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The Lurker at the Threshold[]

For eons, sorcerers have called upon the power of Yog-Sothoth to bend reality to their will. This incomprehensible Ancient One exists parallel to all places and times, but is bound to the space between dimensions. Gates between worlds continue to open with more frequency and soon, Yog-Sothoth will be free.

Gameplay[]

Yog-Sothoth Sheet

Front of Yog-Sothoth's sheet

  • Reckoning: Each investigator on a space containing a Gate advances Doom Doom by 1 unless he discards 1 Spell.
  • When 3 Mysteries have been solved, investigators win the game.
  • When Yog-Sothoth awakens, flip this sheet.

Setup[]

Set aside all Yog-Sothoth Special Encounter cards.

Cultists[]

Cultist
Cultist
Toughness:  1
Strength 1  Damage
If you defeat this Monster during a Combat Encounter, lose Sanity 1 Sanity and gain 1 Spell.

Mythos Deck[]

Mythos Card
Stage I: 0 2 1
Stage II: 2 3 1
Stage III: 3 4 0

Mysteries[]

Mystery Type Set
Arcane Understanding Arcane Understanding Miscellaneous
01Core
Spawn of Yog-Sothoth Spawn of Yog-Sothoth Epic Monster
01Core
The Beyond One The Beyond One Research Encounter
01Core
The Stone Circles The Stone Circles Eldritch Tokens 02
Forsaken Lore
Void Between Worlds Void Between Worlds Special Encounter 02
Forsaken Lore
Where the Old Ones Broke Through Where the Old Ones Broke Through Miscellaneous
01Core

Research Encounters[]

City City Encounters:

ID # Set Encounter
1
01Core
Randolph Carter claims that the Silver Twilight Lodge stole a unique family treasure. You investigate the local Lodge (Observation). If you pass, you gain the opportunity to examine the stolen treasure; gain this Clue Clue and you may discard a Spell to gain the Silver Key Artifact. If you fail, the Lodge frames you for the theft; gain a Detained Condition.
2
01Core
An old man approaches you and begs you to make a solemn vow to deliver a book to his grandson, Wilbur, in a town called Dunwich. You may gain a Dark Pact Condition to gain this Clue Clue and the Necronomicon Artifact. If you do not gain the Condition, discard this Clue.
3
01Core
The library has received several requests from the Whateley family for information about the Necronomicon. You tell the staff to ignore all such requests from that family (Influence-1). If you pass, the staff sends out a warning to other libraries; gain this Clue Clue and 1 additional Clue. If you fail, the Whateleys acquire forbidden knowledge; advance Doom Doom by 1.
4
01Core
You attempt to sneak into the local Silver Twilight Lodge (Observation). If you pass, you find a chart that assigns the names of wizards to seasons of the year; gain this Clue Clue and 1 additional Clue. Sanford corresponds to Spring, Waite to Summer, Curwen to Autumn and Eibon to Winter. You remember the information in case it someday proves useful.[1]
5
01Core
Carl Sanford, head of Arkham's Silver Twilight Lodge, has tracked you down to find out what you know about Yog-Sothoth (Influence). If you pass, you learn more from him than he does from you; gain this Clue Clue and 1 Spell. If you fail, your knowledge aids his mysterious pursuit; spawn 1 Gate.
6
01Core
You hear of a bookstore that sells extremely rare volumes, but it is in an area that is very difficult to navigate (Observation-1). If you pass, gain this Clue Clue and 1 Tome Artifact. If you fail, you get lost; become Delayed.
7
01Core
A noted politician walks straight toward you, glaring. A Cultist Monster ambushes you! If you defeat it, you find out that he was secretly a member of the Silver Twilight Lodge; gain this Clue Clue. If you do not defeat it, the magical attack leaves you deeply shaken; gain a Paranoia Condition.
8
01Core
A distraught woman claims that her missing son struck a bargain with the Lurker at the Threshold (Observation). If you pass, you find the boy and try to free him from the debt; you may discard 1 Spell to gain this Clue Clue and 1 additional Clue. If you fail, you suffer Yog-Sothoth's wrath; discard this Clue and gain a Cursed Condition.
9 02
Forsaken Lore
A wealthy recluse possesses a vast occult library. You attempt to convince his family to let you examine the books (Influence-2). If you pass, you obtain several significant texts; gain 1 Tome Artifact. If you fail, the recluse pays you a visit and shares his insanity; gain a Madness Condition.
10 02
Forsaken Lore
You find a children's book containing a simple parable about Yog-Sothoth, but the message can be overlooked by those who know too much (Lore). Roll 1 less die for each Spell you have. If you pass, you see the hidden meaning; gain this Clue Clue. If you fail, it's nonsense; discard this Clue.
11 02
Forsaken Lore
While taking a taxi, your driver suddenly stops and leaves the car. Shortly after, a man in a black suit opens the door next to you. A Cultist Monster ambushes you! If you defeat it, you search his pockets and learn his identity; gain this Clue Clue.
12 02
Forsaken Lore
John Scott[2] agrees to answer your questions about the Silver Twilight Lodge. That night, something seems odd (Observation-1). If you pass, you find an arcane sigil carved behind your bed; gain this Clue Clue. If you fail, you can remember nothing from your time there; gain an Amnesia Condition.
13 02
Forsaken Lore
A professor warns that if a gateway hasn't already been opened in the city, it will be soon. He knows exactly where the cult performs its rituals. If you are on a space containing a Gate, you may discard 1 Spell to close the Gate on your space.
14 02
Forsaken Lore
A map of ley lines across the world is for sale, but it's expensive (Influence-1). If you pass, you acquire this guide to the places where Yog-Sothoth's influence is strongest; gain this Clue Clue. If you fail, you sell off your equipment in an attempt to afford it; discard 1 Item possessions.
15 02
Forsaken Lore
A veteran of the Great War, mutilated by mustard gas, is sitting in a park talking to himself. You offer some help and ask about his experiences (Influence-1). If you pass, he tells you of the other worlds he saw during combat; gain this Clue Clue.
16 02
Forsaken Lore
Asenath Waite seems familiar with the occult, but something about her is odd (Observation-1). If you pass, you believe someone is controlling her, and you learn that her father was a wizard; gain this Clue Clue. If you fail, something about the way she acts unnerves you; gain a Paranoia Condition.
17 02
Forsaken Lore
A photographer has taken several dubious images of ghostly orbs. You assess the veracity of the photographs (Observation-1). If you pass, you see one picture that has captured a partial image of Yog-Sothoth; gain this Clue Clue. If you fail, you doubt what you thought you knew; discard 2 Clues.
18 02
Forsaken Lore
Sitting in the hotel lobby, the phonograph starts playing by itself. A voice offers you a bargain. You may spend Sanity 2 Sanity and gain a Dark Pact Condition to gain this Clue Clue and close 1 Gate of your choice. If you do not gain the Condition, an eerie sound entrances you; gain an Amnesia Condition.
19 02
Forsaken Lore
Late at night, you're chased through empty streets and forgotten alleys by a nightgaunt! You search for a place to hide (Observation). If you pass, you later find the wizard who summoned the beast; gain this Clue Clue. If you fail, you are carried off to the void; lose Sanity 1 Sanity and gain a Lost in Time and Space Condition.
20 02
Forsaken Lore
You strike a bargain with the Silver Twilight Lodge. You may gain a Dark Pact Condition to see a glimpse of the past. If you gain the Condition; gain this Clue Clue. If you do not gain the Condition, they realize your lies and send you into the future; discard this Clue and advance the Omen by 2.
21 02
Forsaken Lore
You've been searching for Father Iwanicki for advice, but you believe that he's avoiding you (Influence).[3] Roll 3 less dice if you have a Dark Pact Condition. If you pass, he meets with you to discuss the threat of Yog-Sothoth; gain this Clue Clue. If you fail, you fear that you're losing your humanity; lose Sanity 3 Sanity.
22 02
Forsaken Lore
A door to another world opens right in front of you, sucking in everything in the room. You attempt to brace yourself (Strength). If you pass, you are able to see through the gateway into the other world; gain this Clue Clue. If you fail, you lose your footing; gain a Lost in Time and Space Condition.
23 02
Forsaken Lore
You read an article about the disappearance of the legendary Dunwich Horror. The creature evidently left its home village for some other destination. If you are on a space containing a Gate, the legend reveals itself before you; the Dunwich Horror Epic Monster ambushes you!
24 02
Forsaken Lore
During a séance, a voice from beyond tries to take control of your body (Will-1). If you pass, you question the voice for information about other worlds; gain this Clue Clue. If you fail and you are on a space containing a Gate, you are compelled to enter the void; gain a Lost in Time and Space Condition.

