주요목적. Stage 4

신화
단서: –
The surface of the light side of the Moon is patrolled by ships that sail through the windless sky. One, however, looks different from the rest. Its hull is stark and shining, casting a white glow into the night. "The White Ship!" breathes Randolph.

Objective - Find a way off the Moon. (You will be instructed when to advance.)

Patrick McEvoy
달의 어두운 면 #213. 달의 어두운 면 #8.

선장 - Back

주요목적
With your party safely aboard the White Ship, you beseech its captain to leave the Moon at once. You have no desire to stay in this perilous place any longer than you have to. "Not yet," the captain replies with an amiable smile. You plead with him, but he raises a hand in a gesture of silence, peering out into the distance. You squint against the light from the sun, which hangs static in the dark sky. There, miles away, you spot the thing that drew the captain's eye: a bird with many wings and even more colors, its feathers bright and vivid. It perches on a ruined stone structure and preens itself. Then, just as your patience is beginning to wear thin, it launches itself into space, and the captain pulls up the ship's anchor.

(→R1)

예상치 못한 도움
예상치 못한 도움

주요목적. Stage 2

신화
단서: –
To the south lies the small but thriving volcanic island of Oriab, dominated by the dormant volcano called Ngranek. The Bay of Baharna, marked by twin lighthouses, Thon and Thal, overlooks the Southern Sea.

Objective - Find and uncover as many Signs of the Gods in this region as you can. At the end of the round, if each investigator is at the same Port location, you may move to another region by advancing this act.

Objective - If the investigators have uncovered 10 Signs of the Gods, proceed to (→R1).

Julian Kok
카다스를 찾아서 #123. 카다스를 찾아서 #5.

어디로 향할까요? - Back

주요목적
As you board your ship once again, you find the crew loading barrels of trade goods: furs, ore, exotic spices, and the like. "We'll make a killing with these back on the mainland," the captain says, clapping your shoulder. "Hope you found what you were looking for, too. Where do you want to head next?"

Shuffle the encounter discard pile into the encounter deck.

The investigators must decide (choose one). You cannot choose a place you have already visited. If you have already visited each of the listed areas, proceed to (→R1).

- Visit the ancient land of Mnar to the west. Resolve Mnar Setup in the Campaign Guide.

- Visit the Forbidden Lands to the north. Resolve Forbidden Lands Setup in the Campaign Guide.

- Visit the kingdom of the Timeless Realm to the east. Resolve Timeless Realm Setup in the Campaign Guide.

오리아브 섬
오리아브 섬

주요목적. Stage 2

신화
단서: –
Much of the valley realm of Ooth-Nargai, ruled by the dreamer Kuranes, eludes the grasp of time. Nothing here ages or falls into disrepair. It is a realm of wonders and marvels - how many years might pass here before you even noticed?

Objective - Find and uncover as many Signs of the Gods in this region as you can. At the end of the round, if each investigator is at the same Port location, you may move to another region by advancing this act.

Objective - If the investigators have uncovered 10 Signs of the Gods, proceed to (→R1).

Julian Kok
카다스를 찾아서 #126. 카다스를 찾아서 #8.

어디로 향할까요? - Back

주요목적
Your ship's crew grumbles in protest when you announce your intention to leave. "Can you blame them?" the captain leans in and says quietly as the crew prepares for the voyage. "They would stay in port here forever if they could. But alas, the sea calls. So, where are we headed next?"

Search the encounter deck, discard pile, and all play areas for The Crawling Mist enemy and remove it from the game.

Shuffle the encounter discard pile into the encounter deck.

The investigators must decide (choose one). You cannot choose a place you have already visited. If you have already visited each of the listed areas, proceed to (→R1).

- Visit the isle of Oriab to the south. Resolve Oriab Setup in the Campaign Guide.

- Visit the ancient land of Mnar to the west. Resolve Mnar Setup in the Campaign Guide.

- Visit the Forbidden Lands to the north. Resolve Forbidden Lands Setup in the Campaign Guide.

왕명
왕명

주요목적. Stage 2

신화
단서: –
Atlach-Nacha is distracted by its mindless task. Now is your chance!

Spend 1 clue: Deal 3 damage to an Ancient One enemy at your location.

Forced - At the start of the mythos phase: Reveal a random token from the chaos bag. If its modifier is negative, spin Atlach-Nacha clockwise X times. X is the token's negative modifier.

Objective - If 4 Legs of Atlach-Nacha are in the victory display, advance.

