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The Search for Kadath


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Seek Out the Night
Seek Out the Night
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Seek Out the Night

Type: Act
Encounter Set: The Search for Kadath
Clue Threshold: –
Objective – Find and uncover as many Signs of the Gods in this region as you can. At the end of the round, if each investigator is at the same Port location, you may move to another region by advancing this act.
Objective – If the investigators have unveiled 10 Signs of the Gods, proceed to (->R1).
You finally return to your ship, ready to leave this accursed land behind. “Let’s not tarry in this godsforsaken place any longer,” the captain says, barking orders to his crew. “Ilek-Vad may be a jewel, but the lands beyond are frought with danger. Pick a heading. Any heading. Just so long as it is far away from here.”
Search the encounter deck, discard pile, and all play areas for the Horde of Night and Stalking Manticore enemies and remove each of them from the game.
Shuffle the encounter discard pile into the encounter deck.
The investigators must decide (choose one). You cannot choose a place you have already visited. If you have already visited each of the listed areas, proceed to
(->R1)..
–Visit the isle of Oriab to the south. Resolve
Oriab Setup in the Campaign Guide.
–Visit the ancient land of Mnar to the west. Resolve
Mnar Setup in the Campaign Guide.
–Visit the kingdom of the Timeless Realm to the east. Resolve
Timeless Realm Setup in the Campaign Guide.
From the relative safety of the fabulous city of Ilek-Vad, you may cross into the hellish and bizarre landscape of the Forbidden Lands. East of this barren and blasted landscape lie the lands which have been ravaged by the hordes of Night.
Quantity: 1
Number: 125
Illustrator: Julian Kok
Serannian
Serannian
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Serannian

Type: Location
Encounter Set: The Search for Kadath
Victory: 1
Ooth-Nargai. City. Port.
Veiled.
If there are 3 or 4 investigators in the game, Serannian gets +1 clue value.
As an additional cost for you to enter or leave Serannian, you must choose and discard a card from your hand.
The beautiful city of Serannian is a refuge from all the world’s ills. In these turreted cloud-castles that hang in a heavenly sky, time slows to a halt. The allure of this city is ageless. You could lose yourself for years within its marbled streets and perfect gardens and never notice the difference. It is so peaceful that you nearly forget your quest, as well as the fact that your physical body still sleeps in the real world. Even so, you cannot help but wonder: Would it be better to simply stay in this tranquil realm and let your mind remain at peace, even while your body ages and withers away?
Each investigator at Serannian heals 2 damage and gains 2 resources.
You have uncovered a Sign of the Gods
(place 1 resource on the scenario reference card).
Flip this card back over.
“…the marble cloud-city of Serannian, that lies in ethereal space beyond where the sea meets the sky…” – H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Quantity: 1
Number: 140
Illustrator: Leanna Crossan
Skai River
Skai River
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Skai River

Type: Location
Encounter Set: The Search for Kadath
Skai. River.
Forced – When you attempt to leave Skai River, if it has not yet been flipped over: Test [Willpower] (2) or [Agility] (2). If you fail, flip this card over and resolve the text on its other side.
The wilds of the Skai region may appear peaceful, but they are far from safe. You are compelled to travel slowly and take in the beauty and tranquility of this realm, but your dawdling makes you a target for the vicious creatures that call the wetlands home.
Cancel the effects of the move.
If there are no
Creature enemies at Skai River, discard cards from the top of the encounter deck until a Creature enemy is discarded, and spawn that enemy engaged with you.
Otherwise, add 1 swarm card to a
Creature enemy at Skai River.
Flip this card back over.
“…soon afterward he came to the great stone bridge across the Skai, into whose central pier the masons had sealed a living human sacrifice…” – H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Quantity: 1
Number: 128
Illustrator: Leanna Crossan
Song of the Magah Bird
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Song of the Magah Bird

