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The Unspeakable One[]

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

Gameplay[]

Hastur Sheet

Front of Hastur's sheet

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

Setup[]

Set aside 1 Byakhee Monster and all Hastur Special Encounters.

Cultists[]

Cultist
Cultist
Toughness:  1
Will 1  Damage
Strength-1 1  Damage
Reckoning : The cultist summons a byakhee. A Byakhee Monster ambushes an investigator on this space or an adjacent space!

Mythos Deck[]

Mythos Card
Stage I: 0 2 2
Stage II: 2 3 0
Stage III: 3 5 0

Mysteries[]

Mystery Type Set
Beneath an Alien Sky Beneath an Alien Sky Miscellaneous 06
Signs of Carcosa
Cities on the Lake Cities on the Lake Special Encounter 06
Signs of Carcosa
Finding the Way Finding The Way Item Requirement, Research Encounter, Miscellaneous 06
Signs of Carcosa
He Who Is Not to be Named He Who Is Not to be Named Research Encounter 06
Signs of Carcosa
Ravages of the Blight Ravages of the Blight Miscellaneous 06
Signs of Carcosa
Spawn of Hastur Spawn of Hastur Epic Monster 06
Signs of Carcosa
The King in Yellow The King in Yellow Special Encounter 06
Signs of Carcosa
The Yellow Sign The Yellow Sign Research Encounter, Eldritch Tokens 06
Signs of Carcosa

Research Encounters[]

City City Encounters:

ID # Set Encounter
1 06
Signs of Carcosa
You find a leather-bound first edition of The King in Yellow on display at the local Historical Society. You are advised that reading the play is dangerous, but are given permission to do so should you desire. You may gain a Dark Pact Condition to gain this Clue Clue and 1 additional Clue.
2 06
Signs of Carcosa
You methodically check buildings downtown for the Yellow Sign (Observation-1). If you pass, you find the sign etched onto one door with a knife, and take note of who comes and goes; gain this Clue Clue and 1 additional Clue. If you fail, you are arrested for trespassing; gain 1 Detained Condition.
3 06
Signs of Carcosa
You believe you have found a painting that leads to Lost Carcosa and study it carefully (Lore-1). If you pass, choose one: observe who comes and goes to gain this Clue Clue and 1 additional Clue; or destroy it to close 1 Gate of your choice on any space. If you fail, you are trapped by the painting in your carelessness; move to the nearest space containing a Gate.
4 06
Signs of Carcosa
The Silver Twilight Lodge wants to help you quell the epidemic of insanity, but does not yet trust you enough to reveal its secrets (Influence-1). If you pass, choose one⸺trade information with the Lodge to gain this Clue Clue and 1 additional Clue; or form a deeper trust to gain a Promise of Power Condition.
5 06
Signs of Carcosa
A snaggletoothed fence claims to have recently sold a wealthy politician an oil painting that transports the viewer to the shores of a lake on another world. He will divulge the politician's identity, if you pay him a hefty sum. You may gain a Debt Condition to gain this Clue Clue.
6 06
Signs of Carcosa
At an elegant dinner party, you notice that the other guests are becoming bloated from the meal, yet they still shovel food into their mouths. You try to stop them (Influence-1). If you pass, they are freed from their trance, and are grateful; gain this Clue Clue and 1 random Ally Asset from the deck. If you fail, they eat themselves to death; lose Sanity 1 Sanity.
7 06
Signs of Carcosa
The mafia offers to sell you information on recent occult dealings (Influence-1); roll 2 additional dice if you have a Deal Condition. If you pass, you work out a trade; gain this Clue Clue or 1 Talent Condition. If you fail, your offer is found to be inadequate, and they send men after you; gain 1 Injury Condition.
8 06
Signs of Carcosa
You endure hours of aimless rambling by a scholar of the occult, hoping to learn something about the fabled city of Carcosa (Will-1). If you pass, you learn that the city can be reached through art; gain this Clue Clue and 1 Talent Condition. If you fail, you are driven mad; gain 1 Madness Condition.
9 06
Signs of Carcosa
A somewhat unsettling man offers to tell you the tale of the King in Yellow over dinner (Will-1). If you pass, he is impressed by your ability to retain your mental faculties; discard this Clue Clue and gain the Hildred Castaigne Unique Asset. If you fail, the tale troubles you deeply; gain 1 Madness Condition.
12 06
Signs of Carcosa
A sharp featured young woman claiming to be a master of several questionably legal techniques has offered to join you, under the condition that you never try to unearth anything about her past. You may gain a Dark Pact to gain this Clue Clue and the Corinna Jones Unique Asset.
10 06
Signs of Carcosa
A shop in town is reputed to carry a copy of the King in Yellow, but there is no order to the books on the shelves (Observation-1). If you pass, you find it after hours of searching; gain the King in Yellow Artifact. If you fail, you fail to notice the proprietor sneaking up behind you; a Cultist Monster ambushes you!
12 06
Signs of Carcosa
A small package arrives for you in a plain paper sack. Opening the package reveals a pale mask, and upon touching it you are inundated by visions of a prison deep within a faraway star. You may gain a Dark Pact Condition to gain the Pallid Mask Artifact and improve 1 skill of your choice.
13 06
Signs of Carcosa
By speaking aloud the name of the Unspeakable One, you think you can better understand his power. You may spawn 1 Gate to gain this Clue Clue. If you do not spawn the Gate, much of what you have come to learn is of little use to you; discard this Clue.
14 06
Signs of Carcosa
In an abandoned warehouse, a group of Yellow Sign cultists are forcefully inducting a prisoner to their ranks. Observe the ceremony and allow the cult's power to grow to gain this Clue Clue and impair Influence; or interrupt the ceremony and escape with the prisoner to gain 1 random Ally Asset from the deck.
15 06
Signs of Carcosa
You cash in favors to gain an audience with a man claiming to have been to Carcosa and back (Influence). If you pass, he teaches you a little of what he learned; gain this Clue Clue or gain 1 Talent Condition. If you fail, you have exhausted your resources to no avail; gain a Debt Condition.
16 06
Signs of Carcosa
The mafia knows something, but they refuse to deal with anyone they do not already know. If you have a Deal Condition, they will tell you what you want to know if you do their dirty work; you may spend Sanity 1 Sanity to gain this Clue Clue. If you do not have a Deal Condition, they refuse; discard this Clue.
17 06
Signs of Carcosa
Word on the street is that the police found a strange symbol drawn in blood connecting multiple grisly murders. Your inquiries to the department have all been denied, and you consider breaking into the station to look through their files. You may gain a Wanted Condition to gain this Clue Clue.
18 06
Signs of Carcosa
The Emerald Lama's perpetual pilgrimage has brought him to a heretofore unknown temple in the city, and he has offered to confer his divine blessing upon all who wish to visit him there. You may gain a Dark Pact Condition to gain this Clue Clue and a Promise of Power Condition.
19 06
Signs of Carcosa
You believe you can convince one of the recently indoctrinated to change his ways (Influence-1). If you pass, you manage to persuade him; gain this Clue Clue and 1 random Ally Asset from the deck. If you fail, your obsession with saving him blinds you to the truth; impair Lore or Observation.
20 06
Signs of Carcosa
You hire the finest burglar you can afford to break into the police station and steal a case file on the Cult of the Yellow Sign (Influence). If you pass, the burglar finds what you need; gain this Clue Clue. If you fail, the burglar is caught, and you drain your bank account posting his bail; gain a Debt Condition.
21 06
Signs of Carcosa
The Silver Twilight Lodge has taken an interest in the things you have uncovered about the Cult of the Yellow Sign. The Lodge offers you great power if you will go about your business and let them handle the rest. You may advance Doom Doom by 2 to gain this Clue Clue and a Promise of Power Condition.
22 06
Signs of Carcosa
One of your friends has been acting strangely and asks to meet with you in private. Your friend asks if you have seen the Yellow Sign and begs you to help pave the way for the king. If you have an Ally Asset, you may gain a Blight Condition to gain this Clue Clue and a Promise of Power Condition.
23 06
Signs of Carcosa
You tell anyone who will listen that the dark rumors revolving around The King in Yellow are more than just a publicity stunt (Influence-1). II you pass, you find someone who shares your concern; gain this Clue Clue and 1 random Ally Asset from the deck. If you fail, you are met with laughter and scorn; lose Sanity 1 Sanity.
24 06
Signs of Carcosa
You negotiate with the police chief to release an ex-convict from the county jail (Influence). If you pass, he agrees, and the grateful inmate sets about making things right; gain 1 random Ally Asset from the deck. If you fail, you are arrested under suspicion of collaboration; gain a Detained Condition.

