Agenda. Stage 1

Mythos
Doom: 8. Clues: –
REMAIN CALM AND YOU MAY PEER INTO AN UNCERTAIN FUTURE.
THE BALANCE OF THE UNIVERSE HAS TILTED.
YOU ARE THE FULCRUM.
BE PATIENT, AND ALL WILL BE REVEALED.
Lenka Šimečková
The Circle Undone #51. The Witching Hour #2.

The Rite Commences - Back

Agenda
The moon reaches the height of its arc in the night sky. The trees begin to shift and twist in the breeze, as though made of something other than solid matter. Dozens of birds suddenly scatter from every treetop. In the distance, you can hear a faint melody, the pitch blending in the wind.
A cloaked figure emerges from the darkness beyond the brush, a vortex of magical energy coalescing at her feet. "Are you the ones who have been meddling with our works?" she wonders aloud, gazing at you suspiciously from underneath her thick hood. "It is no matter. You are not welcome here," she threatens. "Begone, or face the consequences."

Discard all but the last 5 cards from the encounter deck. The investigator with the most cards in his or her play area must draw the topmost Witch enemy in the encounter discard pile.

TEMPERANCE • XIV
TEMPERANCE • XIV

Agenda. Stage 1

Mythos
Doom: 7. Clues: –
THE CONQUEST HAS BEGUN.
ALL SHALL TREMBLE BEFORE THE HOST OF CHAOS.
SUBMIT OR PERISH.

Forced - When doom would be placed on this agenda: Instead, place 1 breach on a number of different random locations equal to 1 more than the number of investigators.

Forced - When a breach would be placed on a location with 3 breaches: Instead, resolve an incursion at that location.

Lenka Šimečková
In the Clutches of Chaos #285. In the Clutches of Chaos #2.

The Final Incantation - Back

Agenda
The stars vanish in the night sky as the maw of the void swallows the horizon. The muffled beating of maddening drums and the thin whine of otherworldly flutes drift through the emptiness.

Check Campaign Log.

- If Anette Mason is possessed by evil, (→R3).

- If Carl Sanford possesses the secrets of the universe, (→R4).

THE CHARIOT · VII
THE CHARIOT · VII

Agenda. Stage 2

Mythos
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 Crone - Back

Agenda
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
The Familiar

Agenda. Stage 3

Mythos
Doom: 8. Clues: –
...that leering, tittering shantak coursed on impetuous and relentless, flapping its great slippery wings in malignant joy, and headed for those unhallowed pits whither no dreams reach...
- H. P. Lovecraft, The Dream-Quest of Unknown Kadath

Each location is connected to each location adjacent to it.

Do not remove doom from enemies when this agenda advances. (Beware - the scenario will not end when this agenda advances, but the doom of the world will be close at hand.)

Lenka Šimečková
Before the Black Throne #328. Before the Black Throne #4.

Azathoth Stirs - Back

Agenda

Each Cultist enemy commits ritual suicide. Discard each Cultist enemy in play and move all doom from them to Azathoth.

The lead investigator must search the encounter deck and discard pile for a copy of Daemonic Piping and draw it.

There is no longer an agenda deck, but the scenario is not over. Until the end of the scenario, doom that would be placed on the current agenda is instead placed on Azathoth, and all doom in play is considered to be on Azathoth.


You come across another circle of Azathoth's worshippers, led by a hooded, shapeless form which holds an ancient lantern high above its head. The lantern's dim grey light scarcely pierces the realm's darkness. Somehow, the phantom is familiar to you; some vague sense of kinship drives you onward.

Check Campaign Log. If Corn Husk Doll is listed under "Mementos Discovered," the creature recognizes you, as well. It peers at you curiously, and the circle of prayer is silenced; remove 1 doom from Azathoth. Otherwise, the creature barely notices you, and the circle resumes its chanting.

The Final Countdown
The Final Countdown

Agenda. Stage 1

Mythos
Doom: 8. Clues: –
SURRENDER YOURSELF TO THE PATH OF SACRIFICE.
CONSIDER THE GOOD OF ALL BEFORE YOU ACT.
LET GO.
Lenka Šimečková
The Wages of Sin #162. The Wages of Sin #2.