Type: Treachery
Encounter Set: The Search for Kadath
Curse.
Revelation – Attach to your location.
Forced – After you move out of attached location: Take 1 horror, place 1 doom on the current agenda, and discard Song of the Magah Bird. This effect can cause the current agenda to advance.
[Action]: Test [Willpower] (4) to resist the call or [Combat] (4) to drive away the birds. If you succeed, discard Song of the Magah Bird.
Quantity: 2
Number: 153
Illustrator: Ian Kirkpatrick
Stalking Manticore
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Stalking Manticore

Type: Enemy
Encounter Set: The Search for Kadath
Fight: 4
Health: 3
Evade: 2
Damage: 2
Horror: 1
Victory: 1
Creature. Monster. Elite.
Forced – If you successfully evade Stalking Manticore: Disengage from it, but do not exhaust it. Until the end of the phase, it cannot engage you.
Victory 1.
Quantity: 1
Number: 146
Illustrator: Matthew Cowdery
Temple of Unattainable Desires
Temple of Unattainable Desires
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Temple of Unattainable Desires

Type: Location
Encounter Set: The Search for Kadath
Victory: 1
Ooth-Nargai. Temple.
Veiled.
The way into the temple is barred shut. You cannot enter the Temple of Unattainable Desires unless an investigator has “beseeched the king.”
In the deepest section of the temple lies its greatest hall and its greatest curse. The moment you pass under its low, narrow doorway, you find yourself in another realm altogether: a twisted, hellish version of the city outside. The streets are lined with tottering houses that lean together so that they almost form tunnels, blotting out what passes for the sky in this nightmare realm. Only a single baleful star shines in the perpetual twilight, visible between the leaning basalt towers and twisted streets.
Put the set-aside The City-Which-Appears-On-No-Map location into play.
Flip this card back over.
The interior of the temple is even darker and more twisted than the city in which it dwells. Hooded lanterns bathe its halls in dim crimson light, and no friendly faces greet you within.
Quantity: 1
Number: 142
Illustrator: Hai Hoang
Tenebrous Nightgaunt
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Tenebrous Nightgaunt

Type: Enemy
Encounter Set: The Search for Kadath
Fight: 4
Health: 4
Evade: 1
Damage: 1
Horror: 1
Monster. Nightgaunt.
Hunter.
Forced – When Tenebrous Nightgaunt leaves play as a result of an act’s setup: Set it aside (it keeps all tokens and attachments). After resolving the act’s setup, put it back into play at any City location.
Quantity: 2
Number: 150
Illustrator: Stephen Somers
The City-Which-Appears-On-No-Map
The City-Which-Appears-On-No-Map
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The City-Which-Appears-On-No-Map

Type: Location
Encounter Set: The Search for Kadath
Victory: 2
City. Otherworld.
Veiled.
For each Priest of a Thousand Masks at the City-Which-Appears-On-No-Map, reduce its shroud by 1.
Forced – After you fail a skill test while investigating the City-Which-Appears-On-No-Map: Search the encounter deck and discard pile for a Priest of a Thousand Masks and spawn it here. Shuffle the encounter deck.
You traverse the tangled streets of this dark, abandoned realm for what seems like many hours. You cannot tell the passage of time, for the star that hangs above you never moves, and the rest of the sky is empty and devoid of all light. Finally you reach the square in the center of town, directly below the baleful star. Its red glare shines down on a statue depicting an otherworldly abomination. The inscription in the stone before the statue is riddled with astrological symbols and strange names, but nothing more. The moment you read one of the names, the city begins to collapse, and you are whisked away by an incomprehensible force. You awaken several hours later, your head spinning. Your arms and legs are covered in thin, bloody incisions.
You have uncovered two Signs of the Gods
(place 2 resources on the scenario reference card).
Discard each enemy here. Move each investigator here to the Temple of Unattainable Desires (cannot be canceled). Flip this card back over and add it to the victory display.
Quantity: 1
Number: 143
Illustrator: Hai Hoang
The Doom That Came Before
The Doom That Came Before
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The Doom That Came Before