Wilderness Wilderness Encounters:

ID # Set Encounter
1
01Core
Talking to one of the locals, you realize that his village and its surrounding farms are inhabited by worshipers of Yog-Sothoth. A Cultist Monster ambushes you! If you defeat it, you manage to reach safety; gain this Clue Clue.
2
01Core
You watch several mi-go operate alien technology. Gain this Clue Clue. If you have at least 1 Spell, the mi-go are suddenly aware of your presence and turn their strange devices toward you (Observation). If you fail, their devices erode your sense of reason; lose Sanity 1 Sanity and gain a Paranoia Condition.
3
01Core
The terrain has been flattened by some enormous creature. You follow its path of destruction (Observation). If you pass, you find that the thing had been stored in a barn; gain this Clue Clue and 1 additional Clue. If you fail, all you find is mutilated animals; lose Sanity 1 Sanity.
4
01Core
Local lore speaks of a place of tremendous arcane potential (Observation-1). If you pass, you find a junction of ley lines; gain this Clue Clue and 1 additional Clue. If you fail, your power is channeled for a dark purpose; spawn 1 Gate and discard 1 Spell.
5
01Core
A rumor has passed through the small communities of a witch named Lavinia. You sift through many eyewitness accounts to determine if Wilbur Whateley's mother still lives (Observation-1). If you pass, gain this Clue Clue and 1 additional Clue. If you fail, the cult of Yog-Sothoth learns of your investigation; spawn 1 Gate.
6
01Core
You dream of being in all places and existing at all times. You know that you will wake up soon, so you use this heightened state to explore significant times and places (Lore). If you pass, gain this Clue Clue. If you fail, your memories have been changed when you wake up; gain an Amnesia Condition.
7
01Core
At midnight, you feel an eerie presence surrounding the stone altar at the top of the hill. This strange presence fills your mind with blasphemous secrets. Gain this Clue Clue. If you have at least 1 Spell, the entity tries to pull you into a deep trance (Will). If you fail, lose Sanity 1 Sanity and become Delayed.
8
01Core
You find footprints that indicate a large number of people passed through the area. You try to follow their path (Observation-1). If you pass, the trail leads you to an ancient stone circle inscribed with runes; gain this Clue Clue and 1 Spell. If you fail, the search is long and exhausting; lose Health 1 Health.
9 02
Forsaken Lore
An enormous silhouette passes before you. Its appearance is indistinct unless you have the gift of magic. If you have at least 1 Spell, gain a Hallucinations Condition. Those familiar with this area will probably know where the creature came from (Lore-1). If you pass, gain this Clue Clue.
10 02
Forsaken Lore
A misshapen creature staggers toward you and cries out, sounding nearly human. Your instincts tell you to run away (Will). If you pass, it writes the name of a long-dead wizard and points to itself before dying; gain this Clue Clue. If you fail, you leave quickly; lose Sanity 2 Sanity and gain a Paranoia Condition.
11 02
Forsaken Lore
You were told that those who spend the night in this dilapidated cabin are never heard from again. At midnight, you see a ghost figure gesture for you to follow it. You may spend Sanity 2 Sanity and gain a Lost in Time and Space Condition to gain this Clue Clue.
12 02
Forsaken Lore
You spot a grave marked with Silver Twilight iconography that seems familiar (Lore+1). If you pass, you recall the location of a magical door; you may spawn 1 Gate to open this door and find the dead man's journal. If you spawn the Gate, gain this Clue Clue.
13 02
Forsaken Lore