Cristi Balanescu
우주의 가닥을 엮는 자 #338. 우주의 가닥을 엮는 자 #6.

여왕의 진노 - Back

주요목적
Having severed the wretched spider's legs and unraveled the webs it stood on, you hoped that this would send the thing careening into the endless void below. But as it falls, more thin, jagged legs erupt from below its abdomen, and it grips onto a nearby platform, just barely catching itself. The horrible maw, which extends down the length of its worm-like head, wrenches open. From it emerges a screech like a thousand nails on a chalkboard.

Flip Atlach-Nacha's center card over, to its enemy side. Place it at the location with the most doom in it.

우주의 가닥을 엮는 자
우주의 가닥을 엮는 자

주요목적. Stage 2

신화
단서: –
You need to learn where this mysterious patient is being kept. If you can find them and speak with them, perhaps they can provide some answers about what is happening to your friends.

Objective - If an investigator controls Randolph Carter, advance.

Borja Pindado
꿈을 먹는 자 #68. 깨어난 악몽 #6.

랜돌프 카터의 진술 - Back

주요목적
After some persuading, you manage to convince the blond-haired man to listen to your story. Once you explain to him what has happened to your companions, he shakes his head in solemn understanding. "I knew this Virgil fellow would cause trouble. If only I had convinced him not to write that story..." You ask him what he means, and he lets out a long sigh before elaborating: "It's all true. All of it. The Dreamlands is real. And I believe that something is causing it to merge with the waking world. That's where all of this is coming from," he explains, motioning to the spiderwebs in the corners of the room. "With your help, I may be able to temporarily stop the infestation from spreading. Then we can investigate this matter further." He rises from his cot and shakes your hand. "My name is Randolph, by the way. Randolph Carter."

Shuffle the encounter discard pile into the encounter deck.

의문의 환자를 찾아서
의문의 환자를 찾아서

주요목적. Stage 1

신화
단서: –
You have succeeded in reaching the Dreamlands, but this is not quite what you expected. You are in the Underworld, and it will take some work to find your bearings in this sinister place.

Forced - After an enemy with 1 or more clues on it is defeated: Take control of each of those clues.

Objective - Explore this region. (You will be instructed when to advance.)

Daria Khlebnikova
돌아갈 수 없는 다리 #250. 돌아갈 수 없는 다리 #4.

슬픔에 빠진 동료 - Back

주요목적
You launch into a panicked explanation of everything that's happened to you. When the ghoul hears the name "Randolph Carter," his demeanor changes. He asks what has become of Randolph, and you tell him of his friend's fate. Sadness overcomes the creature. He introduces himself as Richard Pickman, and tells you that Randolph was once his friend. He agrees to let you pass in peace, but not before giving you a warning: strange happenings have been occurring within the Underworld. He tells of dark forces spreading throughout the vale below the Plain of the Ghouls, of vile weavers that crawl along the cavern walls, and of a terrible howling cry that penetrates throughout the realm. All of it, he explains in gibbering speech, emanates from one place: an ocean of pitch in the realm's deepest layer.

Put each set-aside Vale location into play.

Find each card from the Ghouls encounter set and the Striking Fear encounter set (even if they are out of play). Remove them from the game.

Shuffle the set-aside Terror of the Vale and Nightgaunts encounter sets into the encounter deck, along with the discard pile.

지하세계로(v. I)
지하세계로(v. I)

주요목적. Stage 1

신화
단서: –
You have succeeded in reaching the Dreamlands, but this is not quite what you expected. You are in the Underworld, and it will take some work to find your bearings in this sinister place.

Forced - After an enemy with 1 or more clues on it is defeated: Take control of each of those clues.

Objective - Find Richard Upton Pickman. (You will be instructed when to advance.)

Daria Khlebnikova
돌아갈 수 없는 다리 #251. 돌아갈 수 없는 다리 #5.

예상 밖의 동료 - Back

주요목적
Randolph gives a shout of recognition as the ghoul approaches. He and the creature shake hands and converse for a short while, after which he introduces you. "This is the ghoul I spoke to you about. He is an old friend of mine, and he has offered to guide us through the Underworld. He has some dire news, however..." Randolph goes on to explain: strange happenings have been occurring within the Underworld. He tells of dark forces spreading throughout the vale below the Plain of the Ghouls, of vile weavers that crawl along the cavern walls, and of a terrible howling cry that penetrates throughout the realm. All of it, he says, emanates from one place: an ocean of pitch in the realm's deepest layer.

