.
Discard to fully restore any investigator's stamina.
Secure a die result.
Secure a die result.
Secure a die result.
After rolling, discard to change 1 die to the result of your choice.
Secure a die result.

This card is a trophy with a value of 5.


Secure a die result.
Discard to choose 1 investigator to become blessed.
Secure a die result.
Discard to look at the top 4 cards of the Adventure deck. Discard 1 and return the other 3 to the top of the deck in any or
Before rolling, discard to discard up to 3 monsters in play, returning them to the monster cup.
Secure a die result.
Secure a die result.
Secure a die result.
Secure a die result.
Secure a die result.
Secure a die result.

Discard at the start of your turn to search the unique or common item deck for 1 card of your choice. Gain that card, then
Secure a die result. You may cast this spell on any investigator's turn.
Secure a die result. You may cast this spell on any investigator's turn.
Discard during another investigator's turn to allow him to reroll any number of dice.
Streets of Arkham mode only: Discard at the start of your turn to close 1 gate of your choice.

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