Death's Descent - Back

Agenda
The sobs of the dead echo throughout the woods, accompanied by murmured promises and whispered threats. But when the spectral mist blots out the sky, all turns quiet and still. Your hair stands on end, and you begin to tremble. Every fiber of your being screams flight.
The hunter has smelled the blood of its prey, and now it has come to claim your fate.

Flip each location to its Spectral side.

Put the set-aside The Spectral Watcher enemy into play at Hangman's Brook.

Shuffle the remainder of the set-aside The Watcher encounter set into the spectral encounter deck, along with the spectral discard pile.

THE HANGED MAN · XII
THE HANGED MAN · XII

Agenda. Stage 1

Mythos
Doom: 4. Clues: –
LOOK FOR ANSWERS WITHIN AND NOT WITHOUT.
MANY PATHS LEAD TO THE SAME ANSWER.
CONTEMPLATE THE GREATER TRUTH.

Each non-weakness enemy gets +1 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 #121. The Secret Name #2.

Rats in the Walls - Back

Agenda
As you explore the old, dilapidated house, the telltale scratching and scurrying in the walls become louder and more frequent. Every now and again a fanged, furry creature darts across the wooden floor, scampering in and out of ratholes in the walls. You wonder if this house is more rat than wood.

If Brown Jenkin is in play, search the encounter deck and discard pile for a Swarm of Rats and spawn it in Brown Jenkin's location. If Brown Jenkin is not in play, search the encounter deck and discard pile for him and spawn it in the lead investigator's location.

Additionally, if there are 3 or 4 investigators in the game, search the encounter deck and discard pile for a Swarm of Rats and spawn it in any Witch House location.

THE HERMIT • IX
THE HERMIT • IX

Agenda. Stage 1

Mythos
Doom: 8. Clues: –
ADAPT YOUR BELIEFS AND BE OPEN TO NEW TRUTHS.
YOU ARE EXPECTED TO CONFORM.
DO NOT STRAY FROM THE PATH.

Forced - When you defeat a Silver Twilight enemy: You leave behind some evidence of the scuffle. Move 1 doom from each enemy at that location to the current agenda.

Lenka Šimečková
For the Greater Good #198. For the Greater Good #2.

Meeting of Minds - Back

Agenda
As you explore the building, you almost wander into a heated debate between several members of the Lodge in a nearby hallway. Seeing an opportunity to learn more, you hide and eavesdrop on the conversation. "Mr. Sanford's orders are to complete the geist-trap at any cost," one of them says firmly. "If that means we must put lives in danger, so be it. The good of the many outweigh the good of the few; you know this."
Another member, a woman, pounds her fist on the wall."No! Our first resort cannot be to spill blood. There must be another way."
"There is no time," the other responds, and there is a murmur of agreement among the rest. "It is clear you do not have the will to proceed. Take her away. We will make her see for herself the sacrifices that must be made for the greater good."
"No! You can't do this!" the woman yells. You wince as her screams echo down the corridor. What are they planning to do?

Discard the top 5 cards of the encounter deck. In player order, each investigator must draw a Cultist enemy discarded in this way.

THE HIEROPHANT · V
THE HIEROPHANT · V

Agenda. Stage 1

Mythos
Doom: 8. Clues: –
YOU ARE AT A CROSSROADS.
REFLECT ON THE CHOICES YOU HAVE MADE.
YOU SHALL BE CONFRONTED WITH A TERRIBLE DILEMMA.
Lenka Šimečková
Union and Disillusion #239. Union and Disillusion #2.

Stolen Souls - Back

Agenda
The mist obscures the moon, plunging the woods into darkness. A flock of birds suddenly scatter from the treetops.

Shuffle the encounter discard pile into the encounter deck.


Check the "Missing Persons" section of the Campaign Log. If at least 1 character was "taken by the watcher," read the following:

Beyond the spectral mist, an awful scream resounds through the woods. It is distant, as though heard through a pane of glass, but distinct enough for you to know it is real.