The hermit's cabin has lead pendulums in bottles that ring when magic is near. The sound is intolerable to a sane mind. If you have at least 1 Spell, lose Sanity 2 Sanity. You talk to the hermit about Yog-Sothoth (Influence-1). If you pass, gain this Clue Clue.
14 02
Forsaken Lore
Inside your tent, glowing orbs swarm around your head. You try to use a protective ritual, but you've forgotten how. Discard 1 Spell. You feel your memories being stolen (Will-1). If you pass, you escape with your remaining recollections intact; gain this Clue Clue. If you fail, gain an Amnesia Condition.
15 02
Forsaken Lore
In a cabin, you find mounted animal and human trophies. You need to avoid hunting traps to reach the small town nearby (Observation). If you pass, the sheriff fills you in about this madman; gain this Clue Clue. If you fail, you are trapped; lose Sanity 2 Sanity and gain a Detained Condition.
16 02
Forsaken Lore
A farmer is hiding from a swarm of mi-go. You suspect a magical distraction will make it easier to sneak the farmer to safety (Observation-1). You may discard 1 Spell to reroll up to 2 dice. If you fail, the mi-go catch the man and remove his brain; lose Sanity 2 Sanity.
17 02
Forsaken Lore
You're lost, and no compass or map can save you. Something about this area is strange (Lore-1). If you pass, you know this is a ley line conjunction and escape by walking with your eyes closed; gain this Clue Clue. If you fail, you'll never escape with your sanity intact; gain a Hallucinations Condition.
18 02
Forsaken Lore
You find the crushed remains of a car. You search the area, looking for any sign of the driver (Observation). If you pass, you find the body and a notebook that indicates he was hunting a huge invisible creature; gain this Clue Clue. If you fail, a second car comes flying at you; lose Health 2 Health and gain a Back Injury.
19 02
Forsaken Lore
Zebulon Whateley tells you it's too late![4] Lavinia's boy is coming and the only way out is to make a deal with the boy's father. You may discard this Clue Clue and gain a Dark Pact Condition to gain a Plumb the Void Spell. If you do not gain the Condition, the Dunwich Horror Epic Monster ambushes you!
20 02
Forsaken Lore
You come across a makeshift still and an old farmer. The man has a strange scar on his wrist that reminds you of something you've studied (Lore-1). If you pass, you recognize the arcane symbol branded on his skin and subdue him; gain this Clue Clue. If you fail, he suddenly attacks; a Cultist Monster ambushes you!
21 02
Forsaken Lore
The ancient crypt's entrance is barely visible in the dark, twisting passages (Observation). If you pass, you find a primitive altar that was recently used to sacrifice small animals; gain this Clue Clue. If you fail, you fall into a pit in the dark and hurt yourself; lose Health 2 Health and gain a Leg Injury Condition.
22 02
Forsaken Lore
You've arrived too late. The robed figures are wrapped in the protoplasmic tendrils of Yog-Sothoth. You close your eyes and wait for it to be over. In the morning, you search the abandoned area (Observation). If you fail, you do not understand the ritual you've witnessed; advance Doom Doom by 1.
23 02
Forsaken Lore
A flock of whip-poor-wills gathers around you, which is significant in some folktales (Lore). If you pass, you recall that these birds are an omen of death; gain this Clue Clue. If you fail, you remember too late that they claim the souls of the dead, and you are buried under a landslide; lose Health 2 Health and gain an Internal Injury Condition.
24 02
Forsaken Lore
You are confronted by an older, badly maimed version of yourself. Your double begs you to make a deal. You may gain a Dark Pact Condition to gain the Satchel of the Void Artifact. If you do not gain the Condition, your twin vanishes; discard this Clue Clue and lose Sanity 2 Sanity.