Wilderness Wilderness Encounters:

ID # Set Encounter
1 06
Signs of Carcosa
You spot a traveler behaving erratically on the road and attempt to follow from a distance (Observation). If you pass, the stranger eventually stops and draws a strange sign in the dirt; gain this Clue Clue. If you fail, you are spotted and the strange traveler is now following you instead; gain a Blight Condition.
2 06
Signs of Carcosa
You prepare to make camp for the night, and check the surrounding area for any sign of danger (Observation). If you pass, you find the Yellow Sign etched upon a stone, and erase it; gain this Clue Clue. If you fail, your sleep is fraught with dreams of a mad king in tattered golden robes; gain a Blight Condition.
3 06
Signs of Carcosa
Someone has been following you ever since you started asking questions about the Yellow King. A Cultist Monster ambushes you! If you defeat it, you see that your assailant has etched hundreds of Yellow Signs onto his body with a knife; gain this Clue Clue.
4 06
Signs of Carcosa
You hear a monotonous chanting and track it to its source (Observation). If you pass, you spot a group of men kneeling before a black spire in the distance; gain this Clue Clue. If you fail, you make too much noise, and whoever you were looking for is now looking for you as well; gain a Pursuit Condition.
5 06
Signs of Carcosa
You spy on a known disciple of the Yellow King as she works in her dilapidated but on the fringes of civilization (Observation). If you pass, you steal her journal; gain this Clue Clue and 1 additional Clue. If you fail, she catches you, and word spreads quickly of a thief matching your description; impair Influence.
6 06
Signs of Carcosa
You follow the bloodstained map to the best of your abilities (Observation-1). If you pass, you find an abandoned house, filled with many fine silks and other fineries, all covered in blood; gain this Clue Clue and 1 additional Clue. If you fail, you lose your way; become Delayed.
7 06
Signs of Carcosa
A man offers to share the glory of the Tattered King with you. You may gain this Clue Clue. If you do not gain the Clue, you track the deranges man into the wilds (Observation-1). If you pass, you find several terrified captives tied up in a clearing and release them; gain this Clue and retreat Doom Doom by 1.
8 06
Signs of Carcosa
You speak with some farmers to learn the location of a renowned adventurer in the area (Influence-1). If you pass, choose one: learn from the man's wisdom to gain this Clue Clue; or convince him to join you to gain 1 random Ally Asset from the deck.
9 06
Signs of Carcosa
Rumors of a kidnapping lead you to the edge of a vast wilderness, but saving the captive will require more than your strength alone. If you have an Ally Asset, you and your companions rescue the captive; gain this Clue Clue. If you do not have an Ally Asset, you are injured in the attempt; lose Health 1 Health.
10 06
Signs of Carcosa
You come across a skeleton clutching a weathered journal (Observation). If you pass, you catch a note inside the cover warning you from reading the rat of the journal; gain this Clue Clue. If you fail, one of your companions falls under the sway of its accursed pages; gain a Blight Condition.
11 06
Signs of Carcosa
You search a wooded area reputed to be in use by a secretive cult, and find the Yellow Sign carved into many of the trees. Gain this Clue Clue. If you have an Ally Asset, one of your companions is driven mad by the symbol, and attacks you in a fit of bloodlust; lose Health 2 Health and discard 1 Ally Asset.
12 06
Signs of Carcosa
You try to befriend a traveler who claims to be headed to hear a local group speak about the Yellow King (Influence). If you pass, choose one: follow the traveler to gain this Clue Clue; or warn the traveler to gain 1 random Ally Asset from the deck. If you fail, the traveler is never seen again; discard this Clue.
13 06
Signs of Carcosa
An apparition donned in flowing golden robes visits you in your dreams, speaking to you in an alien tongue (Lore-1). If you pass, you believe that you are being offered a gift; gain the Tattered Cloak Artifact. If you fail, the gift is given to one of your companions instead; gain a Blight Condition.
14 06
Signs of Carcosa
You pose as a disciple of the Yellow King in order to gather information, but you find yourself needing to partake in their daily ceremonies (Lore). If you pass, you mimic the rituals perfectly; gain this Clue Clue. It you fail, you are discovered to be an impostor; a Cultist Monster ambushes you!
15 06
Signs of Carcosa
A crazed hermit demands your blood in exchange for information. You may spend Health 1 Health to gain this Clue Clue. Eyes shot with blood, the frenzied hermit looks for his next meal. If you have an Ally Asset, the hermit attacks your companion with ravenous fervor; discard 1 Ally Asset and lose Sanity 2 Sanity.
16 06
Signs of Carcosa
Winged beasts have been terrorizing the countryside, and you attempt to track them to their source (Observation). If you pass, you watch a man in yellow robes summon forth one of the strange creatures; gain this Clue Clue. If you fail, your meddling does not go unnoticed; a Byakhee Monster ambushes you!
17 06
Signs of Carcosa
You come across the Yellow Sign carved into a smooth rock face, glowing as if lit from within. You sense power emanating from its contours, evaluating you front a distance. If you have a Deal Condition, the power imbues you with its vile blessing gain this Clue Clue or improve 1 skill of your choice.
18 06
Signs of Carcosa
The Cult of the Yellow Sign is hunting your friends (Observation). If you pass, you conceal yourselves well enough that the cult gives up: gain this Clue Clue. If you fail, the cult captures your friends and performs a dark ritual upon them; gain a Blight Condition.
19 06
Signs of Carcosa
A voice replete with malice and deceit speaks to you when you are alone. It identifies itself as a simple shepherd and promises you limitless power should you help to weaken the bindings of its otherworldly prison. You may discard this Clue Clue and spawn 1 Gate to gain a Promise of Power Condition.
20 06
Signs of Carcosa
Away from distractions, the import of the things you have seen weighs heavily upon you (Will-1). If you pass, you make a connection you had not previously realized; gain this Clue Clue and improve Observation. If you fail, the stress is too much; lose Sanity 1 Sanity.
21 06
Signs of Carcosa
After tailing the men to a forgotten temple, you search the premise to see what they found (Observation-1). If you pass, you find disturbingly lifelike painting of a city on a lake; close 1 Gate of your choice on any space. If you fail, you hurt yourself while exploring the ruined structure; lose Health 1 Health.
22 06
Signs of Carcosa
You follow a trail of lies hoping to locate a victim occult brainwashing (Observation). If you pass, choose one: question the victim about her captors to gain this Clue Clue; or convince her to leave with you to gain 1 random Ally Asset from the deck. If you fail, it is as if she disappeared into thin air; discard this Clue.
23 06
Signs of Carcosa
You hear cacophonous chanting in the woods and try to locate the source (Observation). If you pass, you catch a glimpse of a monk in emerald robes, upturned gaze basking in the light of the stars; gain this Clue Clue. If you fail, the discordant chanting erodes your sense of purpose; gain an Amnesia Condition.
24 06
Signs of Carcosa
Much to your horror, one of the Thousand Young visits you with a proposal on account of its mother, Shub-Niggurath, who is not yet prepared for the homecoming of her nefarious mate. You may gain a Dark Pact Condition to gain this Clue Clue and close 1 Gate of your choke on any space.

Sea Sea Encounters:

ID # Set Encounter
1 06
Signs of Carcosa
You spot a black spire rising ominously from the water, and study it from a distance (Observation). If you pass, you discern it to be alien in nature; gain this Clue Clue. If you fail, you direct the ship closer to get a better look, and its dark energy erodes your mind; impair Lore or Will.
2 06
Signs of Carcosa
A chilling shriek echoes over the waves, and you spot a dark shadow descending upon the deck of the ship. A Byakhee Monster ambushes you! If youk defeat it, you study its remains and learn a great deal from the alien physiology; gain this Clue Clue and 1 Talent Condition.
3 06
Signs of Carcosa
Since leaving port, something strange has been affecting the behavior of the crew one by one, as if they were afflicted by a spreading madness. One night, you are invited to dine with them and partake in the gifts of the king. You may gain a Blight Condition to gain this Clue Clue.
4 06
Signs of Carcosa
The sailors wager useful information against your rations in a game of cards (Observation). If you pass, you learn that the captain often speaks of the Tattered King; gain this Clue Clue. If you fail, you become malnourished on the voyage and down with scurvy; impair Strength.
5 06
Signs of Carcosa
The ship's captain offers to take you on as his protégé if you can convince him that the sickness has yet to reach you (Influence). If you pass, gain this Clue Clue and 1 Talent Condition. If you fail, the captain believes himself to be the last sane person alive, and drowns himself; advance Doom Doom by 1.
6 06
Signs of Carcosa
The night sky is blanketed by foreign stars with a strange black glow (Lore-1). If you pass, choose one—study their positions to gain this Clue Clue; or perform a ritual that will return the sky to normal to retreat Doom Doom by 1.
7 06
Signs of Carcosa
The ship is suddenly blanketed by a thick fog and you struggle to see more than a few yards off the bow (Observation-1). If you pass, you spot a gargantuan black spire and divert the ship in time; gain this Clue Clue and 1 additional Clue. If you fail, the ship slams into something large; lose Health 1 Health.
8 06
Signs of Carcosa
You search for a wreck reported to be carrying an object of great importance (Observation-1). If you pass, choose one: report the location to maritime authorities to gain this Clue Clue and 1 additional Clue; or salvage the wreck to gain the Key to Carcosa Artifact. If you fail, the ship is never found; advance Doom Doom by 1.
9 06
Signs of Carcosa
A tantalizing voice whispers to you in your dreams of the wonders of Carcosa, you need only open your mind. You may spend Sanity 1 Sanity to gain this Clue Clue. If you have a Deal Condition, the voice says that only the unburdened may enter Carcosa; resolve the Reckoning effect of each Deal Condition you have.
10 06
Signs of Carcosa
You sneak aboard a cargo ship after you see it being loaded with crates marked by the Yellow Sign (Observation). If you pass, you discover that the crates are filled with priceless works of art; gain this Clue Clue. If you fail, you are discovered by the ship's crew; gain a Pursuit Condition.
11 06
Signs of Carcosa
Ever since your ship left port, an eerie mood has fallen over the crew and other passengers. If you have an Ally Asset, one of your friends asks you, with a deranged smile on his face, if you have seen the Yellow Sign; you may gain a Madness Condition to gain this Clue Clue.
12 06
Signs of Carcosa
One of your companions points out a green light playing across the waves, and you search for the source (Observation). If you pass, you see a monk in emerald robes floating above the water, gain this Clue Clue. If you fail, obsession with the shimmering light warps your companion's mind; gain a Blight Condition.
13 06
Signs of Carcosa
Each night the captain throws decadent parties below deck, but you suspect something is wrong with the food (Will-1). If you pass, you resist the temptation to partake and meditate instead; gain this Clue Clue and 1 Talent Condition. If you fail, you fall to temptation; gain 1 Madness Condition.
14 06
Signs of Carcosa
A fellow passenger claims to have unearthed star maps showing the location of the Unspeakable One's prison. He would be happy to share them with you should you invest in his next archaeological venture. You may gain a Debt Condition to gain this Clue Clue.
15 06
Signs of Carcosa
You stow away aboard a trading vessel rumored to be owned by retainers of the Yellow King (Observation). If you pass, you make a copy of their shipping log; gain this Clue Clue. If you fail, you are caught hiding amongst the cargo and indebted to the ship's captain; gain a Debt Condition.
16 06
Signs of Carcosa
You barter with a shady boatswain for passage on a ship you believe to be trafficking humans (Influence). If you pass, choose one: study the crew to gain this Clue Clue; or free the captives to gain 1 random Ally Asset from the deck. If you fail, you are violently discouraged from snooping; lose Health 1 Health.
17 06
Signs of Carcosa
You infiltrate a ship operated by the Cult of the Yellow Sign. If you have an Ally Asset, your companion's carelessness frequently endangers your tenuous position; impair Influence or Will. You investigate the shady operation (Observation). If you pass, you learn where the ship is headed; gain this Clue Clue.
18 06
Signs of Carcosa
You enlist with the crew of a cargo ship owned by the Cult of the Yellow Sign. If you have a Deal Condition, they vet you carefully; resolve the Reckoning effect of each Deal Condition you have. Having infiltrated the operation, you think you can hijack the ship. You may gain a Wanted Condition to retreat Doom Doom by 1.
19 06
Signs of Carcosa
The agents of evil are everywhere. If you have a Deal Condition, every shadow holds movement, every footstep on the deck is the darkness come to collect; lose Sanity 2 Sanity. You notice men watching your every movement (Observation). If you pass, you find evidence linking them together; gain this Clue Clue.
20 06
Signs of Carcosa
Your ship is attacked, and fish-like creatures drag you into the briny waters. Their shaman gifts you with a vision of a terrible creature of the deep engaged in an endless war with an entity of the cosmos. You may spend Sanity 3 Sanity and impair Will to gain this Clue Clue and a Promise of Power Condition.
21 06
Signs of Carcosa
You enter a boxing match to gain the favor of the captain. You may gain an Injury Condition to gain this Clue Clue. After the fight, you hear a scuffling noise corning from below deck (Observation). If you fail, you realize too late that your quarters have been robbed; discard 1 Item Asset.
22 06
Signs of Carcosa
You study a cluster of black spires recently discovered protruding from deer waters (Lore). If you pass, you know them to be of alien origin; gain this Clue Clue. If you fail, your mishandling of the spires draws the attention of a winged abomination; a Byakhee Monster ambushes you!
23 06
Signs of Carcosa
Something deep within you has been calling you to the ocean. Staring into its black depths you realize you must chose between two evils. Spawn 1 Gate unless you gain a Dark Pact Condition. If you gain the Condition, the sleeper in the depths inform you about the Unspeakable One; gain this Clue Clue.
24 06
Signs of Carcosa
One of the sailors begins to sing a haunting dirge for the lost city of Carcosa (Will). If you pass, you shake free of the song's melody and ask him to sing something else; gain this Clue Clue. If you fail, the song embeds itself in the mind of one of your companions; gain a Blight Condition.

Special Encounters[]

Cities on the Lake Cities on the Lake:

ID # Set Initial Text Pass Effect Fail Effect
1 06
Signs of Carcosa
Wandering through the mists on the shoes of Lake Hali, you stumble upon a byakhee engaged in a fight against a mi-go. Resolve the pass effect to assist the mi-go by attempting to banish the byakhee; or resolve the fail effect to remain hidden and let the battle play out. You focus on a hex that will send the byakhee away, but the thundering sounds of battle threaten to disrupt your concentration (Lore-1). If you pass, the mi-go emerges victorious, and fits you a small token that will return you home; close this Gate. If you fail, the byakhee dispatches the mi-go and then turns its attention to you; a Byakhee Monster ambushes you! You duck behind an alien rock formation and try to keep silent (Observation-1). If you pass, the byakhee eventually follows the mi-go through the portal as it tries to escape, leaving you a path home; close this Gate. If you fail, you are drawn into the fight; lose Health 1 Health.
2 06
Signs of Carcosa
A stranger in frayed robes advises you that the settings suns of Carcosa will reveal the way home. Resolve the pass effect to try and find the tallest tower from which to view the sunset; or resolve the fail effect to use your knowledge of astronomy to predict where the portal will open. You wander the maze like streets of Carcosa for hours, searching for a way to reach a distant tower. The lengthening shadows serve to both confuse you and remind you of the impending sunset (Observation-1). If you pass, you locate the tower and spot the portal as it opens; close this Gate. If you fail, you become even more lost; gain 1 Madness Condition. You draw the necessary calculations onto a dusty stone using your finger (Lore-1). If you pass, you arrive at the precise location of the portal well before it opens; close this Gate. If you fail, your estimation proves incorrect, and you lose your way, become Delayed.
3 06
Signs of Carcosa
The Queen of Yhtill is interrogated those skilled in the arcane, hoping to discover a way to magically extend her life and secure her dynasty. Resolve the pass effect to volunteer your services willingly, or resolve the fail effect to resist interrogation. You concoct a serum that you believe will improve the queen's health (Lore-1). If you pass, the serum is successful, and by royal decree you are allowed to travel the city unhindered; close this Gate. If you fail, you are thrown in the palace dungeon for endangering the queen's life; lose Health 1 Health. You claim no magical talent, but the head inquisitor probes your mind to be sure (Will-1). If you pass, they release you, and you are free to return home; close this Gate. If you fail, you are charged with treason and hunted by the royal guard; gain 1 Pursuit Condition.
4 06
Signs of Carcosa
On the far side of Lake Hali, you see the black spires of a dark city rising above the mist. Simply looking upon the city fills you with fear, but your curiosity is overwhelming. Resolve the pass effect to continue to observe the city, or resolve the fail effect to search the library of Yhtill for information. The longer you look upon the city, the greater the feeling of dread (Will-1). If you pass, you realize the city's twisted skyline is expanding, as if towers are being built overnight; close this Gate. If you fail, the city beckons to you, and you black out, waking hours later with no memory of what you have done; gain 1 Madness Condition. You pore over dusty volumes, hoping to find mention of the city on the lake (Lore-1). If you pass, you learn its name to be Carcosa; close this Gate. If you fail, you find nothing, and begin to question whether anything was there at all. Lose Sanity 1 Sanity.
5 06
Signs of Carcosa
At Queen Cassilda's command, the royal guards have captured you and thrown you in the dungeon, where you await execution. Resolve the pass effect to offer the queen knowledge of the future in exchange for your release; or resolve the fail effect to work with the other prisoners to escape. Intrigued, Cassilda demands that you divine the future of her dynasty (Lore-1). If you pass, you show her that great prosperity awaits Yhtill, and she lets you go; close this Gate. If you fail, your divination is flooded by visions of Yhtill ruled by the Tattered King; gain 1 Madness Condition. One of the prisoners is revealed to be Prince Uoht of Yhtill. You plead with him to reason with his mother (Influence-1). If you pass, Uoht convinces the queen to free you; close this Gate. If you fail, you are left to rot in the dungeon; gain 1 Illness Condition.
6 06
Signs of Carcosa
At a lavish ball hosted by the queen herself, a masked stranger declares the end of the royal line. The terrified Princess Camilla breaks down in tears and the queen orders the stranger killed. Resolve the pass effect to comfort Camilla, or resolve the fail effect to try and learn the stranger's identity. You do your best to comfort the hysterical princess of Yhtill (Influence-1). If you pass, she calms down, and thanks you for your loyalty, promising to return the favor however she can; close this Gate. If you fail, she begins to year out her own hair, screaming about the Yellow Sign and the coming of the Tattered King until her voice runs hoarse; lose Sanity 1 Sanity. You conduct a lengthy investigation into the identity of the masked stranger (Lore-1). If you pass, you learn the hideous visage was no mask at all, but his true face; close this Gate. If you fail, the investigation ends in a dead end, and you learn nothing; discard Clue 1 Clue.