For each character who was taken by the watcher, place 1 resource on The Spectral Watcher, as a stolen soul (even if The Spectral Watcher is currently out of play).

Until the end of the scenario, The Spectral Watcher gains the following text: "For each stolen soul on The Spectral Watcher, it gets +1 fight and +1 health." Keep this card next to the agenda deck as a reminder, and advance to agenda 2a.

THE LOVERS · VI
THE LOVERS · VI

Agenda. Stage 2

Mythos
Doom: 12. Clues: –
As midnight draws nearer, the forest begins to take on another form. A canopy of darkness overtakes the stars. The wind picks up in intensity, its whistling echoing through the trees. A dangerous power gathers deep within the woods, drawing only the foul and the foolish.

Forced - At the end of the round: Place 1 doom on this agenda for each Witch enemy at the Witches' Circle.

Lenka Šimečková
The Circle Undone #52. The Witching Hour #3.

Reincarnation - Back

Agenda
A column of lightning flashes in the sky, coupled with an earsplitting clap of thunder that resounds throughout the woods. The earth trembles, and the wind howls as it rushes all around you, intermingled with what sounds like the screaming and shrieking of somebody torn in anguish and misery. That is when the flutes begin to play.

Each surviving investigator is defeated and must search the collection for a random basic Omen or Curse weakness and add it to his or her deck. Each investigator who cannot suffers 1 mental trauma instead.

The Night Howls
The Night Howls

Agenda. Stage 3

Mythos
Doom: 8. Clues: –
In the dazzling violet light of dream the old woman and the fanged, furry thing came again and with a greater distinctness than on any former occasion. This time they actually reached him, and he felt the crone’s withered claws clutching at him. -H.P. Lovecraft, The Dreams in the Witch House

Each non-weakness enemy gets +3 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 #123. The Secret Name #4.

An Awakening - Back

Agenda
A sudden flash of violet light causes you to reel backwards. The spectral form of the crone is broken and shattered, but as you fall you can see a sinister grin play across her misshapen face. A jolt of pain surges through you as your head strikes the surface of the wall, and the witch's terrible grin is the last thing you see before everything goes black.
When you awaken, the witch light is gone, but a vision is burned in your mind - the ancient crone, bent over a slanted floor, leering gleefully at a rotting book, a misshapen knife in her crooked fingers. Behind her, the twilight abyss extends into oblivion, and a gaping maw begins to close.

- If it is act 1 or 2, set Nahab aside, out of play, and place 4 doom on agenda 4a as it enters play.

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

The Witch Light
The Witch Light

Agenda. Stage 1

Mythos
Doom: 4. Clues: –
ONE END IS ANOTHER BEGINNING.
CHANGE IS THE ONLY CONSTANT.
YOUR ULTIMATE FATE IS AT HAND.

Each location is connected to each location adjacent to it.

Do not remove doom from enemies when this agenda advances.

Lenka Šimečková
Before the Black Throne #326. Before the Black Throne #2.

Rejoice, For the End is Near! - Back

Agenda
Somehow, you're not the only human here. They are but mindless husks - almost entirely devoid of humanity, nothing but flesh, muscle, and bone, preserved for eternity in their single-minded passion, kneeling and chanting in foul worship: "Azathoth! Azathoth! The end has come!"

Each Cultist enemy commits ritual suicide. Discard each Cultist enemy in play and move all doom from them to Azathoth.

The lead investigator must search the encounter deck and discard pile for a copy of Daemonic Piping and draw it.


Endless walkways and steps of black stone are the only routes which guide you to your destination. It is an impossible maze to navigate.

Check Campaign Log. If Gilman's Journal is listed under "Mementos Discovered," you are able to find you way. Otherwise, you become hopelessly lost; each investigator must either move to the location to his or her left, or move the placement of his or her location once to the left (placing an empty space in the spot it previously occupied). A location cannot move more than once via this effect.