Choose an investigator to take control of the set-aside Richard Upton Pickman story asset. For the remainder of the scenario, if Richard Upton Pickman leaves play, remove him from the game.

Put each set-aside Vale location into play.

Find each card from the Striking Fear encounter set (even if they are out of play). Remove them from the game.

Shuffle the set-aside Terror of the Vale and Nightgaunts encounter sets into the encounter deck, along with the discard pile.

지하세계로(v. II)
지하세계로(v. II)

주요목적. Stage 4

신화
단서: –
Beware! For I am the one who has trapped you here, and you shall never leave. Your dreams are forever mine!

Spend 1 clue: Look at the top 3 cards of the encounter deck. Draw each of those cards with the hidden keyword and discard the rest.

Objective - Find and expose Nyarlathotep's true form by adding copies of Nyarlathotep to the victory display. If 1 copies are in the victory display, advance.

Patrick McEvoy
신들이 기거하는 곳 #293. 신들이 기거하는 곳 #8.

진정한 형체 - Back

주요목적

Check Campaign Log. If the black cat knows the truth and the investigators possess the Silver Key:

As the shadows disperse, the black cat appears on your shoulder. "Now!" it cries. The silver key shimmers with radiant light as you draw it out. "This is the only way to expose its true shape!"

Each investigator loses each of their clues. Each copy of Nyarlathotep in the victory display combines to form a single enemy with:

- Fight/evade values equal to the highest fight/evade value among combined copies of itself.

- Health/damage/horror/victory values equal to the total combined health/damage/horror/victory values of all combined copies of itself.

- All keywords from all combined copies of itself.

Spawn this monstrosity in The Great Hall. It is Nyarlathotep's True Shape. Place clues on each Forsaken Tower location until it has clues equal to its clue value.


Otherwise, proceed to (→R1).

진실과 거짓
진실과 거짓

주요목적. Stage 1

신화
단서: 2.
You have come to the land of Leng, a barren, icy wasteland where you believe the peak of unknown Kadath resides. All the while, you are taunted by a presence which gnaws at your insides, a wordless, derisive voice which you cannot hear but feel within the confines of your mind.
Patrick McEvoy
신들이 기거하는 곳 #290. 신들이 기거하는 곳 #5.

수도원 - Back

주요목적
Traversing the wastes of Leng is no easy task. The cold bites at your skin, and the bitter winds lash against your face. Even if you encounter no nameless monsters, the land itself may still yet claim your life. You try desperately to stay warm, but there is no refuge in the icy desolation. Exhausted, you collapse into a nearby snowdrift. To your surprise, you feel hard stone thrust into your ribcage. The pain shocks you out of your enervation, and you brush aside the snow to examine what it hides. Eventually, you uncover a curious stone idol in the shape of a horned creature, which glows and vibrates with faint energy. In the distance, you hear a stone slab shifting in the snow.

Reveal the Monastery of Leng.

Spawn the set-aside High Priest Not to Be Described enemy in the Monastery of Leng.

차가운 황무지를 지나서
차가운 황무지를 지나서

주요목적. Stage 3

신화
단서: –
With the aid of Randolph Carter, you must attempt to close the rifts that have opened between the Dreamlands and the waking world.

Each infested location gains: ": Test (X) to attempt to seal the rift. X is this location's shroud. Investigators at this location may spend 1 clues, as a group, to automatically succeed. If you succeed, replace the damage token on this location with a horror token. For the remainder of the game, this location cannot become infested."

Objective - If there are no infested locations in play, advance.

Borja Pindado
꿈을 먹는 자 #69. 깨어난 악몽 #7.

다음 단계 - Back

주요목적
With the final rift sealed, the infestation ceases, and the hospital returns to normal. "Good work," Randolph says. "Still, I believe this matter warrants further investigation. We do not know what caused this to happen." You remind him that there is also the matter of your companions, who still refuse to wake. "Yes, of course— that too. Come, let us go somewhere private where we can discuss what our next step should be. Sadly, I do not believe there is anything more we can do to aid your friends here." You don't know if Randolph means "here" as in "the hospital" or
"here" as in "the waking world," but either way, it does not bode well for your companions.

Check Campaign Log.

- If Dr. Maheswaran joined the investigation and she was in play when the scenario ended, (→R1).

- If Dr. Maheswaran joined the investigation and she was not in play when the scenario ended, (→R2).

- If Dr. Maheswaran stayed with her patients , (→R3).

