Eldritch Horror Wiki
Advertisement

Map[]

Shanghai is one of the 9 named City City spaces on the World Map. It is connected to:

Encounters[]

Asia/Australia Encounters[]

Shanghai Location Encounters have a high probability of improving Lore.

ID # Set Encounter
1
01Core
You search through old copies of The Shanghai Courier to find strange or unexplained stories (Observation). If you pass, you discover a pattern of arcane activity in the city; improve Lore. If you fail, lose Sanity 1 Sanity as no pattern emerges from all this horror.
2
01Core
If you can convince Chu Min to help, he will use New China's vast resources to provide you with any sort of instruction you require (Influence). If you pass, improve 1 skill of your choice. If you fail, lose Health 1 Health as his men force you out onto the street.
3
01Core
The shrine holds an abundance of ancient relics. Improve Lore. Your eye catches strange figures written on the ceiling. You find it hard to look away (Will). If you fail, the writing seems to move on its own; gain a Hallucinations Condition.
4
01Core
The Shanghai Museum recommends you speak to Mu Hsien, a preeminent scholar of the occult. You send him a message that you hope will convince him to help (Influence). If you pass, improve Lore as he shares his wealth of knowledge.
5
01Core
The decadent crime lord, Lin Tang-Yu, offers, you access to his library of occult treasures in exchange for information. You may spend Clue 1 Clue to improve Lore.
6
01Core
You break into a warehouse filled with ancient wonders and learn much by studying its content. Improve Lore. You must remain silent to avoid being caught (Observation). If you fail, they question you for days; become Delayed.
7
01Core
The old man offers to make tea for you. You see him mix in a strange, green powder that he calls "tyuk". You may become Delayed to wait for it to brew. If you become Delayed, the tyuk seems to heighten all of your senses; improve 1 skill of your choice.
8
01Core
You spot an odd, fish-like man pull a young monk underwater![1] You dive in to rescue him, holding your breath as long as you can (Strength). If you pass, the grateful monk prays over you; gain a Blessed Condition. If you fail, you are implicated in his disappearance; gain a Detained Condition.
9 02
Forsaken Lore
You try to persuade a collector of Chinese antiquities to let you see the Seven Cryptical Books of Hsan (Influence). If you pass, the scrolls prove instructive; improve Lore. If you fail, the collector tricks you; discard 1 Artifact or 1 Trinket Asset.
10 02
Forsaken Lore
The Green Gang has hidden 200-years worth of stolen treasures in a vault. Despite the risk, you try to break in (Observation). If you pass, you discover several magical texts; improve Lore. If you fail, you are caught and punished without mercy; lose Health 1 Health and gain an Internal Injury Condition.
11 02
Forsaken Lore
A Taoist priest teaches you his esoteric skills; improve Lore. He requests that in return, you help him combat the jiangshi (Strength-2). If you pass, you return the hopping corpses to their graves; recover Sanity 2 Sanity. If you fail, they steal some of your life force; lose Health 1 Health and Sanity 1 Sanity.
12 02
Forsaken Lore
The Shanghai Museum asks for your help in cataloging a recent donation. You may become Delayed to help them. If you become Delayed, you find lost chapters from the book Zi Bu Yu that provide you with many stories of the supernatural[2]; improve Lore.
13 02
Forsaken Lore
A man with a loudly ticking watch offers to help you in exchange for spying on the Communist Party. You may gain a Dark Pact Condition to improve 1 skill of your choice. If you do not gain the Condition, the well-dressed man warns you that he's always watching; gain a Paranoia Condition.
14 02
Forsaken Lore
An old man offers to tattoo a symbol on the palm of your hand for good luck. You accept, but the pain is overwhelming (Will-1). If you pass, improve 1 skill of your choice. If you fail, you pass out and lose your memories; lose Health 1 Health and gain an Amnesia Condition.
15 02
Forsaken Lore
As you sleep, you are drawn into the realm of dreams by the Monkey King. He tells you that a fish demon has trapped him there. You must focus to return to your body (Will-1). If you pass, the Monkey King gives you a gift; improve 1 skill of your choice. If you fail, you cannot return home; gain a Lost in Time and Space Condition.
16 02
Forsaken Lore
Investigating an altar to the great dragon Yinglong, you are attacked by serpent people. The only way to defend against them is to perform a powerful magical sacrifice. Lose Health 1 Health and gain a Poisoned Condition unless you discard 1 Spell.
17 03
Mountains of Madness