WHEEL OF FORTUNE · X
WHEEL OF FORTUNE · X

Act. Stage 4

Mythos
Clues: –
You come across a clearing where a ritual circle has been constructed. Several hooded figures stand around it in a trance, unaware of your presence. Overlooking the ritual is a powerfully built woman who brandishes a long wavy dagger as she sees you approach. "Leave this place at once!" she commands.

Locations in front of you are connected to one another.

Objective - If Anette Mason is defeated, advance.

Objective - If there are no clues on the Witches' Circle, advance.

Sebastian Rodriguez
The Circle Undone #56. The Witching Hour #7.

A Circle Undone - Back

Act

If you advanced by defeating Anette Mason:

"Stop!" the coven's leader yells in a commanding voice, grimacing from the wounds you've inflicted. You're not sure if she's speaking to you or to the hooded women surrounding you, but regardless, there is a sudden stillness in the clearing around the circle

(→R1)


If you advanced by discovering all of the clues in the Witches' Circle:

A loud crack echoes throughout the woods as you break the circle and reverse the witches' spell. "No! They have broken the ritual!" one of the witches screams as the spell's energy backfires. White-hot lightning strikes the center of the field, sending dirt and debris flying in every direction. You duck for cover.

(→R2)

A Circle Unbroken
A Circle Unbroken

Act. Stage 2

Mythos
Clues: –
This nightmare will not end until you stop the one behind it: Anette Mason and the spirit which possesses her. The world is falling apart all around you, and the coven is only bringing the end closer.

Remove 3 breaches from this act: Place 1 clue on a random location.

Objective - If Anette Mason is defeated, advance.

Matthew Cowdery
In the Clutches of Chaos #287. Music of the Damned #2.

The Living and the Dead - Back

Act
Somehow, despite all odds, you have managed to defeat the resurrected spirit which torments Anette Mason. She passes out and collapses to the ground, but the revenant inside forces her eyes open and puppeteers her body in a lurid display. "Fools!" the ragged, disembodied voice of Keziah declares through Anette's lips as she rises once more. "You are naught but insects. I have seen the truth. I have seen the face of Chaos itself, and you will soon be a part of it. Now, come; join me, kneel before the Black Throne, and be one with the universe!"
You shudder as the words reach your ears. Nothing she says makes sense to you, but you can tell her intent is dark and wicked. "Leave this place," you muster up the will to command, "Go back to the beyond from which you were summoned, and never return."

(→R1)

Beyond the Grave
Beyond the Grave

Act. Stage 3

Mythos
Clues: –
You are close to the site of the binding ritual. You must light the braziers to find the way. Then, all that is left to do is bait the watcher to the trap and bind it there.

During a circle action, spend 1 clue: Reduce the difficulty of this skill test by 2.

Objective - If each Unvisited Isle location in play is revealed and the brazier on each of them is lit, advance.

Frej Agelii
Union and Disillusion #243. Union and Disillusion #6.

Against the Witches - Back

Act
After nearly an hour spent searching through the dense mist, you finally arrive at the site of the Lodge's ritual, only to find it in chaos. Members of the Silver Twilight Lodge, each wearing robes of blue and silver, are embroiled in battle with the witches. "Complete the ritual!" Carl Sanford commands you from across the clearing. "It is the only way!"
Anette turns her attention to you, shocked and angered. "You again! I warned you we would not show mercy if we met a second time." She calls to her coven: "Sisters! We must not let them interfere this time. Do not let their circle close!"

Reveal The Geist-Trap location. Move each investigator at an Unvisited Isle location to The Geist-Trap.

Check Campaign Log. If the witches' spell was cast, spawn the set-aside Anette Mason at The Geist-Trap. If the witches' spell was broken, spawn 1 set-aside Coven Initiate at The Geist-Trap (2 instead if there are 3 or 4 investigators in the game).

Shuffle each remaining set-aside Witch enemy into the encounter deck, along with the encounter discard pile.

Beyond the Mist (v. I)
Beyond the Mist (v. I)

Act. Stage 3

Mythos
Clues: –
You are close to the site of the binding ritual. The braziers have already been lit, enabling the trap. You will have to unlight each of them in order to break the circle.

