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Snowy Mountain Encounters

Card #1 Flying elder things surround your plane. The other passengers panic, but you force yourself to remain calm (Will). 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.
Card #2 You study the blocks and openings on the mountainside as your plane flies over (Observation-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.
Card #3 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 (Observation). 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.
Card #4 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.
Card #5 The pilot demands hazard pay for such a dangerous flight. You tell him you can arrange more funds (Influence). If you pass, he provides a smooth, restful flight; gain 1 Focus. If you fail, you'll need a loan; gain a Debt Condition.
Card #6 As the plane flies over a star-shaped terrace, you try to interpret the dots carved there (Lore). 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.
Card #7 You try to stay calm as the winds threaten to toss your plane against the mountains (Will). 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.
Card #8 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 Strength test, you obtain a sample of the creature to study; improve Lore.
Card #9 You emphasize the importance of these mountains over the radio (Influence-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
Card #10 The plane's radio picks up a strange language. You try to interpret the bizarre sounds (Lore). 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.
Card #11 You find a satchel of undelivered mail at the back of the plane (Observation). 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.
Card #12 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 (Strength). 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.
Card #13 The plane veers as an elder thing flies at it. You tumble out, but hold on to the hatch (Strength-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.
Card #14 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.
Card #15 A passenger on the plane has a violent fit after seeing something horrific. You try to be reassuring (Influence-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.
Card #16 Aspects of the peaks remind you of something you've studied (Lore-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

Card #1 At the edge of your vision, a member of the crew is being careless with a glass jar of dark ooze (Observation). 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!
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Card #15 A mass of iridescent ooze barrels toward you. You look for a place to hide until the shoggoth moves on (Observation-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.
Card #16 You find the headless corpse of an elder thing. Examining the hideous scene threatens to unhinge your mind (Will). 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

Card #1 A massive lighthouse shines its beacon into the sky. You study it, hoping to discern its purpose (Lore). 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.
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