창궐을 억제하라
창궐을 억제하라

주요목적. Stage 2

신화
단서: –
The way to the vale below is treacherous. You will have to climb down from a place Pickman calls "the Crag of the Ghouls," where the creatures cast the discarded remains of their macabre meals. You can only imagine what the depths might be like.

Forced - After an enemy with 1 or more clues on it is defeated: Take control of each of those clues.

Objective - Find the way to the Sea of Pitch. (You will be instructed when to advance.)

Daria Khlebnikova
돌아갈 수 없는 다리 #252. 돌아갈 수 없는 다리 #6.

석벽을 통과해서 - Back

주요목적
The hole becomes narrower and narrower as you make your way through to the other side of the stone wall. When you finally emerge, you find yourself at the shores of an enormous ocean of pitch-black tar. Webs of glowing, violet energy spread across its surface, filling you with an uneasy dread. Could this be related to the horrors you witnessed in St. Mary's Hospital? Just as you are beginning to wonder what to do next, you discover several rowboats of black wood moored in a nearby cove. The hull of each is carved with a strange insignia. Is this luck, or providence? Either way, you are determined to set off across the sea and trace this madness to its source.

Put each set-aside Depths location into play.

Shuffle the set-aside Descent into the Pitch and Agents of Atlach-Nacha encounter sets into the encounter deck, along with the discard pile.

하강
하강

주요목적. Stage 2

신화
단서: –
The ancient, fabled land of Mnar is one of the oldest regions in the Dreamlands, where wandering nomadic tribes settled city-states that grew in size and power over untold ages, until they became the metropolises that stand today.

Objective - Find and uncover as many Signs of the Gods in this region as you can. At the end of the round, if each investigator is at the same Port location, you may move to another region by advancing this act.

Objective - If the investigators have uncovered 10 Signs of the Gods, proceed to (→R1).

Julian Kok
카다스를 찾아서 #124. 카다스를 찾아서 #6.

어디로 향할까요? - Back

주요목적
Your options in this region exhausted, you make your way back to your ship. The captain orders the crew to get ready to leave port. "Wasn't sure if you'd be back in time, but here you are," the captain says with a grin. "Well? Where to?"

Search the encounter deck, discard pile, and all play areas for the Beings of Ib enemy and remove it from the game.

Shuffle the encounter discard pile into the encounter deck.

The investigators must decide (choose one). You cannot choose a place you have already visited. If you have already visited each of the listed areas, proceed to (→R1).

- Visit the isle of Oriab to the south. Resolve Oriab Setup in the Campaign Guide.

- Visit the Forbidden Lands to the north. Resolve Forbidden Lands Setup in the Campaign Guide.

- Visit the kingdom of the Timeless Realm to the east. Resolve Timeless Realm Setup in the Campaign Guide.

한 차례 몰락을 맞이했던 땅
한 차례 몰락을 맞이했던 땅

주요목적. Stage 1

신화
단서: 4.
Something is wrong with your companions, and while medical science has come far, it can’t account for what is happening to them. You’ve decided to take it upon yourself to figure out what is wrong and set things right.
Borja Pindado
꿈을 먹는 자 #67. 깨어난 악몽 #5.

유력한 실마리 - Back

주요목적
From hospital records and snippets of hushed conversation, you are able to glean that there was recently another patient in the hospital whose condition closely mirrored that of your friends. After being comatose for weeks, the patient abruptly and inexplicably awakened just this morning. Baffled, the doctors have quarantined the patient somewhere in the basement of the hospital, below the eastern ward.

Put the set-aside Stairwell and Basement Door locations into play.

Check the current agenda.

- If it is agenda 2 or 3, make an infestation test.

- If it is agenda 1, immediately advance to agenda 2.

해답을 찾아서
해답을 찾아서

꿈 관문
경이로운 여정

장소

몽환의 땅.

중립
장막: 1. 단서: 0

결속(차원문 상자).

‘꿈 관문’은 공개된 다른 모든 장소로 이어지고, 공개된 다른 모든 장소는 ‘꿈 관문’으로 이어집니다. ‘루크 로빈슨’을 제외한 다른 조사자와 적은 ‘꿈 관문’에 들어갈 수 없습니다.

강제 – 조사 단계 끝에: ‘꿈 관문’을 비플레이 상태로 치워 둡니다. (‘루크 로빈슨’이 이 장소에 있다면, 그를 아무 공개된 장소 한 곳으로 이동시킵니다.)

Frej Agelii
꿈을 먹는 자 #15.

꿈 관문
무의미한 현실

장소

몽환의 땅.

중립
장막: 6. 단서: 0

결속(현실로부터의 격리).

