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Threads of Fate


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Alejandro’s Plight
Alejandro’s Plight
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Alejandro’s Plight

Type: Act
Encounter Set: Threads of Fate
Clue Threshold: –
While Alejandro Vela is attached to an enemy, that enemy gets +2[per investigator] health.
Objective – If the enemy Alejandro Vela is attached to leaves play, advance.
If Alejandro Vela was attached to a Hunting Nightgaunt:
Alejandro collapses to the ground along with the winged creature’s body. He coughs and rises to his feet, shaking. “Th-that beast! It had me in its clutches...Who knows where it was taking me?”
The investigator nearest to the Hunting Nightgaunt takes control of Alejandro Vela. Remove the remainder of the “c/d” act deck from the game. If another act card is in play, continue playing. Otherwise, proceed to (->R1).
If Alejandro Vela was attached to Henry Deveau:
Henry collapses to the ground, exhausted and bloodied. “Wait! I...I’ll tell you where to find Alejandro!” He gives you an address in Rivertown, and you follow his directions. Inside the abandoned office building is Alejandro, not restrained but overjoyed to see you. “Thank goodness! You have to get me out of here!”
The investigator nearest to Henry Deveau takes control of Alejandro Vela. Remove the remainder of the “c/d” act deck from the game. If another act card is in play, continue playing. Otherwise, proceed to (->R1).
You believe you have discovered the identity of Alejandro’s kidnapper. Now you must fight to rescue your companion!
Quantity: 1
Number: 132
Illustrator: Joshua Cairós
Alejandro’s Prison
Alejandro’s Prison
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Alejandro’s Prison

Type: Act
Encounter Set: Threads of Fate
Clue Threshold: –
While Alejandro Vela is attached to a location, that location gets +2 shroud.
Objective – If Alejandro Vela is attached to a location with no remaining clues, advance.
If Alejandro Vela is attached to the Train Tracks:
After searching up and down for nearly an hour, you hear a voice coming from one of the storage cars. Sealed inside is Alejandro, murmuring to himself. “Thank goodness!” he exclaims as you enter. “I was just trying to figure out why they brought me here…”
The investigator nearest to the Train Tracks takes control of Alejandro Vela. Remove the remainder of the “c/d” act deck from the game. If another act card is in play, continue playing. Otherwise, proceed to (->R1).
If Alejandro Vela is attached to the Town Hall:
You manage to slip into the basement of the town hall without being spotted. You find Alejandro in one of the basement offices. He isn’t restrained, but he is overjoyed to see you. “Thank goodness! They brought me here by force. Though I don’t know why…”
The investigator nearest to the Town Hall takes control of Alejandro Vela. Remove the remainder of the “c/d” act deck from the game. If another act card is in play, continue playing. Otherwise, proceed to (->R1).
You believe that Alejandro is held captive somewhere in this location. You must rescue him!
Quantity: 1
Number: 131
Illustrator: Joshua Cairós
Arcane Research
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Arcane Research

Type: Asset
Class: Mystic
Cost: –
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Talent.
Permanent.
When you purchase Arcane Research, suffer 1 mental trauma.
After each scenario of a campaign, reduce the experience cost of the first
Spell card you upgrade before the next scenario by 1.
Quantity: 2
Number: 109
Illustrator: Dimitri Bielak
At the Exhibit
At the Exhibit
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At the Exhibit

Type: Act
Encounter Set: Threads of Fate
Clue Threshold: 2󲆃
Objective – Only investigators in the Eztli Exhibit can spend the requisite number of clues, as a group, to advance.
You search the exhibit where the relic was to be on display, looking for signs of where it may have been taken. As you search, you notice a shadow crawling along the wall. It quickly flits out of sight, and heavy footsteps echo through the halls beyond the gallery. Could it be that the culprit is still here?
You give chase, but the hooded figure has a lead on you and quickly escapes from the museum. At least now you have a trail to follow—and you won’t stop until the relic is yours again.
Search the encounter deck, discard pile, and victory display for a Brotherhood Cultist and spawn it in the location farthest from all investigators. Heal all damage from each Brotherhood Cultist in play.
Attach the set-aside Relic of Ages to the Brotherhood Cultist farthest from all investigators.
If there are 2 or fewer act decks in play, add 1 doom to the Brotherhood Cultist with the attached Relic of Ages.
Advance to Act 3a—“Recover the Relic.”
One of the museum security guards, a man named Drew Walker, recognizes you from your prior work with Alejandro and Dr. Horowitz. “Look, I ain’t supposed to be letting anybody into the exhibit…But the coppers don’t know from nothing when it comes to this hokum.” He steps aside and lets you pass. “If anybody asks, you slipped in while I was using the john, all right? Don’t take any wooden nickels.”
Quantity: 1
Number: 120
Illustrator: Joshua Cairós
At the Exhibit
At the Exhibit
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At the Exhibit