7 06
Signs of Carcosa
You wander aimlessly through the streets of Carcosa, unsure whether hours have passed or weeks. You wish only to return home, but the city seems intent on keeping you here. Resolve the pass effect to look for illusions; or resolve the fail effect to try to find a local willing to help. You focus your thoughts and try to separate what is real from what is not (Lore-1). If you pass, the buildings seems to ripple and vanish, revealing a path you have not yet walked; close this Gate. If you ail, the city shifts around you, and each time you glance behind, a new building has occupied what was once an empty street; gain 1 Madness Condition. You find a man standing atop a spiral stairwell, and ask him for directions (Influence-1). If you pass, without turning to face you, he points to a nearby spire; close this Gate. If you fail, he turns to stare at you, and his pale mask makes your skin crawl; lose Sanity 1 Sanity.
8 06
Signs of Carcosa
In a dark alley on the outskirts of Carcosa, you find a simple wooden door upon which someone has inscribed the infamous Yellow Sign. Resolve the pass effect to knock on the door; or resolve the fail effect to erase the evil symbol The door squeaks slightly ajar and a gruff, hooded man demands to know if you serve the Yellow King (Influence-1). If you pass, he opens the door and allows you inside; close this Gate. If you fail, he allows you to enter, only to turn violent and attack you; a Cultist Monster ambushes you! You work to erase the sign, but it cannot be removed by traditional methods (Lore-1). If you pass, the symbol disappears, and the entire building vanishes before your eyes; close this Gate. If you fail, your hands are bloody and raw from the attempt; lose Health 1 Health.
9 06
Signs of Carcosa
The captain of the royal guard has arrested you, believing that you have etched the Yellow Sign onto one of the palace garden's golden monuments. Resolve the pass effect to prove your innocence to the captain; or resolve the fail effect to bribe him. You relay your story to the captain, sharing every detail you can remember (Observation-1). If you pass, you recall seeing a man in tattered robes enter the garden just before the sign was discovered; close this Gate. If you fail, you manage only to dig yourself deeper, and the captain beats you, demanding a confession; lose Health 1 Health. You attempt to talk your way out of captivity, promising riches to the captain if he lets you go free (Influence-1). If you pass, he believes you; close this Gate. If you fail, he demands immediate payment and confiscates your possessions; discard 1 Item Asset.
10 06
Signs of Carcosa
In the port district of Yhtill you search for a way to cross Lake Hali and investigate the fabled lost city. Resolve the pass effect to find a ferryman willing to take you; or resolve the fail effect to find a vessel and navigate yourself. Many of the locals refuse to go anywhere near the lost city, saying that those who return do so under the influence of the Yellow King (Influence-1). If you pass, you find a local fisherman willing to take you; close this Gate. If you fail, the guards are alerted that someone suspicious is looking to visit the lost city; gain 1 Pursuit Condition. You find an unattended boat and attempt to abscond with it before anyone notices (Observation-1). If you pass, you glide silently away from the docks; close this Gate. If you fail, you are spotted trying to steal the boat and beaten by a gang of citizens; lose Health 1 Health.
11 06
Signs of Carcosa
Dark thoughts fill your mind as you navigate the twisted streets of Carcosa, and you fear that in this dark place, your imagination will give them form. Resolve the pass effect to purge the ill thoughts from your mind; or resolve the fail effect to find shelter quickly. You try to calm your thoughts (Will-1). If you pass, you manage to quell your overactive imagination and traverse the city streets unharmed; close this Gate. If you fail, a terror from the deepest recesses of your mind manifests itself before you, hungry for your flesh; a Monster ambushes you! All around you, voices chatter incessantly. You bang on the door of a nearby dwelling, begging to be let inside (Influence-1). If you pas, a pale child lets you inside; close this Gate. If you fail, you are left alone with your thoughts; gain 1 Madness Condition.
12 06
Signs of Carcosa
A shimmering apparition of the Tattered King floats before you on one of the black spires of Carcosa, shredded golden robes flapping gently, despite the absence of wind. Resolve the pass effect to kneel before the king; or resolve the fail effect to face him in all of his terrifying glory. You kneel before the Yellow King in hopes that he will spare you (Influence-1.) If you pass, the apparition regards you for some time and then dissipates; close this Gate. If you fail, the king waves his hand, and a rending shriek tears at your body and mind; lose Health 1 Health and Sanity 1 Sanity. You feel his dark presence sifting through your thoughts and hammering at the cracks in your ego (Will-1), If you pas, the apparition fades; close this Gate. If you fail, the Yellow King bestows his blessing upon you; gain 2 Madness Condition.