Sea Sea Encounters:

ID # Set Encounter
1
01Core
A strange fog covers the water, but no one else seems to see it (Observation). If you pass, you find that the fog originates from a circle of stones on the beach of a small island; gain this Clue Clue. If you fail, the mist impairs your vision; discard this Clue unless you discard 1 Spell.
2
01Core
You see a white ship on the horizon, its sails apparently unaffected by the strong winds you feel racing across the waves. You use a telescope to examine the craft (Observation-1). If you pass, you see the ship passing through a fog bank into another world; gain this Clue Clue and 1 additional Clue.
3
01Core
Your ship travels through a time portal, and you hear news of future events on the radio; gain this Clue Clue. Then, if a Hound of Tindalos Monster is on the game board, move it to your space and encounter it. Otherwise, lose Sanity 1 Sanity.
4
01Core
Sheets of luminescent colors fill the horizon. You hear a hum in the air, almost like a voice (Observation). If you pass, it tells you of arcane secrets; gain this Clue Clue and 1 Spell. If you fail, the sounds gives you a terrible headache; lose Health 1 Health.
5
01Core
Large, winged crustaceans land on your ship and command you to join Yog-Sothoth. You may gain a Dark Pact Condition. If you do, the mi-go share their plans with you; gain this Clue Clue and 1 additional Clue. If you do not, spawn 1 Gate.
6
01Core
The captain believes that you're bad luck. You search for the true source of the ship's trouble (Observation). If you pass, you find a hex bag among your possessions; gain this Clue Clue. If you fail, the ill fortune seems to follow you; gain a Cursed Condition.
7
01Core
The punctures in reality have caused a terrible storm over the ocean, but you believe you know a way to patch the rift between worlds (Lore). If you pass, gain this Clue Clue and you may discard 1 Spell to discard 1 Gate of your choice.
8
01Core
The whole ship is dragged sideways across the water by an invisible force. Gain this Clue Clue and move 1 space toward the nearest Gate. Then lose Sanity 2 Sanity unless you discard 1 Spell.
9 02
Forsaken Lore
Your time at sea has given you perspective. You haven't been able to identify Yog-Sothoth's influences because you are immersed in them. You must purge yourself of his magical "gifts." You may discard 1 Spell to gain this Clue Clue.
10 02
Forsaken Lore
The captain is heading for an island alone, taking some strange occult-looking items (Lore). If you pass, you recognize his intent and sabotage his ritual by stealing a book from his pack; gain this Clue Clue. If you fail, he opens a door to another world; spawn 1 Gate.
11 02
Forsaken Lore
A powerful wind rises from the island's cave, and you look for a place to hide (Observation-1). If you pass, the large, semi-invisible creature that emerges ignores you and flies away, allowing you to search the cave; gain this Clue Clue. If you fail, you come face-to-face with a flying polyp; lose Sanity 1 Sanity.
12 02
Forsaken Lore
Men come aboard looking for you. You stay hidden, hoping to search their belongings (Observation-1). If you pass, you discover that they're members of the Silver Twilight Lodge; gain this Clue Clue. If you fail, they find you and cast a hex to alter your memories; discard this Clue and 1 Spell.
13 02
Forsaken Lore
Dolphins have been following the boat since you left port. You search the cargo hold for a powerful object that might attract their attention (Observation-1). If you pass, you find a hidden compartment; gain this Clue Clue and 1 Magical Artifact. If you fail, you can't sleep for the rest of the voyage; lose Sanity 2 Sanity.
14 02
Forsaken Lore
You have taken a small craft to the island but find nothing of use. You must leave at low tide and navigate through shoals to get back to the ship before it leaves (Observation-1). If you fail, your rowboat capsizes, and you have to swim back; lose Health 1 Health and gain a Leg Injury Condition.
15 02
Forsaken Lore
The captain reveals that he's a high-ranking member of the Silver Twilight Lodge, and he suggests an unheard-of offer: an open exchange of information. You know that whatever you tell him will further the Lodge's plots. You may advance Doom Doom by 1 to gain this Clue Clue.
16 02
Forsaken Lore
You see a vision of the Lord of the Abyss.[5] He will grant you knowledge to keep Yog-Sothoth bound, but only if he does not sense corruption within you. If you have a Dark Pact Condition, he sends his nightgaunts to take you away; gain a Lost in Time and Space Condition. If you do not have a Dark Pact Condition, gain this Clue Clue.
17 02
Forsaken Lore
You search through the navigator's cabin and confirm your suspicions, he's a member of the Silver Twilight Lodge. However, he is searching your cabin for arcane knowledge at the same time. If you have at least 1 Spell, a Cultist Monster ambushes you!
18 02
Forsaken Lore
A member of the Silver Twilight Lodge on the ship with you looks peculiar (Observation-1). If you pass, you inform him that he has the Innsmouth look. Devastated, he opens up to you; gain this Clue Clue. If you fail, the man performs a ritual he saw in his dreams; spawn 1 Gate.
19 02
Forsaken Lore
The ship is being pulled into another dimension, and you must decide to stay and question the crew or jump over board. You may gain a Lost in Time and Space Condition to gain this Clue Clue. If you do not gain the Condition, you must wait to be rescued; discard this Clue and become Delayed.
20 02
Forsaken Lore
You examine a stone altar on the highest hill of this island (Observation-1). If you pass, you find text pertaining to your investigation; gain this Clue Clue. If you fail, you don't notice the stones on the ground are loose, and the ground beneath you falls away, revealing a portal to another world; spawn 1 Gate.
21 02
Forsaken Lore
According to the Silver Twilight Lodge documents, this island is where the Lady of the Lake imprisoned Merlin. You discover a mystic cave that requires knowledge of magic to enter. You may discard this Clue Clue and 1 Spell to gain the Glass of Mortlan Artifact.
22 02
Forsaken Lore
You have a vision of Yog-Sothoth breaking free from his prison due to your own betrayal. If you have a Dark Pact Condition, lose Sanity 2 Sanity and gain a Hallucinations Condition. You look for the wizard responsible (Observation-1). If you pass, you find a device that alters memories; gain this Clue Clue.
23 02
Forsaken Lore
A small native population lives on this island. Their high priest tells you that the One From Beyond warned him of your arrival. A Cultist Monster ambushes you! If you defeat it, you study the carvings on his primitive shrine; gain this Clue Clue.
24 02
Forsaken Lore
One of the passengers is in a photo taken fifty years ago, but he doesn't look any older. Seeing your alarm, the wizard attacks. A Cultist Monster ambushes you! If you defeat it, you may discard 1 Spell to open his magically locked trunk. If you discard the Spell, gain this Clue Clue.