Type: Act
Encounter Set: Threads of Fate
Clue Threshold: 2󲆃
Objective – Only investigators in the Eztli Exhibit can spend the requisite number of clues, as a group, to advance.
You search the exhibit where the relic was to be on display, looking for signs of where it may have been taken. Though you find no concrete evidence, on the ground near the exhibit entrance, you do notice several recent scuff marks made by men’s shoes. You ask Drew who was last to see the exhibit after Alejandro left. “Some suits. Government types,” he replies. “They had clearing to see the exhibit from Mr. Walsted, the curator.” It’s far from proof of the relic’s location, but it’s a lead—hopefully one that will point you in the right direction.
Put the set-aside Town Hall location into play. If it was already in play, add add 1[per investigator] clues to it. Attach the set-aside Relic of Ages to the Town Hall.
If there are 2 or fewer act decks in play, add an additional 1[per investigator] clues to the Town Hall.
Advance to Act 3a–“Find the Relic.”
One of the museum security guards, a man named Drew Walker, recognizes you from your prior work with Alejandro and Dr. Horowitz. “Look, I ain’t supposed to be letting anybody into the exhibit…But the coppers don’t know from nothing when it comes to this hokum.” He steps aside and lets you pass. “If anybody asks, you slipped in while I was using the john, all right? Don’t take any wooden nickels.”
Quantity: 1
Number: 119
Illustrator: Joshua Cairós
At the Station
At the Station
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At the Station

Type: Act
Encounter Set: Threads of Fate
Clue Threshold: 2󲆃
Objective – Only investigators in the Arkham Police Station can spend the requisite number of clues, as a group, to advance.
None of the police officers have seen Alejandro, and they don’t seem interested in helping you find him. “It’s only been a couple days. He’ll turn up,” they say. They give excuses, trying to avoid filling out a report. Finally, just as you are about to leave in frustration, a homeless man being held for disorderly conduct grabs your elbow. “I saw ’im!” he drawls. “The man you describe, I saw ’im in the sky, carried in its clutches…” He describes a faceless winged creature while the officers nearby chuckle and roll their eyes. The man is clearly drunk…but could it be he’s telling the truth?
Search the encounter deck, discard pile, and victory display for a Hunting Nightgaunt and spawn it in the location farthest from all investigators. Heal all damage from each Hunting Nightgaunt in play.
Attach the set-aside Alejandro Vela to the Hunting Nightgaunt farthest from all investigators.
Advance to Act 3c—“Alejandro’s Plight.”
The police station might be open to the public in theory, but getting your story heard by the proper authorities requires a bit more finesse than you imagined.
Quantity: 1
Number: 127
Illustrator: Joshua Cairós
At the Station
At the Station
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At the Station

Type: Act
Encounter Set: Threads of Fate
Clue Threshold: 2󲆃
Objective – Only investigators in the Arkham Police Station can spend the requisite number of clues, as a group, to advance.
Revelation – Put Train Tracks into play. Attach the set-aside Alejandro Vela to Train Tracks. Advance to Act 3c—“Alejandro’s Prison.”
Northside is connected to Train Tracks.
[Action] Spend 1 clue: Draw 4 cards. (Limit once per game.)
The police station might be open to the public in theory, but getting your story heard by the proper authorities requires a bit more finesse than you imagined.
Quantity: 1
Number: 128
Illustrator: Joshua Cairós
Behind the Curtain
Behind the Curtain
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Behind the Curtain

