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A Light in the Fog


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The Lighthouse
The Lighthouse
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The Lighthouse

Type: Act
Encounter Set: A Light in the Fog
Clue Threshold: 3
Objective – Spend the requisite number of clues before the agenda advances.
As you tiptoe through the old, timeworn structure, you hear muffled conversation from within the small cottage attached to the lighthouse. You press your ear upon a nearby wall and stand perfectly still, your heart racing.
“Find them,” a deep, croaking voice orders. “Do not let them reach the grotto. The Order’s secrets must be preserved.”
“Yes, Oceiros,” a few quiet voices reply in unison. You wait until the sound of footsteps has faded before you resume your investigation. It looks like your hunch was right. Oceiros is here!
Spawn the set-aside Oceiros Marsh enemy in Lighthouse Keeper’s Cottage, exhausted. Place the set-aside blue key on him.
Shuffle each set-aside copy of Worth His Salt into the encounter deck.
Put the set-aside Lighthouse Basement location into play directly below Lighthouse Stairwell.
Advance the agenda directly to agenda 2a
(do not resolve agenda 1b).
All signs point to this lighthouse being a base of operations for the Esoteric Order of Dagon. There’s not much left of Innsmouth to investigate, so this is your best chance to find answers. What exactly is the Order up to? You must find out before they realize you’re here…
Quantity: 1
Number: 236
Illustrator: Imad Awan
The Tide Rises
The Tide Rises
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The Tide Rises

Type: Agenda
Encounter Set: A Light in the Fog
Doom Threshold: 10
Locations on the same row are connected to one another.
Familiar, heavy breathing echoes across the slick rocks of the caverns and the stone walls of the lighthouse. You duck behind some cover as you hear footsteps approaching. Then comes the loud creaking and slamming of a heavy metal door, followed by a telltale click that stops your heart dead. Someone has sealed the exit to the lighthouse above…
Search all out-of-play areas for Oceiros Marsh and spawn him in the Sunken Grotto (Upper Depths).
Remove each
Falcon Point location from the game (or add them to the victory display if they have Victory X and no clues on them). Move each enemy and investigator at those locations to Sunken Grotto (Upper Depths). Each other card at those locations is discarded.
Find the 4 bottommost locations that can have their flood levels increased. Increase each of their flood levels.
A wave of cold familiarity washes over you as you see the water level starting to rise throughout the tunnels. The tide is rolling in. If you aren’t quick, there won’t be much left here to investigate. Luckily, you still have a way out should the tide rise too quickly…
Quantity: 1
Number: 234
Illustrator: —————
Tidal Tunnel
Tidal Tunnel
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Tidal Tunnel

Type: Location
Encounter Set:
Cave.
[Action] If The Moon Room is unflooded: Resign. You don one of the empty diving suits and dive into the reflecting pool. If you control the black or red keys, place each one you control on the current act.
Forced – After The Moon Room is revealed: Increase its flood level.
The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward...
Quantity: 1
Number: 249
Illustrator: Patrick McEvoy
Tidal Tunnel
Tidal Tunnel
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Tidal Tunnel

Type: Location
Encounter Set:
Cave.
Clues cannot be discovered at Sunken Archives while it is flooded.
Forced – After Sunken Archives is revealed: It becomes fully flooded. Place the set-aside black key on it.
The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward...
Quantity: 1
Number: 250
Illustrator: Patrick McEvoy
Tidal Tunnel
Tidal Tunnel
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Tidal Tunnel

Type: Location
Encounter Set:
Cave.
[Action]: Test [Intellect] (2) or [Agility] (2). If you succeed, choose two locations. Decrease the flood level of one location and increase the flood level of the other (if you succeed by 2 or more, you may instead choose just one location and decrease its flood level).
The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward...
Quantity: 1
Number: 251
Illustrator: Patrick McEvoy
Tidal Tunnel
Tidal Tunnel
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Tidal Tunnel

Type: Location
Encounter Set:
Cave.
[Free] If you control the purple key: You compare the purple key to the oversized eggs littering the flooded chamber and recall something. Read Flashback XIII in the Campaign Guide.
Forced – After Deep One Nursery is revealed: Increase its flood level.
The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward...
Quantity: 1
Number: 248
Illustrator: Patrick McEvoy
Tidal Tunnel
Tidal Tunnel
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Tidal Tunnel