Type: Act
Encounter Set: The Search for Kadath
Clue Threshold: –
Objective – Find and uncover as many Signs of the Gods in this region as you can. At the end of the round, if each investigator is at the same Port location, you may move to another region by advancing this act.
Objective – If the investigators have unveiled 10 Signs of the Gods, proceed to (->R1).
Your options in this region exhausted, you make your way back to your ship. The captain orders the crew to get ready to leave port. “Wasn’t sure if you’d be back in time, but here you are,” the captain says with a grin. “Well? Where to?”
Search the encounter deck, discard pile, and all play areas for the Beings of Ib enemy and remove it from the game.
Shuffle the encounter discard pile into the encounter deck.
The investigators must decide (choose one). You cannot choose a place you have already visited. If you have already visited each of the listed areas, proceed to
(->R1).
–Visit the isle of Oriab to the south. Resolve
Oriab Setup in the Campaign Guide.
–Visit the Forbidden Lands to the north. Resolve
Forbidden Lands Setup in the Campaign Guide.
–Visit the kingdom of the Timeless Realm to the east. Resolve
Timeless Realm Setup in the Campaign Guide.
The ancient, fabled land of Mnar is one of the oldest regions in the Dreamlands, where wandering nomadic tribes settled city-states that grew in size and power over untold ages, until they became the metropolises that stand today.
Quantity: 1
Number: 124
Illustrator: Julian Kok
The Isle of Oriab
The Isle of Oriab
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The Isle of Oriab

Type: Act
Encounter Set: The Search for Kadath
Clue Threshold: –
Objective – Find and uncover as many Signs of the Gods in this region as you can. At the end of the round, if each investigator is at the same Port location, you may move to another region by advancing this act.
Objective – If the investigators have unveiled 10 Signs of the Gods, proceed to (->R1).
As you board your ship once again, you find the crew loading barrels of trade goods: furs, ore, exotic spices, and the like. “We’ll make a killing with these back on the mainland,” the captain says, clapping your shoulder. “Hope you found what you were looking for, too. Where do you want to head next?”
Shuffle the encounter discard pile into the encounter deck.
The investigators must decide (choose one). You cannot choose a place you have already visited. If you have already visited each of the listed areas, proceed to
(->R1).
–Visit the ancient land of Mnar to the west. Resolve
Mnar Setup in the Campaign Guide.
–Visit the Forbidden Lands to the north. Resolve
Forbidden Lands Setup in the Campaign Guide.
–Visit the kingdom of the Timeless Realm to the east. Resolve
Timeless Realm Setup in the Campaign Guide.
To the south lies the small but thriving volcanic island of Oriab, dominated by the dormant volcano called Ngranek. The Bay of Baharna, marked by twin lighthouses, Thon and Thal, overlooks the Southern Sea.
Quantity: 1
Number: 123
Illustrator: Julian Kok
The King’s Decree
The King’s Decree
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The King’s Decree

Type: Act
Encounter Set: The Search for Kadath
Clue Threshold: –
Objective – Find and uncover as many Signs of the Gods in this region as you can. At the end of the round, if each investigator is at the same Port location, you may move to another region by advancing this act.
Objective – If the investigators have unveiled 10 Signs of the Gods, proceed to (->R1).
Your ship’s crew grumbles in protest when you announce your intention to leave. “Can you blame them?” the captain leans in and says quietly as the crew prepares for the voyage. “They would stay in port here forever if they could. But alas, the sea calls. So, where are we headed next?”
Search the encounter deck, discard pile, and all play areas for The Crawling Mist enemy and remove it from the game.
Shuffle the encounter discard pile into the encounter deck.
The investigators must decide (choose one). You cannot choose a place you have already visited. If you have already visited each of the listed areas, proceed to
(->R1).
–Visit the isle of Oriab to the south. Resolve
Oriab Setup in the Campaign Guide.
–Visit the ancient land of Mnar to the west. Resolve
Mnar Setup in the Campaign Guide.
–Visit the Forbidden Lands to the north. Resolve
Forbidden Lands Setup in the Campaign Guide.
Much of the valley realm of Ooth-Nargai, ruled by the dreamer Kuranes, eludes the grasp of time. Nothing here ages or falls into disrepair. It is a realm of wonders and marvels—how many years might pass here before you even noticed?
Quantity: 1
Number: 126
Illustrator: Julian Kok
The Search for Kadath
The Search for Kadath
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The Search for Kadath

