Flying elder things surround your plane. The other passengers panic, but you force yourself to remain calm (). If you pass, you get a close look at the creatures; gain 1 Clue. If you fail, your fears get the better of you; lose 2 Sanity.
You study the blocks and openings on the mountainside as your plane flies over (-1). If you pass, you obtain insight into the engineering of the elder things; gain 1 Clue. If you fail, you cannot grasp the meaning of these designs; lose 1 Sanity.
The pilot hit his head during some turbulence, and you must take over. You listen to a man on the radio telling you how to fly the plane (). If you pass, it sharpens your mind; gain 1 Focus. If you fail, you brace yourself for a crash landing; lose 1 Health and gain a Leg Injury Condition.
One of the passengers points to a looming shadow beyond the mountains and begins to gibber madly. You may spend 2 Sanity to take a closer look. If you spend the Sanity, you see the hazy silhouette of the Dark God, and it floods your mind with knowledge; gain 1 Spell.
The pilot demands hazard pay for such a dangerous flight. You tell him you can arrange more funds (). If you pass, he provides a smooth, restful flight; gain 1 Focus. If you fail, you'll need a loan; gain a Debt Condition.
As the plane flies over a star-shaped terrace, you try to interpret the dots carved there (). If you pass, you learn more of this language; gain 1 Clue. If you fail, you've been seen; spawn 1 Elder Thing Monster on the City of Elder Things.
You try to stay calm as the winds threaten to toss your plane against the mountains (). If you pass, you get a close view of the blocks and ramparts on the mountain's face; gain 1 Clue. If you fail, you fall victim to airsickness; lose 1 Health and 1 Sanity.
An elder thing's tentacles burst through the plane's window and wrap around your throat. An Elder Thing Monster ambushes you! If you pass the test, you obtain a sample of the creature to study; improve .
You emphasize the importance of these mountains over the radio (-1). If you pass, many institutions take notice; gain a Funding Condition. If you fail, the only ones who believe you want to kill you; gain a Pursuit Condition
The plane's radio picks up a strange language. You try to interpret the bizarre sounds (). If you pass, you learn a secret of the elder things; gain 1 Spell. If you fail, the alien words slowly erase your memories; lose 1 Sanity and gain an Amnesia Condition.
You find a satchel of undelivered mail at the back of the plane (). If you pass, the bag contains a handwritten book; gain 1 Old Journal Unique Asset. If you fail, you imagine hidden meaning in the letters; lose 1 Sanity and gain 1 Paranoia Condition.
The pilot spots an elder thing and says a weapon is under the back seat. You race to retrieve it before the other passengers can (). If you pass, gain 1 random Weapon Asset from the deck. If you fail, you insure yourself in the rush; lose 1 Health and gain 1 Injury Condition.
The plane veers as an elder thing flies at it. You tumble out, but hold on to the hatch (-1). If you pass, the beast returns, and you grab the item it was holding; gain 1 Artifact. If you fail, you cannot handle the strain; lose 2 Health.
The plane is too heavy to make it over the pass between the peaks. As things are being thrown out, you notice something worth keeping. You may spend 1 Focus to gain 1 random Item Asset from the deck.
A passenger on the plane has a violent fit after seeing something horrific. You try to be reassuring (-1). If you pass, the person relaxes and bonds with you; gain 1 random Ally Asset from the deck. If you fail, you get kicked; lose 1 Health.
Aspects of the peaks remind you of something you've studied (-1). If you pass, the similarity to the art of Nicholas Roerich answers many questions about the area; gain 1 Clue and 1 Focus. If you fail, the sense of déjà vu eats at you; lose 1 Sanity.
City of the Elder Things Encounters
At the edge of your vision, a member of the crew is being careless with a glass jar of dark ooze (). If you pass, you examine the substance; gain 1 Clue. If you fail, the glass shatters, and the ooze overwhelms the victim; a Proto-Shoggoth Monster ambushes you!
A mass of iridescent ooze barrels toward you. You look for a place to hide until the shoggoth moves on (-1). If you pass, you discover a narrow corridor with carved murals; gain 2 Clues. If you fail, the creature drags you along its path; lose 1 Sanity and gain 2 Injury Conditions.
You find the headless corpse of an elder thing. Examining the hideous scene threatens to unhinge your mind (). If you pass, you see it was the result of a shoggoth; gain 1 Clue. If you fail, you run as fast as you can; lose 2 Sanity.
Plateau of Leng Encounters
A massive lighthouse shines its beacon into the sky. You study it, hoping to discern its purpose (). If you pass, you see it is a beacon to attract dark beings and harness its power; close the nearest Gate. If you fail, it attracts darkness to you; gain a Bane Condition.