Sathquorra folded on a throne like a vast moth

The Ancient Ones

Sathquorra

The Unfolding Eye

  • DifficultyMedium
  • Doom starts at24
  • MysteriesSolve 3 of 5
  • If it wakesYou lose

The lore

Every night more people dream of the same palace: endless corridors, every door ajar, and at the centre a throne with something folded upon it like a sleeping moth.

A widow keeps her late husband’s dream journal; its last forty pages are the same corridor, drawn from the same angle. A clinic tends patients who cannot wake, their eyes moving in unison beneath their lids. An artist has painted the same door a hundred times, and in the newest canvas it stands open. In an abandoned theatre, moths cover the walls, and their wings make a single great eye.

Each night the thing on the throne unfolds a little more. When its eye opens fully, everyone dreaming will wake inside it.

How it plays

What sets Sathquorra apart

Every Ancient One shares the same goal for the investigators: solve three mysteries before Doom reaches zero. This is how Sathquorra bends the rules.

When the game begins

Everyone has already had the dream: each investigator starts the game with Voices in the Walls, a Madness condition. In return, Doom starts at 24, the most time any Ancient One allows.

At every reckoning

Madness feeds the Eye. Every investigator carrying a Madness condition, such as Voices in the Walls, Creeping Suspicion or Waking Dreams, loses 1 Mind. Its servants and its research hand those conditions out freely, so clear them when you can, unless the dream is where you need to be.

Its servants

The Mirror Twin leaves Creeping Suspicion behind and the Whisper Hive leaves Voices in the Walls. Somnambulists are easy prey, and each one murmurs a secret as it wakes: defeat one and gain a Clue.

If it awakens

There is no last stand. If Doom reaches zero, the Eye opens, everyone who has ever dreamed wakes in the palace, and the waking world quietly ends. The investigators have lost.

Mysteries

What the investigators must do

The mysteries are drawn in a random order, one at a time. Solve three and Sathquorra is sealed away before it can wake. The bigger the team, the more each mystery asks of it.

  1. Keys to the Palace

    Spells and relics act as keys to the dream-palace’s doors. Every Spell or Artifact gained while this mystery is active counts towards it.

  2. The Courtier Walks

    Summons the nemesis

    The Lidless Courtier has stepped out of a dream in Prague. Defeat it before it reaches you.

  3. Lucid Cartography

    Map the palace by comparing dreamers’ accounts. Investigators in a City spend Clues during the Encounter phase to chart it.

  4. Wake the Sleepers

    Each rift is an unlocked door in the palace. Close rifts while this mystery is active to shut them.

  5. Walk the Dream

    To find the throne you must sleep and walk its halls. Every investigator gains Voices in the Walls, and at each reckoning, every investigator touched by Madness moves this mystery forward.

No final mystery

The Eye opens

Sathquorra gives no second chance. If Doom reaches zero before three mysteries are solved, the game is lost.

Servants

What walks in its name

These horrors only appear while Sathquorra stirs, and they come in greater numbers than the wandering monsters of the world.

Somnambulist

Minion

Somnambulist

Its eyes are closed. They are also, somehow, watching.

Defeat it and gain 1 Clue as it wakes.

The Lidless Courtier

Nemesis

The Lidless Courtier

It bows. You find yourself bowing back, and cannot remember how to stop.

Tougher for every investigator in the game. It stalks the nearest investigator each reckoning.

Mirror Twin

Mirror Twin

It wears your face better than you do, and your friends have started to notice.

Gives Creeping Suspicion to investigators on its space at the reckoning.

The Threadbare Man

The Threadbare Man

A coat with nobody in it, standing at the end of every street you turn down.

Stalks the nearest investigator, one space each reckoning.

Whisper Hive

Whisper Hive

A paper-wasp nest the size of a carriage, buzzing in a language that almost makes sense.

Gives Voices in the Walls to investigators on its space at the reckoning.

Veil Leech

Veil Leech

It fastens to the thin places of the world and drinks whatever leaks through.

Drains 1 Mind from investigators on its space at the reckoning.

Glass Hound

Glass Hound

You can see your own reflection in its flanks, a half-second behind you.

Stalks the nearest investigator, one space each reckoning.

The Quiet Surgeon

The Quiet Surgeon

Rubber apron, steady hands, and instruments that cut along seams you did not know you had.

Takes 1 Body from investigators on its space at the reckoning.