1. Before a terror effect takes place, can you focus or cast a spell to hold a die showing a terror result? Or does the terror effect happen first, removing any chance of using those terror results for the adventure?
2. We experienced an interesting situation today with Sister Mary and the Mythos "Eldritch Knowledge...in a Disturbed Mind." This Mythos' lingering effect puts a terror effect on all adventures, replacing the terror effects that may already exist on those adventures with the one stipulated by the Mythos. Sister Mary's ability allows her to ignore all lingering effects. So it was argued that because the Mythos' lingering effect terror effect was replacing the terror effects on some adventures, that Sister Mary could go through those adventures now without any terror effects. Is this accurate?
3. Timing question. When Ithaqua is the Ancient One, and you cast the Heal spell or use the Healing Stone unique item, when do you lose the 1 Stamina from the Icy Winds ability? Before you regain your health or after?
4. The FAQ states that "when a player uses an item/spell that “defeats” a monster, that player chooses a monster in play (not necessarily at the same adventure his investigator is at) and turns that monster facedown." In the case of the Flute of the Elder Gods Unique Item, do you do this after ANY roll then? Just, any roll?
5. Continuing in the same section of the FAQ as #4 above, the FAQ states, "The monster is collected as a trophy when the player’s turn ends (and not before), whether the investigator succeeds at the adventure or not. What if the investigator was not attempting to resolve the adventure that contained the monster he just 'defeated'? Does he still claim the trophy? Or does he leave the monster turned over until he (or another investigator) goes to that adventure and completes it?
6. With the Ally, Anna Kaslow, do you put a sanity on it every time you LOSE sanity? Or do sanity COSTS count for this, too?
7. The rewards section of an adventure card entitled "Late Night Break-in" is a dark green, while all the rest of the adventure cards are very light green. What gives?