‘루크 로빈슨’을 제외한 다른 조사자와 적은 ‘꿈 관문’에 들어갈 수 없습니다.

당신이 ‘꿈 관문’을 조사하는 데 성공한 후: 이 카드를 뒤집습니다.

강제 – 조사 단계 끝에: ‘꿈 관문’을 비플레이 상태로 치워 둡니다. (‘루크 로빈슨’이 이 장소에 있다면, 그를 아무 공개된 장소 한 곳으로 이동시키고 그는 공포를 2 받습니다.)

Frej Agelii
꿈을 먹는 자 #15.
꿈 관문
꿈 관문

700개의 계단 - Back

장소
"So asking a farewell blessing of the priests and thinking shrewdly on his course, he boldly descended the seven hundred steps to the Gate of Deeper Slumber." – H. P. Lovecraft, The Dream-Quest of Unknown Kadath

700개의 계단
깊은 잠

장소

계단.

신화
장막: 2. 단서: 1.

Forced - When you leave the Seven Hundred Steps: Take 1 horror for each card in your hand in excess of 3.

: Choose and discard 1 card from your hand.

Ian Kirkpatrick
꿈을 먹는 자 #47. 잠의 관문을 지나서 #9.
700개의 계단
700개의 계단

70개의 계단 - Back

장소
You are no longer in your own world.
A spiral of twisting stone steps hang suspended in the aether with no visible means of support. At the bottom of the steps, there is an island landing, also floating in the void, where a tall, golden gateway leads into a brightly lit cavern.

70개의 계단
얕은 잠

장소

계단.

신화
장막: 1. 단서: 1.

Forced - When you leave the Seventy Steps: Take 1 horror for each card in your hand in excess of 5.

: Choose and discard 1 card from your hand.

Stephen Somers
꿈을 먹는 자 #45. 잠의 관문을 지나서 #7.
70개의 계단
70개의 계단

지하실 문 - Back

장소
One of several unmarked wooden doors in the cold, musty basement of St. Mary’s Hospital.

장소

세인트 메리 병원. 지하층.

신화
장막: 4. 단서: 0

: Parley. Test (2). If you succeed, test (2). If you succeed, investigators at this location may spend 1 clues as a group to give control of the set-aside Randolph Carter asset to an investigator at this location.

The patient you've been looking for sits on a bed in the middle of this dark room. You ask him about his condition, but he merely replies, "Why should I help you? You'd never believe me, anyway."
Robert Laskey
꿈을 먹는 자 #77. 깨어난 악몽 #15.
개인 병실
개인 병실

거대한 거미줄 - Back

장소
Long, scintillating strands of gossamery web fill the endless pit below the Sea of Pitch. The great work of the spiders is nearly complete.

거대한 거미줄
거미줄 계단

장소

다른 세계. 초차원.

신화
장막: 5. 단서: 1.

Forced - After this location is revealed: Place 1 doom on it.

Strands of sticky threads, like rungs of a ladder, ascend into the glittering violet radiance that envelops this cavernous void.
Dual Brush Studios
우주의 가닥을 엮는 자 #340. 우주의 가닥을 엮는 자 #8-10.
거대한 거미줄
거대한 거미줄

거대한 거미줄 - Back

장소
Long, scintillating strands of gossamery web fill the endless pit below the Sea of Pitch. The great work of the spiders is nearly complete.

거대한 거미줄
우주의 거미줄

장소

다른 세계. 초차원.

신화
장막: 4. 단서: 1.

Forced - After you enter this location: Test (3). If you fail, you must either choose and discard 1 card from your hand for each point you failed by, or place 1 doom on this location.

This section of web shimmers with an otherworldly glow.
Adam S. Doyle
우주의 가닥을 엮는 자 #341. 우주의 가닥을 엮는 자 #11-12.
거대한 거미줄
거대한 거미줄

거대한 거미줄 - Back

장소
Long, scintillating strands of gossamery web fill the endless pit below the Sea of Pitch. The great work of the spiders is nearly complete.

거대한 거미줄
얽힌 거미줄

장소

다른 세계. 초차원.

신화
장막: 2. 단서: 2.

Forced - When the investigation phase ends, if there is at least 1 investigator at this location: Place 1 doom on this location.

A mess of thick webs connect each of the islands which hang in this bottomless void.
Leanna Crossan
우주의 가닥을 엮는 자 #342. 우주의 가닥을 엮는 자 #13-15.
거대한 거미줄
거대한 거미줄