A historian visiting from New England shows you a profane golden jewel. Just the sight of it disturbs you (Will-1). If you pass, your fortitude impresses her; gain the Anna Tilton Unique Asset. If you fail, something about the jewel haunts you; lose Sanity 1 Sanity and gain 1 Madness Condition.
18 03
Mountains of Madness
The librarian at St. John's University fears that a cult is trying to steal one of his rare books. You may spend Focus 1 Focus to look through his collection. If you spend the Focus, you find the book and promise to keep it safe; gain 1 Old Journal Unique Asset and improve Lore.
19 03
Mountains of Madness
You travel to a strange star-shaped tower. As you ascend the ancient ladder, you are overcome by vertigo (Will). If you pass, you find the writing of the elder things at the top; improve Lore. If you fail, you lose your grip and fall to the stone floor; lose Health 1 Health and gain a Leg Injury Condition.
20 03
Mountains of Madness
You awake in the middle of the night to hungry ghosts trying to devour your soul (Will). If you pass, they stop and beg you to perform a service to set them free; gain 1 Task Unique Asset. If you fail, you grow more like them; lose Sanity 1 Sanity and gain a Hunger Condition.
21 04
Strange Remnants
A pilgrimage to a hidden grotto said to house the legendary Jade Books is taking place. You can join them only if you accept certain conditions. You may gain an Agreement Condition to accept the offer. If you gain the Condition, you find many extremely rare texts, gain 1 Tome Artifact.
22 04
Strange Remnants
A collector of occult texts is inside the exclusive Shanghai Club. You try to enter (Influence). If you pass, he gladly loans you a book; gain 1 random Tome Asset from the deck. If you fail, you are arrested for trespassing; gain a Detained Condition.
23 04
Strange Remnants
Stage magician Zhang Huichong offers you a gift. Gain 1 random Tome Asset from the deck. He asks you to help create a new illusion (Lore-1). If you pass, you are able to create a new use of magic; gain 1 Glamour Spell. If you fail, he casts a spell to protect his secrets; gain an Amnesia Condition.
24 04
Strange Remnants
You peel an apple by a mirror at midnight to call a ghost (Will-1). If you pass, the ghost tells you arcane secrets and gives you a quest; improve Lore and gain 1 Task Unique Asset. If you fail, the peel breaks and the ghost attacks; lose Sanity 2 Sanity.
25 05
Under the Pyramids
The Buddhist monk Chao Kung is actually a con man. For a bribe, he'll get his fellow monks to help you (Influence). If you pass, they guide your studies; improve 1 skill of your choice. If you fail, you take the fall for his crimes; gain a Detained Condition.
26 05
Under the Pyramids
You try to sneak into the magician Ching Lung Soo's dressing room[3] (Observation-1). If you pass, you find a book of magic and other arts; gain 1 random Tome Asset from the deck and improve 1 skill of your choice. If you fail, he hexes your spirit; impair Will.
27 05
Under the Pyramids
In the heart of the cult of Lan-Shi[4], you discover a shambler from the stars! You fight to escape (Strength)! If you pass, you push past the creature into a hidden library; gain 1 Tome Artifact. If you fail, it drains your blood; lose Health 1 Health.
28 05
Under the Pyramids
A Taoist wizard gives you liao, a drug that can project your mind through time if your spirit is strong[5] (Will). If you pass, you uncover the location of an ancient text; gain 1 Tome Unique Asset. If you fail, your mind breaks; gain 1 Madness Condition.
29 06
Signs of Carcosa
The government wants to close Shanghai University, but you negotiate to stop them (Influence). If you pass, you receive classes in return; gain 1 Talent Condition and improve Lore. If you fail, Chiang Kai-shek arranges a dire fate for you; gain a Blight Condition.
30 06
Signs of Carcosa
An Ashkenazi refugee smuggled an ancient book into Shanghai. Gain 1 random Tome Asset from the deck. He tells you what he knows of the occult (Will-1). If you pass, you learn much; improve Lore. If you fail, you cannot bear to listen; gain 1 Madness Condition.
31 06
Signs of Carcosa
Steve Costigan starts a fight at the Three Dragons Saloon (Strength-1). If you pass, he admits defeat and offers you a book he has found; gain 1 Tome Artifact and improve Lore. If you fail, he hits you so hard that your ears will not stop ringing; lose Health 1 Health and impair Observation.
32 06
Signs of Carcosa
You offer the notorious criminal Du Yuesheng a bribe to help you (Influence). If you pass, he arranges a specialist to tutor you; improve 1 skill of your choice. If you fail, he makes a profit from the forces that want to track you down; gain 1 Pursuit Condition.
33 07
The Dreamlands
