Agenda. Stage 2
Doom: 6. Clues: –
…the descriptions of the darting little furry object which served as her familiar were so painfully realistic despite their incredible details. - H. P. Lovecraft, The Dreams in the Witch House

Each non-weakness enemy gets +2 health.

After you defeat Brown Jenkin or Nahab: Gain 1 clue from the token bank (2 clues instead if there are 3 or more investigators in the game).

Lenka Šimečková
The Secret Name #122. The Secret Name #3.
The Familiar

The Crone - Back

A dizzying violet light emerges from the crevices of the ramshackle house, behind cracks in the wooden paneling and underneath the floor, bathing you from every angle. An inhuman squeal mocks you as a figure emerges from the witch light. Only a hint of humanity remains in her crooked and broken form. The crone cackles with a nightmarish timbre, her voice echoing and resounding from the realm beyond.

- If it is act 1, spawn the set-aside Nahab in Walter Gilman's Room.

- If it is act 2, spawn the set-aside Nahab in Keziah's Room.

- If it is act 3, place 1 doom on Nahab.

Shuffle both set-aside copies of Ghostly Presence into the encounter deck.

Find Brown Jenkin (even if he is out of play) and place him in Nahab's current location.

The Familiar

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