All life is only a set of pictures in the brain, among which there is no difference betwixt those born of real things and those born of inward dreamings, and no cause to value the one above the other.

–H.P. Lovecraft, "The Silver Key"

Your greatest fear has come to fruition. The maddening horrors you have witnessed and battled for so long have finally driven you to the asylum. How foolish you were to investigate the terrors accompanying The King in Yellow, but there can be no turning back from what awaits you. The Unspeakable Oath Mythos Pack for the Path to Carcosa cycle of Arkham Horror: The Card Game is now available at your local reatiler or online through our website!

Enter the Asylum

The Unspeakable Oath equips you with two copies each of twelve different player cards, including upgraded versions of familiar cards and entirely new cards that have never appeared in the Arkham Horror LCG before. You can play this scenario as part of the Path to Carcosa cycle or as its own standalone adventure. After all, you never know when a trip to the asylum may prove beneficial to your health.

After all the warnings, all the signs that you should have given up your investigation, terrors still burn within your mind in the aftermath of the cursed play, The King in Yellow. Even after the curtain fell, you pursued answers at the Arkham Historical Society and listened to the Echoes of the Past. All you have seen and the dark secrets you have learned have shredded your sanity, and now, you find yourself trapped in the madhouse. But you don’t belong here, where the shrieks of the earthly damned echo down the asylum’s twisted hallways, tormenting you with Doubt of your own sanity. You have to get out.

But first, you need answers. Clues about the mysterious play’s origins and the effects of its latest performance are hidden within the confines of the asylum, but every path is blocked. Locked doors are nothing new to you in your investigations, but something is different here. You can almost feel the Walls Closing In (The Unspeakable Oath, 188). To make matters worse, your fellow patients do not seem particularly fond of you, and you find yourself terrorized by raving Lunatics who wander the halls of Arkham Asylum.

Madness Takes Its Toll

Beyond these tormented souls, you’re all alone. Your fellow investigators cannot help you. They do not understand you. The Unspeakable Oath emphasizes this growing paranoia with the Hidden keyword, first introduced in the Path to Carcosa deluxe expansion. This keyword forces you to keep certain cards secret from the other investigators, isolating you in an environment where solitude is not desirable. When you stare into the void of existence, the void stares back.

As your stay in the Arkham Asylum progresses, you may see that perhaps it is time to surrender to the horrors of what you have experienced. You may become one with your fellow inmates if you receive the Gift of Madness (The Unspeakable Oath, 187). This newfound bond with the asylum’s inhabitants, which of course you cannot reveal to your companions, prevents you from attacking any of the misunderstood Lunatics. The only way to rid yourself of this gift is to choose a set-aside Monster and add it to the bottom of the act deck—to what purpose, you can only guess at.

If you cannot trust those who entered the asylum alongside you, perhaps you can place your faith in the new allies that arrive in the form of Patrons. The unscrupulous investor Dario El-Amin (The Unspeakable Oath, 151) is always willing to offer aid, at least to his most affluent allies. While you have ten or more resources, Dario El-Amin offers a bonus to both your willpower and intellect. Additionally, you may benefit from the help of Charles Ross Esq. (The Unspeakable Oath, 149), a master of acquisitions and solicitation. The skills demanded by his position can help you get a fair deal with your purchases—and he can support any investigator at your location, not just you. By acting as a go-between, this ally lets you spend resources to help pay for the Items played by other investigators at your location. Only by sharing your information, resources, and strength will you be able to reclaim your freedom.

The Horror of Reality

It was always going to come to this. Find your way through the twisted halls of Arkham Asylum and complete the investigation before your sanity shatters and your only comfort is the warm embrace of a straitjacket.