An old beggar teaches you to cast jiaobei blocks to foretell your future. Improve Lore. He asks for a modest payment in return for his help (Influence-1). If you fail, he tells you that he will funnel the arcane power out of your mind as punishment for your avarice; lose Sanity 2 Sanity unless you discard 1 Spell.
34 07
The Dreamlands
You dream of searching the Moon for the goddess Chang'e (Observation). If you pass, she grants you many fine gifts when you return to the waking world; gain 1 random Tome Asset from the deck and improve Lore. If you fail, you vanish into the void; gain a Lost in Time and Space Condition.
35 07
The Dreamlands
The cult of Madam Yi lures you into their lair with a hypnotic song (Will-1). If you pass, you escape the compound with several volumes from their library; gain 1 Tome Artifact and improve Lore. If you fail, you are forced to witness the Mother of Woe feasting on her victims; lose Sanity 2 Sanity.
36 07
The Dreamlands
In your dreams, the Duke of Zhou tests the tenacity of your spirit. You may spend Focus 1 Focus to improve Lore and 1 other skill of your choice. If you do not spend the Focus, he sends a living nightmare to punish you; spawn 1 Monster on your space and immediately encounter it.
37 08
Cities in Ruin
You study with a monk at the Jing'an Temple. Improve Lore. You argue with him about the necessity of your fight against evil (Influence). If you pass, he helps you; gain 1 random Tome Asset from the deck. If you fail, you fear your work is futile; gain 1 Madness Condition.
38 08
Cities in Ruin
The Shanghai Library is flooding, and the books are floating away. Gain 1 random Tome Asset from the deck. You try to save as many as you can (Strength). If you pass, you rescue many of the waterlogged texts; improve Lore. If you fail, your body strains from the effort; gain 1 Injury Condition.
39 08
Cities in Ruin
The Royal Asiatic Society caught you taking a book. You try to explain (Influence-1). If you pass, the society members let you go with a warning; gain 1 Tome Artifact. If you fail, you are turned over to the police and must pay damages to the Society; gain a Debt Condition and a Detained Condition.
40 08
Cities in Ruin
You bravely visit plague victims in the Shanghai General Hospital (Will-1). If you pass, they share their life stories; improve Lore and 1 other skill of your choice. If you fail, you cannot stop washing your hands; lose Sanity 1 Sanity and gain 1 Madness Condition.
41 09
Masks of Nyarlathotep
You try to arrange a screening of the latest installment of The Burning of the Red Lotus Temple (Influence). If you pass, the martial arts fantasy is filled with arcane secrets, improve Lore. If you fail, you are shown a film of unspeakable horrors; lose Sanity 1 Sanity.
42 09
Masks of Nyarlathotep
Cheng Xiaoqing shows you his new book, an occult mystery. Improve Lore. He asks if you see the solution (Observation-1). If you pass, he gives you his research; gain 1 random Tome Asset from the deck. If you fail, you see mysteries everywhere; gain a Paranoia Condition.
43 09
Masks of Nyarlathotep
Political groups want to arrest Li Jinhui's troupe of singers (Influence). If you pass, he shares rare books he acquired in Beijing; gain 1 random Tome Asset from the deck and improve Lore. If you fail, you are deemed a threat to morality; gain a Detained Condition.
44 09
Masks of Nyarlathotep
French Jesuits in Xujiahui need supplies for their orphanages and are willing to provide you with specialized tutoring in exchange for your help. You may spend Resource 1 Resource to improve Lore and 1 other skill of your choice.
45 09
Masks of Nyarlathotep
For the right price, you can gain access to dangerous texts from the forbidden library Siku Jinshu (Influence). If you pass, you learn lost ancient wisdom; improve Lore. If you fail, you are given a book that destroys those who read it; gain 1 Bane Condition.
46 09
Masks of Nyarlathotep
A monk tells you of Hundun, the primordial chaos. Improve Lore. As he speaks, a shan tries to possess you (Will-1)! If you pass, your resistance sharpens your mind; improve 1 skill of your choice. If you fail, you forget what happened; gain an Amnesia Condition.
47 09
Masks of Nyarlathotep
You place a wager on a game of Go against young Wu Qingyuan (Lore). If you pass, he acknowledges your superior play with a book; gain 1 Tome Artifact. If you fail, you pay for his future career in Japan; gain a Debt Condition.
48 09
Masks of Nyarlathotep
Wenchang Wang's priest brings you a gift. Gain 1 random Tome Asset from the deck. He asks you to speak of your troubles (Will-1). If you pass, he reveals what these trials have taught you; improve Lore. If you fail, you cannot endure the memories; lose Sanity 1 Sanity.