Type: Agenda
Encounter Set: Threads of Fate
Doom Threshold: 6
[Action]: Resign. You don’t want to risk taking too long, so you head to safety with the information you’ve gathered.
The streets begin to empty as evening approaches. When the office buildings shut their doors, the clubs open theirs, in places both public and hidden from view. In downtown Arkham, the Ward Theatre is well lit and filled to capacity. The surrounding streets, however, are eerily quiet. Only soft footsteps from nearby alleyways hint at any sign of life, and a cold wind whistles through the air. The workday might have ended, but your work is far from over. The figures walking down the street start to fill you with a sense of dread instead of comfort.
Shuffle the encounter discard pile into the encounter deck.
If there are only 2 act decks in play, place 1 doom on agenda 3a as it is revealed.
If there is only 1 act deck in play, place 2 doom on agenda 3a as it is revealed.
This conspiracy runs much deeper than you had imagined. The more time you spend investigating these mysteries, the more you come to realize they are linked to one another. At the center of these secrets is an enigmatic organization, manipulating events behind the scenes...
Quantity: 1
Number: 115
Illustrator: Sebastian Rodriguez
Conspiracy of Blood
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Conspiracy of Blood

Type: Treachery
Encounter Set: Threads of Fate
Hex.
Revelation – Attach Conspiracy of Blood to the current agenda.
Attached agenda gets –1 doom threshold.
Each
Cultist enemy gains: “[Action] Parley. Test [Willpower] (4). If you succeed, discard 1 copy of Conspiracy of Blood from play. If you fail, place 1 doom on this enemy.”
Quantity: 2
Number: 146
Illustrator: Yoann Boissonnet
Counterspell
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Counterspell

Type: Event
Class: Mystic
Cost: 2
Level: 2
Willpower: 1
Intellect: 1
Combat: 0
Agility: 0
Wild: 0
Spell. Blessed.
Fast. Play when a [Skull], [Cultist], [Tablet], or [Elder Thing] chaos token is revealed during a skill test at your location.
Cancel that chaos token.
(Do not reveal a new chaos token to replace it.)
“Not on my watch.”
Quantity: 2
Number: 110
Illustrator: Matthew Cowdery
Curiositie Shoppe
Curiositie Shoppe
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Curiositie Shoppe

Type: Location
Encounter Set: Threads of Fate
Arkham.
Northside is connected to Curiositie Shoppe.
Northside is connected to Curiositie Shoppe.
While you are in the Curiositie Shoppe, reduce the cost of each
Relic asset you play by 2.
Owned by Oliver Thomas, the self-styled “Curiositie Shoppe” in Northside is an unusual store. On display in the front window is a collection of odd trinkets: a brass coal scuttle, a perambulator, an antique globe, and a model sailing ship, to name just a few.
Quantity: 1
Number: 142
Illustrator: Yoann Boissonnet
Fence
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Fence

Type: Asset
Class: Rogue
Cost: 3
Level: 1
Willpower: 0
Intellect: 0
Combat: 0
Agility: 1
Wild: 0
Connection. Illicit.
[Reaction] When you play an Illicit card during your turn, exhaust Fence: The Illicit card gains fast. If it was already fast, reduce its cost by 1 instead.
“Don’t worry. I know a guy.” – Leo De Luca
Quantity: 2
Number: 108
Illustrator: Alexandre Dainche
Find the Relic
Find the Relic
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Find the Relic

Type: Act
Encounter Set: Threads of Fate
Clue Threshold: –
While Relic of Ages is attached to a location, that location gets +2 shroud.
Objective – If Relic of Ages is attached to a location with no remaining clues, advance.
If the Relic of Ages is attached to the Town Hall:
After an hour of searching Arkham’s Town Hall, you notice a faint blue glow emanating from underneath the door to the city planner’s office. You break into the office without being noticed. The relic is lying on his desk, along with a map of the city that is covered in strange markings and iconography. Why is it here?
The investigator nearest to the Town Hall takes control of the Relic of Ages. Remove the remainder of the “a/b” act deck from the game. If another act card is in play, continue playing. Otherwise, proceed to (->R1).
If the Relic of Ages is attached to the Curiositie Shoppe:
Sure enough, the relic is tucked away in a corner of the shop’s storage room, hidden from sight.
The investigator nearest to the Curiositie Shoppe takes control of the Relic of Ages. Remove the remainder of the “a/b” act deck from the game. If another act card is in play, continue playing. Otherwise, proceed to (->R1).
You believe you have discovered the relic’s whereabouts. Now, you must scour this place from bottom to top in order to find it.
Quantity: 1
Number: 123
Illustrator: Joshua Cairós
Friends in High Places
Friends in High Places
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Friends in High Places