During a circle action, spend 1 clue: Reduce the difficulty of this skill test by 2.

Objective - If each Unvisited Isle location in play is revealed and the brazier on each of them is unlit, advance.

Frej Agelii
Union and Disillusion #244. Union and Disillusion #7.

Loyalty is Earned - Back

Act
After nearly an hour spent searching through the dense mist, you finally arrive at the site of the Lodge's ritual, only to find it in chaos. Members of the Silver Twilight Lodge, each wearing robes of blue and silver, are embroiled in battle with the witches. "The ritual has neared completion!" Carl Sanford yells to you from across the clearing. "Bring the revenant here and end this!"
It is now or never. Glaring at the man, you throw the unlit braziers you snuffed along the way onto the ground, breaking the delicate wards placed upon them. Immediately, the dark mist invades, and hungry shapes in the mist descend upon the unfortunate members of the Lodge. "Traitor!" one yells. You try to ignore their cries of agony as you proceed towards the center of the clearing.

Reveal The Geist-Trap location. Move each investigator at an Unvisited Isle location to The Geist-Trap.

Remove all tokens from the chaos bag (even if they are currently sealed on cards in play) for the remainder of the campaign.

Beyond the Mist (v. II)
Beyond the Mist (v. II)

Act. Stage 3

Mythos
Clues: –
You are close to the site of the binding ritual. The braziers have already been lit, enabling the trap. You will have to unlight each of them in order to break the circle.

During a circle action, spend 1 clue: Reduce the difficulty of this skill test by 2.

Objective - If each Unvisited Isle location in play is revealed and the brazier on each of them is unlit, advance.

Frej Agelii
Union and Disillusion #245. Union and Disillusion #8.

True Colors - Back

Act
After nearly an hour spent searching through the dense mist, you finally arrive at the site of the Lodge's ritual, only to find it in chaos. Members of the Silver Twilight Lodge, each wearing robes of blue and silver, are embroiled in battle with the witches. "The ritual has neared completion!" Carl Sanford yells to you from across the clearing. "Bring the revenant here and end this!" Glaring at the man, you refuse. "So, at last you show your true colors. I thought that might be the case." The Lodge's enforcers turn on you without hesitation.

Reveal The Geist-Trap location. Move each investigator at an Unvisited Isle location to The Geist-Trap.

Spawn 1 set-aside Lodge Neophyte enemy at The Geist-Trap (2 instead if there are 3 or 4 investigators in the game). Shuffle the remainder of the set-aside Silver Twilight Lodge encounter set into the encounter deck, along with the encounter discard pile.

Check Campaign Log. If Josef is alive and well, spawn the set-aside Josef Meiger enemy at The Geist-Trap. Investigators cannot parley with Josef Meiger for the remainder of the game.

Beyond the Mist (v. III)
Beyond the Mist (v. III)

Act. Stage 3

Mythos
Clues: –
You are close to the site of the binding ritual. The braziers have already been lit, enabling the trap. You will have to unlight each of them in order to break the circle.

During a circle action, spend 1 clue: Reduce the difficulty of this skill test by 2.

Objective - If each Unvisited Isle location in play is revealed and the brazier on each of them is unlit, advance.

Frej Agelii
Union and Disillusion #246. Union and Disillusion #9.

Against the Lodge - Back

Act
After nearly an hour spent searching through the dense mist, you finally arrive at the site of the Lodge's ritual, only to find it in chaos. Members of the Silver Twilight Lodge, each wearing robes of blue and silver, are embroiled in battle with the witches. "The ritual has neared completion!" Carl Sanford yells to you from across the clearing. "Bring the revenant here and end this!" Glaring at the man, you refuse. He looks surprised for a moment, then growls, "So, you are on their side after all. How disappointing." He turns to his inner circle and commands, "Kill them! Do not let them interfere!"

Reveal The Geist-Trap location. Move each investigator at an Unvisited Isle location to The Geist-Trap.

Shuffle the set-aside Silver Twilight Lodge encounter set into the encounter deck, along with the encounter discard pile.

