Jump to content

Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
- - - - -

Finding the Path



Finding the Path Finding the Path

Finding the Path

Type: Act
Encounter Set: A Light in the Fog
Clue Threshold: –
Objective – If an investigator enters Lighthouse Basement before the agenda advances, advance.
You use Oceiros’s key to open the basement door of the lighthouse, expecting to find a small stone cellar. What you find instead is a network of flooded caverns extending deep into the cliffside of Falcon Point, perhaps even below sea level. You were right to come here—who knows what secrets the Order keeps here, away from prying eyes?
If Oceiros Marsh is in play, add him to the victory display.
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.)
Shuffle each set-aside copy of Taken Captive into the encounter deck.
Advance the agenda directly to agenda 3a
(do not resolve agenda 2b).
Falcon Point contains many secrets the Order does not wish you to know. Perhaps dealing with Oceiros will open the way.
Quantity: 1
Number: 237
Illustrator: —————
Want to build a deck using this card? Check out the Arkham Horror: The Card Game Deck Builder!


0 Comments