City Encounters[]

As Shanghai is a City space, an investigator can resolve a General Encounter here.

ID # Set Encounter
1
01Core
You make sure no one is watching before sneaking out of the shop with your stolen goods (Observation). If you pass, gain 1 Item Asset from the reserve or 1 random Item Asset from the deck. If you fail, you are caught by the store owner and arrested; gain a Detained Condition.
2
01Core
Corrupt members of the police force pressure you for a bribe. You speak to some people you know to take care of the problem (Influence). If you pass, the police are apologetic and share their leads with you; spawn Clue 1 Clue. If you fail, gain a Debt Condition to pay the bribe.
3
01Core
The shop is robbed while you are browsing! You attempt to fend off the thieves (Strength). If you pass, the store owner is very gracious; gain 1 Item Asset from the reserve or 1 random Item Asset from the deck. If you fail, lose Health 1 Health and discard 1 Item possession.
4
01Core
A group of intimidating Syndicate member demand you pay them for protection. You offer the well-dressed men what you can afford (Influence). If you fail, they make sure you meet with an accident; gain a Leg Injury Condition.
5
01Core
A shady figure offers to sell you a weapon, no questions asked. You speak with him to determine his motives (Influence). If you pass, gain 1 random Weapon Asset from the deck. If you fail, the undercover policeman arrests you; gain a Detained Condition.
6
01Core
You wander through the aisles of an antique book store. Although many extremely rare books can be found here, the organizational system is almost impossible to decipher (Lore-1). If you pass, you're able to track down a hidden gem; gain 1 Tome Artifact.
7
01Core
A friendly game of cards ends with a very high-stakes hand (Influence). If you pass, you amaze everyone watching and find a new friend; gain 1 random Ally Asset from the deck. If you fail, gain a Debt Condition to cover the loss.
8
01Core
A night of drinking and good cheer helps raise your spirits. Recover Sanity 2 Sanity. While you are celebrating, you hardly notice that you are being robbed (Observation). If you fail, discard 1 Item possession.
9
01Core
The police report that people are being abducted by a monster dwelling in the sewer system. Wandering through the underground tunnels you are suddenly attacked by a deep one (Strength)! If you pass, you defeat the creature and rescue its hostage; gain 1 random Ally Asset from the deck. If you fail, lose Health 1 Health from the struggle.
10
01Core
The police ask for your help investigating a series of ritual killings. The grisly crime scenes threaten to overwhelm you with chills and nausea (Will). If you pass, you manage to examine the scene and find significant information; spawn Clue 1 Clue. If you fail, you can't endure the horror; lose Sanity 2 Sanity.
11
01Core
Legends say that this cemetery is haunted. Exploring the headstones, you encounter an angry specter, eager to share his story. The experience is nerve-wracking, but you try to listen (Will). If you pass, the spirit gratefully fades from view; recover Sanity 2 Sanity. If you fail, his desperate voice echoes in your mind; gain a Paranoia Condition.
12
01Core
The Syndicate is engaged in a gang war with local thugs and is under intense legal scrutiny. You try to trade your political clout for assistance (Influence). If you pass, gain 1 Service Asset from the reserve or 1 random Service Asset from the deck.
13 02
Forsaken Lore
A night watchman tells you that a crate of weapons has "gone missing" from his warehouse. You offer him some money to learn more (Influence). If you pass, he sends you to an alley; gain 1 random Weapon Asset from the deck. If you fail, he sends you into a trap; lose Health 1 Health and gain a Leg Injury Condition.
14 02
Forsaken Lore
This city is home to an exclusive club for world travelers. You try to convince them that granting you a membership would be a prestigious feather in their cap (Influence-1). If you pass, the other members will graciously help you with your future travel plans; gain Ship Ticket 1 Ship Ticket and Train Ticket 1 Train Ticket.
15 02
Forsaken Lore
Grifters have chosen you to be their next mark. You plan on turning the tables with a few tricks of your own (Observation-1). If you pass, you end up with the money and an impressive reputation; improve Influence. If you fail, they swindle you; discard 1 Item possession and 1 Trinket possession.
16 02
Forsaken Lore
A shop in the old part of town is reputed to have an amazing collection of rare books, but the shop cannot always be found. You research the legend and do your best to find it (Lore-2). If you pass, gain 1 Tome Artifact. If you fail, the frustrating search leaves you unsettled; lose Sanity 2 Sanity.
17 03
Mountains of Madness
A notorious crime boss offers to sell you valuable information. However, his asking price is more than you can afford. You may gain a Debt Condition. If you gain the Condition, he shares what he knows; gain 1 Task Unique Asset.
18 03
Mountains of Madness
At an estate sale, you bid on a box of a historian's books (Influence-1). If you pass, you obtain a number of informative texts including his personal diary; gain Clue 1 Clue and 1 Old Journal Unique Asset. If you fail, someone takes note of your interest; gain 1 Pursuit Condition.
19 03
Mountains of Madness
To find the city's legendary magic shop requires knowledge of ley lines (Lore-1). If you pass, the owner will sell you only a single curio; gain 1 random Magical Asset from the deck. If you fail, your search seems to have led you through another world; move to a random space.
20 03
Mountains of Madness
You step forward to protect an innocent bystander from a gang of thugs (Strength-1). If you pass, you believe you recognize the victim; gain 1 Character Unique Asset. If you fail, the gang delivers a beating to you as well; lose Health 1 Health and gain an Internal Injury Condition.
21 04
Strange Remnants
The local Silver Twilight Lodge is under investigation by the police. The Lodge members will gladly contribute their magic to your cause in exchange for a favor. You may gain an Agreement Condition to gain 1 Boon Condition.
22 04
Strange Remnants
You see a street magician use real magic in his act. Gain 1 Glamour Spell. During his show, he locks you in a safe (Will-1). If you pass, you stay calm and emerge to thunderous applause; recover Sanity 2 Sanity. If you fail, you panic; gain a Paranoia Condition.
23 04
Strange Remnants
A mob blames famed occultist Etienne-Laurent de Marigny for several strange deaths. You intervene to prevent his arrest (Influence-1). If you pass, gain the Etienne Laurent Unique Asset. If you fail, you get blamed instead; gain a Detained Condition.
24 04
Strange Remnants
A rich heir wants someone to fulfill his father's dying wish. He will not trust anyone who does not come highly recommended (Influence). If you pass, gain 1 Task Unique Asset. If you fail, his thugs treat you poorly; gain a Head Injury Condition.