Special Encounters[]

Void Between Worlds Void Between Worlds:

ID # Set Initial Text Pass Effect Fail Effect
1 02
Forsaken Lore
From this bizarre place between worlds, you can catch a glimpse of all worlds and all times. You have an epiphany and search for a member of the Inner Circle of the Silver Twilight Lodge to observe (Observation-1). You watch the wizard study, hoping to learn a ritual that will return you home (Lore). If you pass, you open a mystic gateway to return you home; close this Gate and place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you tamper with powers beyond your control; gain a Cursed Condition. The more you search, the less familiar the images seem. Soon you are surrounded by images of alien worlds you hardly recognize (Lore-1). If you fail, gain a Lost in Time and Space Condition.
2 02
Forsaken Lore
A small portal opens up before you and you see the laboratory of Crawford Tillinghast. You try to persuade him to make the portal large enough for you to pass through (Influence). As you step through the portal, a creature also tries to pass through, and you must use the machine to close the portal (Lore-1). If you pass, close this Gate and place Eldritch token 1 Eldritch token on the active Mystery. If you fail, the creature escapes and attacks you; a Monster ambushes you! Tillinghast laughs maniacally and send you hurtling through a multitude of worlds, shattering your perceptions of reality. Gain a Hallucinations Condition and a Lost in Time and Space Condition.
3 02
Forsaken Lore
As you travel through this horrid, featureless void, you hear a sound echoing from the darkness ahead of you. A creature resembling an ape with the features of an insect shambles toward you. You feel compelled to run away in terror (Will-1). You try to hold onto the dimensional shambler as it fades into another world (Strength). If you pass, you find yourself in your own world; close this Gate and place Eldritch token 1 Eldritch token on the active Mystery. If you fail, the creature throws you in the wrong dimension; gain a Lost in Time and Space Condition. The creature suddenly appears in front of you, having raveled through another world. Lose Sanity 1 Sanity and spawn 1 Gate.
4 02
Forsaken Lore
You should not be here, and a hound of tindalos will hunt you down until it eliminates the alien element in this void! You hear it from your hiding place and try to not cry out in panic (Will-1). Once the creature has passed by, you follow the trail it left behind in hopes of finding a way out of this place (Observation). If you pass, you find a route home; close this Gate and place Eldritch token 1 Eldritch token on the active Mystery. If you fail, the hound has led you into an ambush; lose Health 2 Health. Despite your best efforts, you shout and run as fast as you can. The hound catches you and drags you forward in time. Advance the Omen by 1.
5 02
Forsaken Lore
Your fall through the void interrupted by a dense tangle of spider webs. Although you cannot see anything solid the webs are attached to, you think you could use the to climb to safety. You struggle to free yourself from the thick strands (Strength). You climb up, but large spiders have sensed your presence. If your focus wavers, you'll never escape (Will-1). If you pass, you return to reality; close this Gate and place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you're bitten by the enormous spiders swarming over you; gain a Poisoned Condition. You cannot escape. After what seems like an eternity, Atlach-Nacha herself carries you to realms you never could have imagined. Gain a Lost in Time and Space Condition.
6 02
Forsaken Lore
You can't see, but you hear the sounds of a bird's wings flapping. Using your hearing alone, you try to follow the sound through the dark, twisting caverns (Observation-1). The bird leads you to a campfire. An old wizard there tries to place a geas on you (Will); If you pass, he praises your strength of spirit and helps you; close this Gate and place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you are sent back into the void; gain a Lost in Time and Space Condition. You cannot find the bird, but you do find a corpse dressed in ancient, hide armor. You imagine that he's been here thousands of ears. You know that even if you escape, there is no hope for humanity. Advance Doom Doom by 1.
7 02
Forsaken Lore
You are completely surrounded by the teeming globules that comprise Yog-Sothoth. The ancient being invades your thoughts to communicate with you. You struggle to decipher its horrific message. (Lore-1). Yog-Sothoth offers you a terrible bargain. You may gain a Dark Pact Condition to close this Gate and place Eldritch token 1 Eldritch token on the active Mystery. If you do not gain the Condition, resolve the fail effect. The words and images that flood your mind do nothing more than confuse and disorient you. You're left wandering across alien landscapes, with no idea how to return home. Gain a Lost in Time and Space Condition.
8 02
Forsaken Lore
You find yourself inside a black stone cave. The walls are covered with carvings of images and strange hieroglyphs. You think you can use the pictures to translate some of the hieroglyphs (Lore-1). You recognize this as a means to use magical power to engineer an escape. You may discard 1 Spell to close this Gate and place Eldritch token 1 Eldritch token on the active Mystery. If you do not discard the Spell, gain a Lost in Time and Space Condition. You can only read a handful of passages, and saying the words aloud invokes an unintended consequence. Spawn 1 Gate.

Awakening[]

The Key and the Gate
The ancient horror tears apart the walls between worlds, pouring itself through the cracks in reality.
[ Show/Hide the Back ]
Yog-Sothoth Sheet Back

Back of Yog-Sothoth's sheet

Final Mystery
If 3 Mysteries have been solved, as an encounter, an investigator on a space containing a Gate may confront Yog-Sothoth by resolving a The Key and the Gate 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.