Type: Act
Encounter Set: Threads of Fate
Clue Threshold: –
Objective – If there are 1[per investigator] clues on Henry Deveau: You must remove them and immediately advance.
Revelation – Switch this card with the Bystander version of Henry Deveau, removing that version from the game. Attach the set-aside Alejandro Vela to Henry Deveau. Advance to Act 3c–“Alejandro’s Plight.”
Retaliate.
You can’t get into Alejandro’s hotel room, so you decide to question several of the occupants in the neighboring rooms. One of them informs you that Alejandro has been meeting often with an acquaintance of his, a government official named Henry Deveau. They tend to meet nightly at Velma’s Diner. Perhaps you should pay Henry a visit?
Quantity: 1
Number: 130
Illustrator: Joshua Cairós
Friends in High Places
Friends in High Places
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Friends in High Places

Type: Act
Encounter Set: Threads of Fate
Clue Threshold: –
Objective – If there are 1[per investigator] clues on Henry Deveau: You must remove them and immediately advance.
Henry looks about anxiously, then leans forward and speaks in a hushed tone. “All right, listen. I work downtown, as assistant to the city planner. He’s a bit of a funny bird. Quiet type, big ideas, likes to hole up in his office for hours at a time.” He rubs his hands together nervously. “Don’t know why he and Alejandro would ever be in the same room without my knowing—but last time I saw Alejandro, that’s right where he was: walking down the hall with my boss, flanked by a couple of intimidating fellas in black suits.” He gets up and puts on his coat, leaving two quarters on the table. “You didn’t hear this from me,” he insists before departing.
Put the set-aside Town Hall location into play, if it is not already in play.
Attach the set-aside Alejandro Vela to the Town Hall.
Advance to Act 3c–“Alejandro’s Prison.”
You can’t get into Alejandro’s hotel room, so you decide to question several of the occupants in the neighboring rooms. One of them informs you that Alejandro has been meeting often with an acquaintance of his, a government official named Henry Deveau. They tend to meet nightly at Velma’s Diner. Perhaps you should pay Henry a visit?
Quantity: 1
Number: 129
Illustrator: Joshua Cairós
Harlan Is in Danger!
Harlan Is in Danger!
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Harlan Is in Danger!

Type: Act
Encounter Set: Threads of Fate
Clue Threshold: 2󲆃
Objective – Only investigators in Miskatonic University can spend the requisite number of clues, as a group, to advance.
Revelation – Put Harlan Earnstone into play in Easttown.
[Action] Discard the top 3 cards of your deck: Parley. You try to snap Earnstone out of his daze. Test [Willpower] (4). If you succeed, place 1 clue on him (from the token pool).
Harlan has custody of the relic, but he believes he is being followed. The last time you heard from him, he was in his office at the university.
Quantity: 1
Number: 118
Illustrator: Joshua Cairós
Harlan’s Curse
Harlan’s Curse
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Harlan’s Curse

Type: Act
Encounter Set: Threads of Fate
Clue Threshold: –
Objective – If there are 1[per investigator] clues on Harlan Earnstone: You must remove them and immediately advance.
Harlan finally snaps out of his daze, returning to his normal self. He tells you that he was accosted by several figures in brown robes, who asked him where he’d hidden the relic. They used some kind of hypnotism to pry the knowledge from him by force. He had no choice but to tell them the truth—that he’d brought the relic to the Curiositie Shoppe and gave it to one of his associates. If you make haste, perhaps you can reach the relic before the brown-robed figures do!
Attach the set-aside Relic of Ages to the Curiositie Shoppe.
If there are 2 or fewer act decks in play, search the encounter deck for 1 Acolyte (2 Acolytes instead if there are 3 or 4 investigators in the game). Spawn each searched-for Acolyte in the Curiositie Shoppe.
Advance to Act 3a–“Find the Relic.”
There is no sign of Harlan in his office, but one of the assistants in the administration building informs you that he took the day off and went to his home in Easttown.
Quantity: 1
Number: 121
Illustrator: Joshua Cairós
Harlan’s Curse
Harlan’s Curse
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Harlan’s Curse