The King in Yellow King in Yellow:

ID # Set Initial Text Pass Effect Fail Effect
1 06
Signs of Carcosa
The ornate golden doors of the theater are guarded by a hulking doorman who eyes you with suspicion. He demands to see your ticket before you are granted entrance. You insist that you have mistakenly left your ticket in your hotel room and attempt to bribe him to let you in (Influence-1). Once inside the theater, the doors slam behind you. You look around for a door that might lead backstage (Observation). If you pass, you find the backstage entrance and steal some of the cast's costumes; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you are caught snooping and thrown out; gain 1 Injury Condition. The doorman turns his nose up at your money, but offers to trade you a ticket in return for a favor of his choosing at a later date. You may gain a Dark Pact Condition to resolve the pass effect.
2 06
Signs of Carcosa
On the upper floor of the theater, you make your way to an unoccupied loge. A silent group of huddled ushers note your passage with piercing stares but make no attempt to stop you. Once you are alone, you begin preparations to perform a ritual that will flood the stage with light (Lore-1). The stage is illuminated by a blinding flash, and the actors flee behind the curtains. You feel a creeping darkness forcing its way into your mind. Your concentration threatens to falter, but you try to hold out a little longer. You may spend Sanity 2 Sanity to place Eldritch token 1 Eldritch token on the active Mystery. If you do not spend the Sanity, resolve the fail effect. The ritual draws unwanted attention, and the strange ushers appear to be searching for you. You are captured and turned over to the police, lose Health 2 Health and gain a Detained Condition.
3 06
Signs of Carcosa
You find yourself sitting in a packed audience with no memory of how you got there. The curtain rises, and the play begins. You try to tear your eyes away from the bizarre set, a disturbingly lifelike depiction of an alien landscape on a faraway star (Will-1). The performance's hold on you is shattered. You turn to your neighbor and try to rouse him from his stupor to no effect. The only way to save him is to drag him kicking and screaming from the theater. You may gain a Blight Condition to place Eldritch token 1 Eldritch token on the active Mystery. Unable to shift your gaze from the play, you watch as a pale man with a featureless mask takes the stage. A feeling of dread washes over you, and you fight the temptation to run. Lose Sanity 2 Sanity and gain 1 Madness Condition.
4 06
Signs of Carcosa
You find yourself being hurried backstage by the visibly unhinged stage director. A member of the ensemble has gone missing during the intermission. You are going to have to take her place. You pose as one of the understudies and do your best to recall the proper lines (Lore-1). Satisfied, the director hands you the master script for a last minute refresher. You know you will need to read portions of the upcoming scene if you wish to make any changes to the script. You may gain 2 Madness Conditions to place Eldritch token 1 Eldritch token on the active Mystery. If you do not gain the Conditions, resolve the fail effect. The director fumes at your acting wailing about its inadequacy. You beg him to delay the show until the real cast is found, but he will not have it. The show must go on! Lose Sanity 3 Sanity.
5 06
Signs of Carcosa
You find one of the violinists smoking behind the building, and engage him in casual conversation about how the orchestra compensates for the acoustics. You notice a stage pass protruding from his pocket and try to steal it without alerting him (Observation-1.) You make your way to the orchestra pit. You locate the conductor and ask him to delay the opening number, claiming to have snapped your E string (Influence). If you pass, the conductor acquiesces; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you are amidst the orchestra when the discordant song begins; lose Sanity 1 Sanity and gain 1 Madness Condition. The now enraged musician catches you trying to steal his pass. You must either take it by force or find another way backstage. You may spend Health 2 Health and gain 1 Injury Condition to resolve the pass effect.
6 06
Signs of Carcosa
A lengthy line forms outside the theater as a crowd of lavishly dressed guests gather for the next showing of the play. There seems to be a delay at the door, and you utilize the opportunity to haggle with some of the attendees, hoping to acquire a ticket (Influence-1). Having acquired a ticket and made your way inside, you snoop around backstage until you locate the theater's main fuse box (Observation). If you pass, you succeed in knocking out all of the stage lights; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you nearly electrocute yourself; lose Health 2 Health. You find a shady looking gentleman who is willing to sell you his ticket, but you can tell by the greed in his eyes that it is not going to be cheap. You may gain a Dark Pact Condition to resolve the pass effect.
7 06
Signs of Carcosa
Fearing for the lives of the enraptured audience, you plead with them in the lobby during the intermission to go home, but many of them appear to be in a sleep-like trance. You are unsure if your words have reached them (Influence-1). As the crowd regains their faculties and begins to disperse, you notice a young woman still entranced by the empty stage. You consider dragging her out of the theater, though it may bring you a great deal of unwanted attention. You may gain a Blight Condition to place Eldritch token 1 Eldritch token on the active Mystery. Failing to gain the attention of the audience, you try to herd some of them out of the theater by force. As if of one mind, the crowd retaliates against your attempt to free them, leaving you bloodied and beaten in the lobby. Lose Health 3 Health.
8 06
Signs of Carcosa