Type: Location
Encounter Set:
Cave.
Clues cannot be discovered from Shrine to Hydra except by investigating.
While an investigator at Shrine to Hydra controls the green key, Shrine to Hydra gets –3 shroud.
Forced – After Shrine to Hydra is revealed: Place the set-aside red key on it.
The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward...
Quantity: 1
Number: 247
Illustrator: Patrick McEvoy
Totality
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Totality

Type: Treachery
Encounter Set: A Light in the Fog
Omen. Terror.
Revelation – Test [Willpower] (3). If you fail, put Totality into play in your threat area.
Forced – After you enter a flooded location: Take 1 horror.
Forced – At the end of your turn: Discard Totality.
Quantity: 2
Number: 258
Illustrator: Adam S. Doyle
Unchanging as the Sea
Unchanging as the Sea
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Unchanging as the Sea

Type: Agenda
Encounter Set: A Light in the Fog
Doom Threshold: 7
Locations on the same row are connected to one another.
Forced – When an investigator is captured: Advance this agenda.
Forced – When this agenda advances: Move all doom on it to the next agenda.
Suddenly, you are ambushed by more of the repulsive hybrid creatures than you can possibly fend off. Cold, scaled hands grab your arms and pin them behind your back. The next thing you know, a sack is thrown over your head, obscuring your vision. You struggle in vain against your captors, but you are outnumbered and outmatched. “Take them below,” a croaking voice commands. “They must learn the consequences of trespassing on sacred ground.”
Each investigator is captured. Place each of their keys on Holding Cells. If Oceiros Marsh is in play, set him aside, out of play. Shuffle each set-aside copy of Taken Captive into the encounter deck.
Reveal the Lighthouse Basement. Put Sunken Grotto
(Lower Depths) into play directly below Sunken Grotto (Upper Depths) and Sunken Grotto (Final Depths) into play directly below Sunken Grotto (Lower Depths). Then, put random set-aside Tidal Tunnel locations into play until there are exactly 4 locations on each row, except for the row with the Lantern Room. (See Campaign Guide for diagram.)
Advance the act directly to act 3a
(do not resolve act 2b).
The Order knows you’re here. You have little time to spare—you have to find the way into their lair before they mobilize to capture you!
Quantity: 1
Number: 233
Illustrator: —————
Worshippers of the Deep
Worshippers of the Deep
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Worshippers of the Deep

Type: Act
Encounter Set: A Light in the Fog
Clue Threshold: –
Forced – At the end of the investigation phase: Each investigator at a fully flooded location must either take 3 damage or move to the location directly below their location.
Objective – If each undefeated investigator has resigned, advance. (Hint—You may wish to find what you came for before you leave this place. The black and red keys represent the objects you need the most.)
If at least 1 investigator resigned from the Moon Room:
The underwater tunnels seem to go on forever, stretching into murk-ridden eddies. Dark salt water crashes against the glass helmet of your suit. After what feels like an eternity, you burst into the cold evening air, chilled to the bone. You pull the heavy suit off, piece by piece, the moment you reach the shore.
(→R1)
If each investigator who resigned did so from the Falcon Point Gatehouse:
You flee into the lonely woods, panting for air. Somehow, you’ve escaped the denizens of the deep once more.
(→R2)
Deep below the lighthouse is a web of tunnels filled with information pertaining to the Order’s activities. You must learn what you can before escaping.
Quantity: 1
Number: 238
Illustrator: —————
Worth His Salt
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Worth His Salt

Type: Treachery
Encounter Set: A Light in the Fog
Scheme.
Revelation – Attach to Oceiros Marsh, even if he is in the victory display.
Forced – After Oceiros Marsh moves via his hunter keyword, if he is unengaged: Resolve his hunter keyword again. He cannot attack this phase. (Limit once per round.)
Forced – When Oceiros Marsh attacks: This attack deals +1 damage and +1 horror. Discard this card.
Quantity: 2
Number: 259
Illustrator: Jorge Ramos Márquez