Lurker at the Threshold

  • Each time a Gate would cause Doom Doom to advance, place that Gate on this sheet instead. Each time any other effect would cause Doom to advance, place 1 Gate from the Gate stack on this sheet instead. Then, if there are 3 or more Gates on this sheet, investigators lose the game.
  • Reckoning : Each investigator on a space containing a Gate places that Gate on this sheet unless he discards 1 Spell.
Cultist
Cultist
Toughness:  1
Strength-1 1  Damage
Before resolving the Strength test, lose Sanity 1 Sanity for each Spell you have.

The Key and the Gate The Key and the Gate Encounters

ID # Set Initial Text Pass Effect Fail Effect
1
01Core
A mass of glowing spheres, mouths, and tentacles burst forth from the portal. You feel a terrible intelligence searching your mind for signs of corruption. If you have a Dark Pact Condition, you are devoured. The Lurker then fills your thoughts with forbidden knowledge (Will-1). You exercise extreme mental discipline to regain control of your mind. By examining the images the Lurker has chosen to reveal, you believe that you can bind it between dimensions (Lore). If you pass, you may discard 1 Spell to place Eldritch token 1 Eldritch token on the Ancient One sheet. If you fail or do not discard the Spell, lose Sanity 3 Sanity. In one horrifying flash, your mind is flooded with knowledge of all places and all times as your molecules are torn apart.

You are devoured.

2
01Core
Yog-Sothoth's avatar 'Umr-At-Tawil, stands before the Ultimate Gate. He is a tall figure, wrapped in gray fabric, and you can hear his thoughts thundering in your head. He warns you to proceed no further if you are afraid (Will-1). 'Umr-At-Tawil guides you through the gates to encounter Yog-Sothoth (Influence). 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, you are allowed to return home; place Eldritch token 1 Eldritch token on the Ancient One sheet. Otherwise, Yog-Sothoth threatens to trap you on the doomed planet Yaddith; lose Sanity 3 Sanity. 'Umr-At-Tawil holds a large metallic sphere that radiates powerful pulses of energy. The rhythmic waves shake you to your core, tearing your body to pieces.

You are devoured.

3
01Core
Carl Sanford stands high atop a mountain in a swirling dimension of his own creation. He claims that the Silver Twilight Lodge has harnessed the power of Yog-Sothoth to transform him into a god. However, you suspect much of what you see is an illusion (Observation-1). Hoping to catch Sanford off guard, you lunge at him (Strength). 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, you overpower him; place Eldritch token 1 Eldritch token on the Ancient One sheet. Otherwise, he manages to chant an incantation; gain a Cursed Condition. You attempt to speak to Sanford, either to reason with him or to threaten him, but all that comes out of your mouth is a ritual chant, binding you to the Silver Twilight Lodge.

You are devoured.

4
01Core
You can sense Yog-Sothoth in your thoughts, trying to consume your identity by filling your memories with ultimate knowledge. You struggle against the swirling energy that drags you forward, into the gate (Strength-1). Rather than being consumed by knowledge, you repeat a chant that can allegedly purge a mind of all memories (Lore). If you pass, you may gain an Amnesia Condition to place Eldritch token 1 Eldritch token on the Ancient One sheet. If you fail or do not gain the Condition, lose Sanity 3 Sanity. You know the gate. You are the gate. You are the key and guardian of the gate. Past, present, future, all are one in you.

You are devoured.

5
01Core
Despite the reports of the mad albino woman's death, she stands at this gate to wait for her child, the so-called Dunwich Horror, to call its father's name. As soon as she sees you, she casts a hex, and you attempt to produce a protective ward (Lore-1).[6] Your protective ward surprises her. You tell her that she's the last of the Whateley clan, hoping to intimidate her (Influence). Roll 1 less die for each Cultist Monster on the game board (minimum 1 die). If you pass, place Eldritch token 1 Eldritch token on the Ancient One sheet. If you fail, she recognizes your deceit; advance Doom Doom by 1. You know of no way to shield yourself from her powerful sorcery. Gain a Cursed Condition, a Madness Condition, and an Injury Condition.
6
01Core
You see a circle of stones, each covered with magic runes. You sense that this is some sort of test of your knowledge (Lore-1). You touch each rune in order, identifying yourself as a wizard. To your horror, you feel Yog-Sothoth taking over your mind, claiming you as its own (Will). Roll 1 less die for each Spell you have (minimum 1 die). If you pass, place Eldritch token 1 Eldritch token on the Ancient One sheet. If you fail, lose Sanity 3 Sanity. Yog-Sothoth does not recognize you as a sorcerer and ejects you from the gate; gain 2 Spells and a Dark Pact Condition.
7 02
Forsaken Lore
The landscape around you changes constantly as Yog-Sothoth drags you through all worlds and all times. You search desperately for anything familiar to find your way home (Observation-1). You sense your loved ones and mentally reach out to them for help (Influence). Roll 1 less die for each investigator that has been defeated or devoured. If you pass, your body is snapped back to reality, place Eldritch token 1 Eldritch token on the Ancient One sheet. If you fail, you drift further through worlds beyond; gain a Lost in Time and Space Condition. When your vision clears, you find yourself on a frozen plateau. No starts look down from the night sky. For a tragically brief time, you are the only living thing in the universe.

