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*This agenda gets +1[per investigator] doom threshold.
[Action]: Explore. Draw the top card of the exploration deck. If it is a connecting location, put it into play and move to it.
Objective ﾖ Only investigators in the Chamber of Time may spend the requisite number of clues, as a group, to advance.
While there are 3 or more vengeance points in the victory display, each Serpent enemy gets +1 evade.
Objective ﾖ If each undefeated investigator has resigned, advance.
Alert. Hunter. Retaliate.
Harbinger of Valusia can retaliate while exhausted.
Forced ﾖ After Harbinger of Valusia is successfully attacked or evaded: Place 1 resource on it. Then, if there are 2[per investigator] resources on it, it vanishes with a sinister hiss. (Set it aside, out of play. It keeps all damage tokens.)
Forced ﾖ At the end of the round: Flip 1 of the clues on Ancient Hall to its doom side. Any investigator at Ancient Hall may spend 3 resources to cancel this effect.
Forced ﾖ When you investigate Grand Chamber and do not succeed by at least 2: Before resolving any other effects from this skill test, flip 1 of the clues on Grand Chamber to its doom side.
Forced ﾖ After you put Burial Pit into play by exploring successfully: You must either draw 2 cards from the top of the encounter deck or place 2 doom on Burial Pit, or any combination thereof.
While there is an enemy in Underground Ruins, Underground Ruins is considered to be in the victory display (for the purposes of counting vengeance).
Forced ﾖ After an enemy in Underground Ruins leaves play: Place 1 doom on Underground Ruins.
Forced ﾖ After you enter Secret Passage: You must either take 1 horror and 1 damage, or place 1 doom on Secret Passage. Check your supplies. If you or an investigator at Secret Passage has a rope, ignore this effect.
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