Snooping around the theater's upper floor, you find a ladder that you can use to reach the rigging if you can keep your balance. You wait until the audience is enraptured by Cassilda's infamous song and try to climb onto the grid above the center stage (Strength-1). The actresses playing Cassilda and Camilla are speaking on the stage below you. You think that you could drop down between them and send the actresses into a panic, but the fall might be dangerous. You may spend Health 2 Health and gain a Leg Injury Condition to place Eldritch token 1 Eldritch token on the active Mystery. You lose your footing, sending the ladder clattering to the floor below. You try to hide from the stage crew, but there is nowhere to hide. Lose Health 1 Health and Sanity 1 Sanity and gain 1 Injury Condition.
9 06
Signs of Carcosa
You recognize a man known to be the violent leader of a local gang attending the play with his men. You draw him aside and offer to hire him and his men to cause a distraction in the theater while you steal something from backstage (Influence). As a fight breaks out between the men in the audience, you make your way backstage and try to find the Stranger's mask prop (Observation). If you pass, you find and destroy it; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you are too late, the mask has already been donned; lose Sanity 1 Sanity and gain 1 Madness Condition. The man rejects your proposal, and orders his men to teach you a lesson. Lose Health 2 Health and gain 1 Injury Condition.
10 06
Signs of Carcosa
No one stops you as you make your way backstage. In the dressing room, you find several of the cast members standing silently, staring blankly through you as if you were not there. You suspect someone has put them under a spell, and scan the room for signs of enchantment (Observation). You find an obsidian statuette and break it, releasing them from their trance The actress playing Cassilda demands to know why you are backstage (Influence). If you pass, you convince them of a fire in the lobby, and they leave the building through a back door; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, they escort you roughly to the exit; lose Health 2 Health. You turn to leave, but find yourself face-to-face with the stranger. He removes the pallid mask to reveal his visage, and a sudden paralysis courses through you. Fear overwhelms reason, and you succumb to fathomless depths of his haunting gaze. Lose Sanity 3 Sanity.
11 06
Signs of Carcosa
Noting the contrived manner in which several of the actors move about the stage, you suspect that some malevolent entity has bewitched the cast to do its bidding. You watch the first act intently, hoping to spot something that will give it away (Observation). You notice that each of the actors looks to the Stranger wearing the Pallid Mask for cues, but the play has begun to dominate your mind (Will) If you pass, you break free; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you are forced to watch the opening scene of the second act; gain 2 Madness Conditions. Failing to devise a satisfactory plan of action, you attempt to leave the theater, but are stopped at the doors by an usher. Unwilling or unable to hear your protests, the usher escorts you back to your seat, just as the curtain rises. Lose Sanity 3 Sanity.
12 06
Signs of Carcosa
Upon taking your seat in the extravagantly decorated auditorium, you sense an enchantment falling over the chattering audience. You work quickly to unmake the curse before the attendees are fully mesmerized (Lore). With the enchantment dispelled, the guests look to one another, confused. You try to incite them to return to the lobby for complimentary refreshments (Influence). If you pass, the ghoulish ushers are nearly trampled in the stampede; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, they shush you; lose Sanity 1 Sanity. Failing to dispel the enchantment, you begin to edge quietly toward the exit. Escape feels but a moment away when you are suddenly illuminated by a blinding spotlight. With rapidly fading clarity, you realize you have become part of the deadly play. Lose Sanity 3 Sanity.

Awakening[]

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

Back of Hastur's sheet

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

Final Mystery
As an encounter, if 2 Mysteries have been solved, an investigator on a City City space containing a Gate may confront Hastur; he draws and resolves an Unspeakable One Special Encounter.
When there are Eldritch token Eldritch token on this sheet equal to half NoInvestigators, the Final Mystery is solved and investigators win the game.

The Unspeakable One

  • Effects cannot prevent the loss of Sanity Sanity.
  • Each time Doom Doom would advance, each investigator loses that much Sanity Sanity instead. Then, if all investigators have been eliminated, investigators lose the game.
  • Reckoning : Investigators as a group lose Sanity Sanity equal to the number of Gates on the game board unless the Lead Investigator gains a Blight Condition.
Cultist
Cultist
Toughness:  1
Will-1 1  Damage
Strength-2 1  Damage
An investigator on this space or an adjacent space loses Sanity 1 Sanity. Then a Byakhee Monster ambushes him!

Unspeakable One Unspeakable One Encounters

ID # Set Initial Text Pass Effect Fail Effect
1 06
Signs of Carcosa
A hurricane rages about the city and voices like needles can be heard upon the wind. If you have a Dark Pact Condition, resolve the fail effect. You encounter a group of cultists huddled together in the storm and attempt to infiltrate their ranks and learn of their plans (Influence-1). The men mistake you for a friend and question whether you have carried out the plan (Lore-1); you may spend any number of Clue Clues to add 1 success to your test result for each Clue spent. If your test result is 3 or greater, place Eldritch token 1 Eldritch token on the Ancient One sheet. Otherwise, they realize their mistake and use their magic to whisk you away; move to The Pyramids. The men immediately recognize you as an interloper and begin screaming in tongues unknown, faces red with anger. The last thing you see if a colossal, reptilian foot falling down upon you from above.

You are devoured.