You are devoured.

8 02
Forsaken Lore
You are surprised to discover the indistinct silhouette of a man on the other side of the gate. Without knowing his identity, you try to convince him to help you navigate these strange other worlds (Influence-1). He introduces himself as Randolph Carter and offers you his Silver Key. You try to harness its power (Lore). You may gain a Dark Pact Condition to roll 3 additional dice. If your test result is 3 or greater, the key works; place Eldritch token 1 Eldritch token on the Ancient One sheet. Otherwise, you're hopelessly lost; gain a Lost in Time and Space Condition. He introduces himself as the wizard Zkauba, and he uses his arcane powers to steal your experiences.

Discard all of your Clue Clues, Spells, and Improvement tokens.

Strategy[]

Mystery token
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Lore[]

Within the musty tomes of arcane knowledge, penned by hands long turned to dust, there lies a tale veiled in cosmic dread—the lore of Yog-Sothoth, the All-in-One, the Lurker at the Threshold. In the eldritch annals of the Cthulhu Mythos, this ineffable entity stands as a guardian of cosmic secrets, a being whose presence transcends the very fabric of space and time.

Described in ancient manuscripts as a confluence of boundless spheres and iridescent tendrils, Yog-Sothoth is an entity of infinite knowledge and awareness. Its form, if form it can be called, is a grotesque amalgamation of angles and dimensions beyond mortal comprehension. It exists simultaneously at every point in the universe, a sentient nexus that witnesses the unfolding of past, present, and future with a detached omniscience.

Legends speak of Yog-Sothoth as a custodian of forbidden knowledge, a guardian of cosmic gateways that connect disparate realms. The astral currents that flow through the veiled dimensions are said to be under the watchful gaze of this cosmic sentience. The Lurker at the Threshold is both a key and a gate, holding the secrets to realities beyond mortal reckoning.

Whispers in the esoteric corridors of forgotten libraries tell of those who sought communion with Yog-Sothoth. Foolhardy scholars and seekers delving into the occult would perform intricate rituals, drawing upon ancient symbols and incantations to breach the veil between dimensions. In these moments of forbidden communion, Yog-Sothoth would manifest, its presence heralded by an uncanny radiance that defied the natural order.

To those who glimpsed the cosmic horror of Yog-Sothoth, the revelation was both enlightenment and madness. The knowledge bestowed by the All-in-One often proved too vast for mortal minds to bear, shattering sanity like fragile glass. Those who dared invite Yog-Sothoth's presence became forever bound to the eldritch currents, their fates interwoven with the cosmic tapestry the entity guarded.

Yog-Sothoth's name is uttered with reverence and fear, a testament to its cosmic significance. In the dim glow of candlelit chambers, occult scholars murmur incantations to invoke the Lurker at the Threshold, seeking forbidden knowledge that dances on the periphery of mortal understanding.

Thus, within the weathered pages of ancient manuscripts, the lore of Yog-Sothoth persists—a tale of a cosmic entity that transcends the limitations of time and space, beckoning those who dare to seek the forbidden wisdom that lies at the nexus of existence itself.

References[]

  1. This is for a hidden message in the rule book. For more information about this, see the decoding thread on BGG icon BoardGameGeek
  2. Co-leader of the Hermetic Order of the Silver Twilight in the role-playing game Call of Cthulhu's Shadows of Yog-Sothoth campaign. 
  3. A character in the story The Dreams in the Witch-House by H.P. Lovecraft. For more information about this, see the The Dreams in the Witch-House page on Lovecraft icon The H.P. Lovecraft Wiki.
  4. A character first appeared in the story The Dunwich Horror by H.P. Lovecraft. For more information about this, see the The Dunwich Horror page on Lovecraft icon The H.P. Lovecraft Wiki.
  5. For more information about this, see the Nodens page on Lovecraft icon The H.P. Lovecraft Wiki.
  6. For more information about this, see the Lavinia Whateley page on Lovecraft icon The H.P. Lovecraft Wiki.
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