25 05
Under the Pyramids
A local politician blames you for several murders and kidnappings. People have been convinced to find and punish you. You try to reason with them (Influence). If you fail, they beat you mercilessly; gain 1 Injury Condition and impair Strength.
26 05
Under the Pyramids
You try to convince a notorious grifter to teach you some tricks (Influence). If you pass, he takes a liking to you and shows you how to deceive and avoid being deceived; improve Observation. If you fail, he takes your money and ruins your reputation; impair Influence.
27 05
Under the Pyramids
A man called Joey "The Rat" offers you the secret of a hidden treasure.[6] You haggle over the price (Influence). If you pass, he sells you an old drawing, gain 1 Treasure Map Unique Asset. If you fail, he slanders your name and destroys your good reputation; impair Influence.
28 05
Under the Pyramids
A flood has destroyed the library. You look through the sludge for valuable items (Observation). If you pass, you make an important find; gain 1 Tome Unique Asset and 1 Spell. If you fail, the mildew overpowers you; gain a Diseased Condition.
29 06
Signs of Carcosa
A secret society made up of the city's wealthiest elites contacts you with an invitation. They would like to initiate you into their inner circle. You may gain a Dark Pact Condition to gain a Promise of Power Condition.
30 06
Signs of Carcosa
This city is having a festival. Recover Health 1 Health and Sanity 1 Sanity. It ends with a masked dance that disturbs you (Will). If you pass, it clears your mind; you may discard 1 Madness Condition. If you fail, you cannot recall what happened; gain an Amnesia Condition.
31 06
Signs of Carcosa
You attend night classes hoping to learn a new skill (Will). If you pass, you master the lessons and acquire insights into the occult world; gain 1 Talent Condition and Clue 1 Clue. If you fail, the loss of sleep takes a toll on your stability; impair Will.
32 06
Signs of Carcosa
You see a man throw away his papers to evade the police. Gain Ship Ticket 1 Ship Ticket or Train Ticket 1 Train Ticket. You ask him for help (Influence). If you pass, gain 1 random Service Asset from the deck. If you fail, he frames you for his crimes; gain a Wanted Condition.
33 07
The Dreamlands
The noise and filth of the city is making it impossible to sleep, and insomnia takes a toll on your body (Strength). If you pass, you use the extra time to practice a newly learned craft; gain 1 Talent Condition. If you fail, your exhaustion gives way to sickness; lose Health 1 Health.
34 07
The Dreamlands
You believe a that a municipal judge belongs to the Order of the Silver Tivilight. You ask him for help (Influence). If you pass, his magic sends you where you are needed most; move to any space containing a Gate. If you fail, he has you arrested for libel; gain a Detained Condition.
35 07
The Dreamlands
The city fines you for damages caused by your investigation (Influence-1). If you pass, the payment earns you a lot of goodwill and the mayor offers to mentor you; gain Focus 1 Focus and 1 Talent Condition. If you fail, a mob conies to exact a heftier sum; gain 1 Injury Condition and become Delayed.
36 07
The Dreamlands
You dream of Mnomquah, an abhorrent creature living beneath the moon's surface. You sense that it wants to make an exchange, and it entices you with a mysterious rarity in exchange for its freedom. You may advance the Omen by 1 to gain The Moon XVIII Unique Asset.
37 08
Cities in Ruin
You get caught in a gunfight between the police and thieves (Observation). If you pass, you emerge safely once the smoke clears and find some loot that was left behind; gain 1 random Item Asset from the deck. If you fail, the police mistake you for one of the thieves; gain a Detained Condition.
38 08
Cities in Ruin
You spot your face on a wanted poster. You speak with a federal agent to proclaim your innocence (Influence). If you pass, the agent becomes a valuable friend; gain the Agent Callahan Unique Asset. If you fail, the agent arrests you on the spot; gain a Detained Condition.
39 08
Cities in Ruin
A man has borrowed money to pursue his obsessive quest. You ask him to share the details with you (Influence). If you pass, he trusts you to help; gain 1 Task Unique Asset. If you fail, he convinces you to cover what he owes; gain a Debt Condition.
40 08
Cities in Ruin
You do what you can to alleviate the city's widespread poverty (Influence). If you pass, the citizens gratefully offer to share their knowledge; gain 1 Talent Condition. If you fail, the suffering tears at your heart; lose Sanity 1 Sanity.
41 09
Masks of Nyarlathotep
A gravestone has been defaced with strange symbols (Lore). If you pass, the symbols lead you to buried treasure; gain 1 random Magical Asset from the deck. If you fail, you begin to see the symbols everywhere; gain a Paranoia Condition.
42 09
Masks of Nyarlathotep
The hospital is in desperate need of funds (Influence). If you pass, one of the patients is deeply moved by your generosity; gain 1 random Ally Asset from the deck. If you fail, you cannot help and the suffering begets evil; a Monster ambushes you!
43 09
Masks of Nyarlathotep
An old radio in your room begins to emit strange words from its speakers (Lore). If you pass, you translate instructions to better yourself; improve 1 skill of your choice. If you fail, the sounds have an unhealthy effect; gain a Corruption Condition.
44 09
Masks of Nyarlathotep
You unlock a warehouse filled with crates. Gain Resource 1 Resource. Later you tell the police the boxes were yours (Influence). If you pass, they bring you another; gain 1 random Item Asset from the deck. If you fail, they arrest you; gain a Detained Condition.
45 09
Masks of Nyarlathotep
A local festival gives you a chance to speak with the city's denizens (Influence). If you pass, they are delighted by you and want to share what they know; gain 1 Talent Condition. If you fail, they see you as dangerous; gain a Detained Condition.
46 09
Masks of Nyarlathotep
This idyllic city is invigorating but expensive. Recover Health 1 Health and Sanity 1 Sanity. You ask the locals about finding bargains (Influence). If you pass, they provide discounts; gain Resource 1 Resource. If you fail, everything costs dearly; gain a Debt Condition.
47 09
Masks of Nyarlathotep
A stranger at the bank owes a large sum. You offer to help (Influence-1). If you pass, the grateful stranger vows to aid in your struggles; gain 1 Character Unique Asset. If you fail, you cannot afford the price on your own; gain a Debt Condition.
48 09
Masks of Nyarlathotep
The hotel's security informs you a guest has been abducted (Observation). If you pass, you track down the kidnappers and rescue their victim; gain 1 random Ally Asset from the deck. If you fail, you read of the victim's death in the news; lose Sanity 1 Sanity.