Type: Scenario
Encounter Set: The Search for Kadath
[Skull] : –X. X is the number of Signs of the Gods the investigators have uncovered.
[Cultist]: Reveal another token. If this token is revealed during an investigation and this skill test fails, increase this location’s shroud by 1 for the remainder of the round.
[Tablet]: –2. If you fail, either take 1 damage and 1 horror, or place 1 doom on the current agenda.
[Elder Thing]: +2. The black cat points you in the right direction. If this token is revealed during an investigation and you succeed, discover 1 additional clue.
[Skull] : –X. X is 1 more than the number of Signs of the Gods the investigators have uncovered.
[Cultist]: Reveal another token. If this token is revealed during an investigation and this skill test fails, increase this location’s shroud by 2 for the remainder of the round.
[Tablet]: –3. If you fail, either take 1 damage and 1 horror, or place 1 doom on the current agenda.
[Elder Thing]: +1. The black cat points you in the right direction. If this token is revealed during an investigation and you succeed, discover 1 additional clue.
Quantity: 1
Number: 119a
Illustrator: —————
Ulthar
Ulthar
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Ulthar

Type: Location
Encounter Set: The Search for Kadath
Skai. City.
Veiled.
As you walk the streets of the town, a horde of cats slowly congregates around you, following you everywhere you go.
Check Campaign Log. If the cats collected their tribute from the Zoogs, read the following:
One by one, the cats demand a tribute in the form of physical affection. Despite the urgency of your task, they rub against your legs, leap onto your lap, and do not leave until they are thoroughly adored.
Lose all of your remaining actions and end your turn.
If the investigators forced their way into the temple, read the following:
The next thing you know, the cats have you completely surrounded. They hiss and growl, closing in from all sides.
Spawn the Cats of Ulthar enemy engaged with you.
Regardless:
Flip this card back over.
“Very pleasant were the suburbs of Ulthar, with their little green cottages and neatly fenced farms; and still pleasanter was the quaint town itself...” – H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Quantity: 1
Number: 127
Illustrator: Frej Agelii
Wondrous Lands
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Wondrous Lands

Type: Treachery
Encounter Set: The Search for Kadath
Power.
Revelation – If there are no clues on your location, discard Wondrous Lands, and it gains surge. Otherwise, attach Wondrous Lands to your location.
Attached location gets –2 shroud.
Forced – After you successfully investigate attached location: Take 1 horror, place 1 doom on the current agenda, and discard Wondrous Lands. This effect can cause the current agenda to advance.
Quantity: 2
Number: 154
Illustrator: Leanna Crossan
Zulan-Thek
Zulan-Thek
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Zulan-Thek

Type: Location
Encounter Set: The Search for Kadath
Forbidden. City.
Veiled.
Forced – At the end of the round: Add 1 swarm card to Horde of Night for each investigator in Zulan-Thek.
The greatest structure within the ruined city is its crypt. Beyond its massive stone door lies a labyrinth of lightless passages wherein sleep the dead of Zulan-Thek: decaying bones of those both important and inconsequential, from simple farmers and laborers to wizards, witches, and necromancers executed for practicing their magical arts. As you traverse the shrouded halls, the only signs of life you come across are a sobbing voice whose owner you cannot ever seem to find, and the scraping of claws along the inside of a sealed stone door that you dare not open. You cannot wait to leave this ominous pit, and yet you know there may be many secrets hidden within.
You have uncovered a Sign of the Gods
(place 1 resource on the scenario reference card).
Add Horde of Night to the victory display.
Flip this card back over.
It is said that Zulan-Thek, once a mighty city, feared their dead and the Night alike. It was both which rose up to destroy the city in the end.
Quantity: 1
Number: 135
Illustrator: Nele Diel