Type: Act
Encounter Set: Threads of Fate
Clue Threshold: –
Objective – If there are 1[per investigator] clues on Harlan Earnstone: You must remove them and immediately advance.
Revelation – Switch this card with the Bystander version of Harlan Earnstone, removing that version from the game. Attach the set-aside Relic of Ages to Harlan Earnstone. Advance to Act 3a–“Recover the Relic.”
Forced – After you successfully evade Harlan Earnstone by 3 or more: Add him to the victory display.
There is no sign of Harlan in his office, but one of the assistants in the administration building informs you that he took the day off and went to his home in Easttown.
Quantity: 1
Number: 122
Illustrator: Joshua Cairós
Hidden Entanglements
Hidden Entanglements
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Hidden Entanglements

Type: Agenda
Encounter Set: Threads of Fate
Doom Threshold: 6
[Action]: Resign. You don’t want to risk taking too long, so you head to safety with the information you’ve gathered.
Midnight arrives, but your work is not done. You wander the streets of Arkham for hours, frustrated as the trails you have pursued grow cold over time. When the sun rises, fatigue has wreaked havoc on your body and mind.
Each surviving investigator is defeated and suffers 1 mental trauma.
Who can you trust in this city of lies? Arkham may be safe from the perils of the jungle, but you are far from safe here. Each passing stranger in the dark of night could be a kidnapper, a thief, or a killer. Each glance they send your way could be the last thing you ever see.
Quantity: 1
Number: 116
Illustrator: Sebastian Rodriguez
Expedition Journal
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Expedition Journal

Type: Asset
Class: Neutral
Cost: 2
Level: 0
Willpower: 0
Intellect: 2
Combat: 0
Agility: 0
Wild: 0
Item. Tome.
You may take an additional action during your turn, which can only be used to explore.
Quantity: 1
Number: 148
Illustrator: Maggie Ivy
Ichtaca
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Ichtaca

Type: Asset
Class: Neutral
Cost: 4
Level: 0
Willpower: 0
Intellect: 0
Combat: 1
Agility: 1
Wild: 1
Health: 3
Sanity: 2
Slot: Ally
Ally. Eztli. Wayfarer.
You get +1 [Combat] (+2 [Combat] instead while attacking an enemy with Victory X).
You get +1 [Agility] (+2 [Agility] instead while attempting to evade an enemy with
Vengeance X).
[Reaction] After you add an enemy to the victory display, exhaust Ichtaca: You and Ichtaca each heal 1 horror.
Quantity: 1
Number: 147
Illustrator: Magali Villeneuve
Lucky Cigarette Case
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Lucky Cigarette Case

Type: Asset
Class: Rogue
Cost: 2
Level: 0
Willpower: 1
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Slot: Accessory
Item. Charm.
[Reaction] After you succeed at a skill test by 2 or more, exhaust Lucky Cigarette Case: Draw 1 card.
“It’s not really all that lucky. Just in the mood for a smoke.”
Quantity: 2
Number: 107
Illustrator: Dual Brush Studios
Marksmanship
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Marksmanship

Type: Event
Class: Guardian
Cost: 2
Level: 1
Willpower: 0
Intellect: 0
Combat: 1
Agility: 1
Wild: 0
Tactic.
Fast. Play when you activate the Fight ability on a Firearm or Ranged asset.
This attack can target an enemy at a connecting location. Ignore the aloof and retaliate keywords for this attack. If this attack succeeds against an enemy not engaged with you, the attack deals +1 damage.
Quantity: 2
Number: 104
Illustrator: Alexander Kozachenko
Missing Persons
Missing Persons
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Missing Persons