2 06
Signs of Carcosa
As agents of Hastur prepare the city to be swallowed by Lost Carcosa, you issue a final, fleeting plea to anyone that will listen, begging for help in your time of great need. To your surprise and horror, a slithering, nefarious presence begin to worm its way into your troubled mind (Will-1). The dark presence is amused by your resistance, and it offers to give you the power you need, if you can afford enough of your soul to become its vessel (Influence-1). If you pass, you may gain a Dark Pact Condition to place Eldritch token 1 Eldritch token on the Ancient One sheet. If you fail or do not gain the Condition, the presence departs, taking your mind with it; lose Sanity 3 Sanity. The dark presence manifests itself in your thoughts as a pharaoh with a golden headdress and piercing, black eyes. A black sun rises behind the pharaoh, and by the time it has reached its zenith, you have been unmade.

You are devoured.

3 06
Signs of Carcosa
Fire rains down upon the city, and green lightning streaks across the sky, illuminating black spires that were not there only moments before. As the city begins to fade into Carcosa, you prepare a ritual that will bring you face to face with the Unspeakable One(Lore-1). The void envelops you, and you know with certainty that you have been drawn into Hastur's prison. You sense his being nearby, and attempt to struggle with it for the fate of the city (Will-1). If you pass, you may gain a Blight Condition to place Eldritch token 1 Eldritch token on the Ancient One sheet. If you fail or do not gain the Condition, the city is lost; advance Doom by 1. A sudden darkness smothers the fire and lightning, and black stars blanket the sky from horizon to horizon. You realize with horror that your ritual has not taken you to Hastur, is has brought Hastur to you.

You are devoured.

4 06
Signs of Carcosa
You stand on the border between Earth and Carcosa. Much of the city has already been lost, but you are determined to let it go no further. A golden light shimmers in the distance as the Tattered King sends forth dark armies from Carcosa, and you tremble, fighting the urge to despair (Will-1). You and your companions and strong against the onslaught, hoping for an opportunity to strike at the king (Strength-1). If you pass, you may discard 1 Ally Asset to place Eldritch token 1 Eldritch token on the Ancient One sheet. If you fail or do not discard the Asset, you are overrun by the Yellow King's armies; lose Health 3 Health. Losing all hope, you cower in the dirt, feeling it shift before you as it becomes Carcosa. You shut your eyes tightly, even that fails to dim the golden-green brilliance of the King in Tatters.

You are devoured.

5 06
Signs of Carcosa
Cloud waves begin to roll through the city, as though the city lay upon the shores of Lake Hali itself. You beg the citizens to evacuate, lest they be drawn along with the city into Carcosa, but they are dubious of your motives, believing the clouds to be naught but a morning fog (Influence-1). You and your companions work tirelessly to evacuate as many people as you can (Will); roll 1 additional die for each Ally Asset you have. If your test result is 3 or greater, you manage to evacuate the city; place Eldritch token 1 Eldritch token on the Ancient One sheet. Otherwise, you succumb to exhaustion before your work is complete; gain 1 Injury Condition and 1 Madness Condition. Too long you plead with the stubborn people of the city, and you fail to save even yourself. Too late, they realize their folly, and all around you, the black spires of Carcosa begin to rise from the Earth.

You are devoured.

6 06
Signs of Carcosa
Agents of Hastur are all around you, rioting in the city streets, breaking windows, setting fires, and attacking all who oppose their swath of destruction. You try to slip by them unnoticed and reach an untouched section of the city (Observation-1). You discover members of a local gang holed up and attempt to incite them to action (Influence-1); roll 2 additional dice for each Deal Condition you have. If your test result is 3 or greater, they rally behind your ability to do what needs to be done; place Eldritch token 1 Eldritch token on the Ancient One sheet. Otherwise, they do nothing; advance the Omen by 1. Your journey does not go unnoticed, and the cultists drag you, kicking and screaming, before their leader, who bestows upon you the blessing of Hastur. Gain a Blight Condition and 1 Madness Condition and impair Will.
7 06
Signs of Carcosa
There is a sudden heaviness in the air, and you realize your darkest nightmare has come true. Hastur, the Unspeakable One, has escaped his prison. If you have a Blight Condition, resolve the fail effect. Your companions despair, but you try to rally them to face their fears (Influence-1). Together, you formulate a plan to save the city from Hastur, oftentimes going days without sleep (Observation); you may spend any number of Sanity Sanity to roll 1 additional die for each Sanity spent. If your test result is 3 or greater, place Eldritch token 1 Eldritch token on the Ancient One sheet. Otherwise, the city falls to Hastur, and you blame yourself; gain a Cursed Condition. Unwilling to risk of the rest of their likely brief existences, your companions abandon you. They teach you what they know before they depart. If you survive this, you will be forever indebted to them. Gain 2 Talent Conditions and a Dark Pact Condition.
8 06
Signs of Carcosa
All around you, the city is dying. You know this will be your last chance. Every day of your life has led to this moment, and if you fail, all your hard work will have been of nothing. You focus all of your behind into the magic that will keep the city from fading away into Carcosa (Lore-1). As the power within you grows, it threatens to destroy you. You cry out to the souls of those you have lost of succor (Will); roll 1 additional die for each investigator that has been defeated or devoured. If your test result is 3 or greater, a familiar warmth fills your soul; place Eldritch token 1 Eldritch token on the Ancient One sheet. Otherwise, resolve the fail effect. The ritual fizzles out, and the magic dissipates. Completely drained, the failure has left you an empty husk of the creature you once were. Discard all of your Clue Clues and impair each of your skills.

Rulings, clarifications, and reminders[]

Sanity loss by Hastur's effect cannot be assigned to an investigator in a greater quantity than that investigator's current Sanity, even if he can prevent or replace the loss to keep himself from dying as a result.[1]

Strategy[]

Mystery token
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Lore[]

Description[]

Mystery token
Please help improve this article or section by expanding it .

Appearance[]

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

Current Residence[]

The Hyades.

Antagonists[]

Cthulhu Cthulhu (half-brother)

References[]

  1. Official answer from Nikki Valens for losing Health or Sanity as a group on BGG icon BoardGameGeek.
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