Expedition Encounters[]

Expedition Encounters can take place here if using the Cities in Ruin Cities in Ruin expansion.

ID # Set Initial Text Pass Effect Fail Effect
1 08
Cities in Ruin
Visiting the Longhua Temple, you are horrified to encounter the spirits of thousands of victims who have been imprisoned and executed on this site. They cry out to you in a ghastly cacophony (Will). You listen to their stories and learn of their deaths. Improve Lore. They beg you to find their bodies (Observation). If you pass, the grateful spirits aid you in your case; advance the active Mystery Mystery by 1. If you fail, they inflict their wounds upon you; lose Health 2 Health. You collapse in a panic. Lose Sanity 1 Sanity. You beg the spirits to have mercy (Influence). If you pass, the ghosts see the good within you and relent; retreat Doom Doom by 1. If you fail, they terrorize you until you snap; gain 2 Madness Condition.
2 08
Cities in Ruin
A wealthy antiquities dealer's safe was dropped into a deep river. Resolve the pass effect to open the safe under the water's surface; or resolve the fail effect to try to get the safe back on dry land. You do your best to crack the combination lock while submerged (Observation-1). If you pass, the door springs open revealing an important treasure; gain 1 Artifact. If you fail, you lose something while fumbling about in the water; discard 1 Item possession. The safe is extremely heavy and difficult to recover (Strength-1). If you pass, you push it up onto a sidewalk and open it easily; gain 1 Artifact. If you fail, you nearly drown yourself struggling against its tremendous weight; lose Health 2 Health.

Mystic Ruins Encounters[]

If playing with Strange Remnants Strange Remnants expansion, Mystic Ruins Encounters can take place here, referring to the Great Wall of China.

ID # Set Initial Text Pass Effect Fail Effect
1 04
Strange Remnants
A stranger stands outside Jiayuguan and asks for your permission to pass. You remember that this place was once called the Gate of the Demons. Resolve the pass effect to forbid him to enter; or resolve the fail effect to allow him to pass. The man grows angry and tries to force his way past you (Strength-1). If you pass, the strange man says his kin will not bother you further; close 1 Gate of your choice on any space. If you fail, you see his true form; a Monster ambushes you! After he goes by, you hunt him down (Observation-1). If you pass, he offers to use his magic in exchange for his freedom; move the Omen to any space of the track without advancing Doom. If you fail, you fear he is hunting you; gain a Paranoia Condition.
2 04
Strange Remnants
At the Temple of Lady Meng Jiang, you carefully study the couplet hanging from the columns. You believe a careful analysis will reveal a deeper meaning (Lore). The spirit of Lady Meng Jiang manifests and helps you in your quest. Close 1 Gate of your choice on any space. In her presence you are overwhelmed by her terrible sorrow (Will). If you fail, her heartbreaking story shakes you; lose Sanity 2 Sanity. You ask a young, sad-looking woman to help you with the translation (Influence). If you pass, she is able to help you; close 1 Gate of your choice on any space. If you fail, she begins to cry and the walls collapse around you; lose Health 2 Health.
3 04
Strange Remnants
It is said that the wall was built in part to defend against a cult of undying Cthulhu worshipers who reside in the mountains of China. You search this legendary area for signs of the cult (Observation). You find a hidden temple! Gain 1 Relic Unique Asset. You try to purge the evil from this place (Lore-1). If you pass, you have done a great service; gain 1 Boon Condition. If you fail, you awaken a guardian; a Monster ambushes you! The cult floods your mind with horrific images! Lose Sanity 1 Sanity. The nightmares continue for weeks (Will). If you pass, the dreams guide you to a treasure; gain 1 Relic Unique Asset. If you fail, you can no longer sleep; lose Health 1 Health.
4 04
Strange Remnants
Untold numbers of laborers died during the centuries of construction of these walls and their lingering souls can be harnessed by someone with the proper arcane skill (Lore-1). You seek the aid of the dead (Influence). If you pass, the many ghosts of the area move time and space for you; move the Omen to any space of the track without advancing Doom. If you fail, the spirits pronounce your doom; gain 1 Bane Condition. You are possessed! Gain an Amnesia Condition. When you recover, you look around (Observation). If you pass, you find arcane runes on the wall; you may move the Omen counterclockwise by 1 without advancing Doom. If you fail, lose Sanity 1 Sanity.
5 04
Strange Remnants
Qin Shi Huang ordered the construction of a wall not just to defend his empire, but also as a safe place to hide important treasures. You search the masonry for entrances to hidden chambers (Observation-1). You succeed! Gain 1 Relic Unique Asset and you find arcane words left by Xu Fu (Lore-1). If you pass, you may move the Omen counterclockwise by 1 without advancing Doom. If you fail, your memories disappear; gain an Amnesia Condition. Several of the stones collapse on you (Strength-1). If you pass, you find a treasure has been revealed; gain 1 Relic Unique Asset. If you fail, you are badly hurt; gain a Head Injury Condition.