Type: Act
Encounter Set: Threads of Fate
Clue Threshold: 1󲆃
Objective – Only investigators in Easttown can spend the requisite number of clues, as a group, to advance.
Revelation – Put the Arkham Police Station into play.
Easttown is connected to Arkham Police Station.
[Action]: Search the top 6 cards of your deck for a Weapon card and add it to your hand. Shuffle your deck.
Suspecting foul play, you’ve decided to go to the police to enlist their help in searching for Alejandro.
Quantity: 1
Number: 126
Illustrator: Joshua Cairós
Nobody’s Home
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Nobody’s Home

Type: Treachery
Encounter Set: Threads of Fate
Mystery.
Revelation – Attach to your location. If there are no clues on your location, Nobody’s Home gains surge.
You must spend 1 additional action to investigate attached location.
Forced – If there are no clues on attached location: Discard Nobody’s Home.
Quantity: 2
Number: 145
Illustrator: Joshua Cairós
Perseverance
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Perseverance

Type: Event
Class: Survivor
Cost: 2
Level: 0
Willpower: 2
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Spirit.
Fast. Play when you are assigned damage and/or horror that would defeat you.
Cancel up to 4 of that damage and/or horror.
Calloused hands and a determined heart were all she needed.
Quantity: 2
Number: 111
Illustrator: Dual Brush Studios
Persuasion
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Persuasion

Type: Event
Class: Seeker
Cost: 2
Level: 0
Willpower: 1
Intellect: 1
Combat: 0
Agility: 0
Wild: 0
Insight. Trick.
Parley. Choose a non-weakness Humanoid enemy at your location and test [Intellect] (3). This test gets +X difficulty, where X is that enemy’s horror value. If you succeed, shuffle the chosen enemy into the encounter deck. If the chosen enemy is Elite, automatically evade it instead.
Quantity: 2
Number: 105
Illustrator: Rafał Hrynkiewicz
Recover the Relic
Recover the Relic
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Recover the Relic

Type: Act
Encounter Set: Threads of Fate
Clue Threshold: –
While Relic of Ages is attached to an enemy, that enemy gets +2[per investigator] health.
Objective – If the enemy the Relic of Ages is attached to leaves play, advance.
If the Relic of Ages was attached to a Brotherhood Cultist:
As the robed figure collapses, the relic falls out of his cloak, clattering to the ground and rolling to a stop nearby. It is pulsing with an odd glow, as though aware it is being searched for.
The investigator nearest to the Brotherhood Cultist’s location takes control of the Relic of Ages. Remove the remainder of the “a/b” act deck from the game. If another act card is in play, continue playing. Otherwise, proceed to (->R1).
If the Relic of Ages was attached to Harlan Earnstone:
Harlan snaps out of his daze and collapses, holding his head in pain. “What was I—?” His eyes widen as he realizes what he has done, and he pulls the relic out of his coat, offering it to you. “T-take it!” He says. “You can keep it safer than I can.”
The investigator nearest to Harlan Earnstone’s location takes control of the Relic of Ages. Remove the remainder of the “a/b” act deck from the game. If another act card is in play, continue playing. Otherwise, proceed to (->R1).
You’ve discovered who is carrying the relic. Now, you must secure it from them, whatever the cost!
Quantity: 1
Number: 124
Illustrator: Joshua Cairós
Scene of the Crime
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Scene of the Crime

Type: Event
Class: Guardian
Cost: 2
Level: 0
Willpower: 0
Intellect: 1
Combat: 1
Agility: 0
Wild: 0
Insight. Bold.
Play only as your first action.
Discover 1 clue at your location (2 clues instead if there is an enemy at that location). This action does not provoke attacks of opportunity.
Quantity: 2
Number: 103
Illustrator: Andreia Ugrai
Search for Alejandro
Search for Alejandro
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Search for Alejandro

Type: Act
Encounter Set: Threads of Fate
Clue Threshold: 1󲆃
Objective – Only investigators in Easttown can spend the requisite number of clues, as a group, to advance.
Revelation – Put Henry Deveau into play in Velma’s Diner.
[Action] Choose and discard a card from your hand: Parley. You discuss Alejandro’s whereabouts. Test [Intellect] (3). If you succeed, place 1 clue on this card (from the token pool).
You’ve decided to search for Alejandro on your own, believing you will have a better shot at finding him without involving the police. His hotel is in Easttown, so you begin your search there.
Quantity: 1
Number: 125
Illustrator: Joshua Cairós