Check Campaign Log. If Josef is alive and well, spawn the set-aside Josef Meiger enemy at The Geist-Trap. Investigators cannot parley with Josef Meiger for the remainder of the game.

Beyond the Mist (v. IV)
Beyond the Mist (v. IV)

Act. Stage 2

Mythos
Clues: 5.
Among the books in this strange room is a black, nameless tome inscribed with dried red blood. It matches a description from Walter Gilman’s journal of a tome he names "The Black Book." This room must be the haunt of Keziah Mason, from over 200 years ago. It is rumored that Keziah had discovered deep mathematical truths that allowed her to traverse space and time. Perhaps you can find a way out using this knowledge.

Objective - Only investigators in the Witch House Ruins may spend the requisite number of clues, as a group, to advance.

Yoann Boissonnet
The Secret Name #126. The Secret Name #7.

A Profane Ritual - Back

Act
Searching through the ruins, you find a rotting hole in the slanted ceiling, leading to a closed-off attic. Amidst the debris are crushed and splintered bones, some human and some... not. More of Keziah's awful tomes are scattered about, filled with pages of dark rituals and black spellcraft. On the floor, a circle has been carved - or perhaps gnawed - into the wood. At the center lies a spatter of dried blood and a jagged knife. What terrible rituals were performed in this profane space? Perhaps there is a way you can know for sure. You take the knife and prick your hand deep enough for blood to well in your palm. Using Keziah's formulae, you draw a pattern in the circle, and carve a path through time...

Put the set-aside Site of the Sacrifice location into play.

- If it is agenda 1, 2, or 3, find Nahab (even if she is out of play), place 2 doom on her, and place her at the Site of the Sacrifice.

- If it is agenda 4, find Nahab (even if she is out of play) and place her at the Site of the Sacrifice. Move each doom from agenda 4a to Nahab.

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

Beyond the Witch House
Beyond the Witch House

Act. Stage 1

Mythos
Clues: 3.
The state of the city continues to decay. Breaches in reality begin to rip through the fabric of the Earth, and a faint melody of discordant pipes can be heard throughout the streets.

Remove 3 breaches from this act: Place 1 clue on a random location.

Objective - When the investigators have collected the requisite number of clues, they must immediately spend them and advance. When this act advances, move all of the breaches on it to the next act.

Matthew Cowdery
In the Clutches of Chaos #286. Music of the Damned #1.

Anette Mason
Reincarnated Evil

Enemy

Humanoid. Witch. Servitor. Elite.

Mythos
Fight: 5. Health: 6. Evade: 3.
Damage: 3. Horror: 1.

Spawn - Hangman's Hill.

Alert. Hunter.

Anette Mason gets -2 health for each clue controlled by an investigator.

Forced - After 1 or more breaches are placed on Anette Mason's location: Each investigator must either take 1 damage or 1 horror.

Victory 2.
Quintin Gleim
In the Clutches of Chaos #286. Music of the Damned #1.
Dark Knowledge (v. I)
Anette Mason

Act. Stage 1

Mythos
Clues: 3.
The state of the city continues to decay. Breaches in reality begin to rip through the fabric of the Earth, and a faint melody of discordant pipes can be heard throughout the streets.

Remove 3 breaches from this act: Place 1 clue on a random location.

Objective - When the investigators have collected the requisite number of clues, they must immediately spend them and advance. When this act advances, move all of the breaches on it to the next act.

Matthew Cowdery
In the Clutches of Chaos #288. Secrets of the Universe #1.

Carl Sanford
Deathless Fanatic

Enemy

Humanoid. Silver Twilight. Elite.

Mythos
Fight: 4. Health: 6. Evade: 4.
Damage: 1. Horror: 3.

Spawn - Silver Twilight Lodge.

Hunter. Retaliate.

Carl Sanford gets -2 health for each clue controlled by an investigator.

Forced - After any number of breaches are removed from the current act: Place 1 of them on Carl Sanford's location.

Victory 2.
Nicholas Elias
In the Clutches of Chaos #288. Secrets of the Universe #1.
Dark Knowledge (v. II)
Carl Sanford