Devastation Encounters[]

If playing with the Cities in Ruin Cities in Ruin expansion, Shanghai may be devastated, thus Devastation Encounters can be resolved here.

ID # Set Initial Text Pass Effect Fail Effect
1 08
Cities in Ruin
A friend of yours says he knows where an important treasure was hidden before the tragedy. Resolve the pass effect to send your friend to retrieve the object; or resolve the fail effect to look for it yourself. You impress on your friend how important this treasure would be to your cause (Influence-1). If you pass, your friend returns successfully; gain 1 Artifact. If you fail, your friend absconds with the treasure and is never seen again; discard 1 Ally Asset. You search the area (Observation-1). If you pass, you find that the treasure was destroyed, but its fragment can still be used to ward off evil; retreat Doom Doom by 1. If you fail, you search the desolate wasteland fruitlessly; lose Sanity 1 Sanity and gain 1 Madness Condition.
2 08
Cities in Ruin
A cult has established itself in the ruins of the city and is terrorizing those survivors who remain. Resolve the pass effect to convince the survivors to defend themselves; or resolve the fail effect to infiltrate the cult. You gather the survivors and make an impassioned speech (Influence-1). If you pass, their resistance is a worldwide inspiration; retreat Doom Doom by 1. If you fail, they all eventually succumb to the cult; lose Sanity 3 Sanity. The cult will not accept you unless you establish your arcane knowledge (Lore-1). If you pass, you sabotage the cultists and steal one of their prize possessions; gain 1 Artifact. If you fail, they attack you; lose Health 2 Health.
3 08
Cities in Ruin
You know that survivors are in desperate need of resources, but conspicuous signs of wealth make you a target for thieves. Resolve the pass effect to bring extra food and supplies with you; or resolve the fail effect to bring only basic equipment. The survivors are overjoyed to see you. You try to enlist their help (Influence). If you pass, one survivor in particular comes to your aid; gain 1 random Ally Asset from the deck. If you fail, you despair when it seems that their fears cannot be overcome; lose Sanity 2 Sanity. You are caught off-guard by the awful conditions of the city and worry that you are woefully unprepared (Will). If you pass, you become adept at hiding from the bandits that dwell within the city limits; improve Observation. If you fail, you begin to grow unhinged; lose Sanity 1 Sanity.
4 08
Cities in Ruin
Part of the building you are exploring collapses, trapping you inside. Resolve the pass effect to search the basement for a tunnel that connects to another building; or resolve the fail effect to try to dig your way out. You search the shadowy basement halls (Observation). If you pass, you find both an exit and important documents that you were left behind; gain Clue 1 Clue. If you fail, you spend endless hours feeling your ways around in the dark; gain 1 Madness Condition. You do your best to dig through the rubble (Strength). If you pass, your efforts attract the attention of a survivor who offers to help you; gain 1 random Ally Asset from the deck. If you fail, working alone is a tremendous strain on your body; gain 1 Injury Condition.
5 08
Cities in Ruin
Rescue effort have stopped due to wild animal attacks. Resolve the pass effect to try convincing authorities to renew their attempts to reach survivors; or resolve the fail effect to enter the ruined city alone. You beg for help rescuing survivors (Influence). If you pass, a talented stranger agrees to assist you; gain 1 random Ally Asset from the deck. If you fail, those who lend their help only attract more animal attacks, despite their best intentions; lose Health 1 Health and gain 1 Injury Condition. You try to sneak through the rubble (Observation). If you pass, the people you have saved thank you with what little they have to offer; gain 1 random Item Asset from the deck. If you fail, the beasts catch your scent; gain 1 Injury Condition.
6 08
Cities in Ruin
You know that someone is stalking you through the debris, but you aren't sure of the person's intentions. Resolve the pass effect to try to catch the one who has been following you; or resolve the fail effect to call out the person. You try to turn the tables on your pursuer (Observation). If you pass, the person flees, leaving behind a useful object; gain 1 random Item Asset from the deck. If you fail, you are overwhelmed; lose Health 1 Health and gain 1 Injury Condition. You offer a bribe to your pursuer (Influence). If you pass, the stranger steps out of the shadows to join you; gain 1 random Ally Asset from the deck. If you fail, your voice draws the attention of a truly nightmarish creature; gain 1 Madness Condition.
7 08
Cities in Ruin
Several survivors have fallen under a trance and are walking slowly towards dark fissures in the ground. You deduce that they are being summoned by the telepathic call of a cthonian. Resolve the pass effect to try to stop them; or resolve the fail effect to follow them. The cthonian's thoughts invade your mind (Will). If you pass, the creature's arcane presence only serves to make you more powerful; improve Strength. If you fail, you eventually awaken and find that one of your friends is missing; discard 1 Ally Asset. You track the survivors through the endless tunnels (Observation). If you pass, you find them before they are consumed and they reward you for your efforts; gain 1 random Item Asset from the deck. If you fail, you stumble through the tunnels in the dark; lose Health 1 Health.
8 08
Cities in Ruin
You try to lead a group of survivors to safety, but additional tremors have turned the road you used to enter the city into an impassable wall of rubble. Resolve the pass effect to coordinate an attempt to clear a path; or resolve the fail effect to stay where you are. You try to organize the survivors' efforts to clear the rubble (Influence). If you pass, you all reach safety and they gratefully reward you; gain 1 random Item Asset from the deck. If you fail, you end up doing most of the work yourself; lose Health 1 Health. As you learn about the survivors, you learn they have much to teach you if you are willing to invest the time and effort to learn. You may become Delayed to gain 1 Talent Condition.
9 08
Cities in Ruin
You and your companion desperately need to find a source of fresh water. Resolve the pass effect to start digging a well; or resolve the fail effect to search for a way to restore the city's water supply. You need to dig much deeper than you anticipated to reach a fresh source of water (Strength). If you fail, your efforts take too long and one of your companion succumbs to dehydration; discard 1 Ally Asset. You scrutinize the city's water distribution system, looking for intact pipes (Observation). If you fail, your only hope for survival is to use some of your equipment to patch those places where the pipes have been broken; discard 1 Item possession.
10 08
Cities in Ruin
Unscrupulous profiteers are stealing from homes that were left unprotected when the city was abandoned. Resolve the pass effect to patrol the ruined city yourself; or resolve the fail effect to convince one of your companions to do so. You keep a vigilant watch over the city to put an end to the thefts (Observation). If you fail, one of the profiteers manages to sneak past you and steals something of yours; discard 1 Item possession. You insist that one of your associates protect these homes from thieves (Influence). If you fail, your companion does not agree that such work is important and reacts poorly to being ordered to do it; discard 1 Ally Asset.
11 08
Cities in Ruin
An enormous fire rages throughout what little remains of the city. You run yourself ragged running back and forth, gathering as much sand and water as you can in an effort to extinguish the raging inferno before it consumes all (Strength-1). Once the fire has died down you search the charred remains of the city (Observation). If you pass, you find a peculiar arcane object that managed to survive; gain 1 Artifact. If you fail, the lingering smoke overwhelms you; lose Health 3 Health. As the fire grows, you hear people shouting from a burning building. You try to summon the courage to save them (Will). If you pass, they offer you a reward; gain 1 random Item Asset from the deck. If you fail, their screams haunt you; lose Sanity 2 Sanity.
12 08
Cities in Ruin
The survivors have vanished, leaving behind strange symbols. Setting up a search party would take weeks. You may become Delayed to resolve the pass effect. If you do not become Delayed, you study the symbols; resolve the fail effect. You attempt to cover the expenses necessary to organize a search party (Influence). If you pass, your effort was worthwhile and you rescue thousands of people; retreat Doom Doom by 1. If you fail, you achieve nothing but exhausting yourself; lose Health 2 Health. You scrutinize the arcane symbols that the survivors left behind (Lore). If you pass, you grasp the message they gave their lives to convey; gain Clue 1 Clue. If you fail, the mystery haunts your conscience; lose Sanity 2 Sanity.
13 08
Cities in Ruin
The military has been sent in to protect survivors. After encountering the voracious creatures that prowl through the night, however, the soldiers are anxious to leave. You try to convince them to stay and fight (Influence). You lead the soldiers against the vicious beasts that prowl the city (Strength). If you pass, you rescue a survivor who gratefully joins you; gain 1 random Ally Asset from the deck. If you fail, you lose something important as you retreat; discard 1 Item possession. You promise not to abandon the survivors even after the soldiers leave. Each night you hear the terrifying sounds of the beasts (Will). If you pass, you use your time to hone your abilities; gain 1 Talent Condition. If you fail, you flee from your duty; lose Sanity 1 Sanity.
14 08
Cities in Ruin
Disease runs rampant through those still trapped within the city's ruins. Soon you begin suffering from the same fever and skin lesions as others who have already lost their life to the affliction. You struggle to fight off the disease (Strength) You search for a qualified doctor to use your blood to create a cure (Observation). If you pass, those who recover offer you a reward; gain 1 random Item Asset from the deck. If you fail, the inexperienced doctor draws too much of your blood; lose Health 2 Health. You offer a reward to anyone who will care for you (Influence). If you pass, a stranger is sympathetic to your plight; gain 1 random Ally Asset from the deck. If you fail, no one helps you and you slip into a debilitating delirium; lose Sanity 1 Sanity and gain 1 Madness Condition.
15 08
Cities in Ruin
Hiding in the ruins of a store, you hear the sniffing and growling of some enormous creature just outside. As the sounds grow louder, you are certain it has caught your scent. The beast howls, signaling to others, and you struggle to resist blind panic (Will). You remain calm and well-hidden but some of your companions insist that running away is the only way to survive. You try to convince them to stay hidden (Influence). If you fail, one of them makes a break for it and is immediately pounced upon; discard 1 Ally Asset. You run as fast as you can through the night, blindly stumbling over the uneven terrain as you make your escape (Observation). If you fail, you trip and your possessions go skittering across the ground; discard 1 Item possession.
16 08
Cities in Ruin
Some entropic power seems to pervade the remains of this city, causing everything to fall apart or breakdown. You have to keep a careful watch on your equipment to keep all of it in working order (Observation). You discover one of your belonging requires repair. Using limited tools and your own incomplete knowledge, you attempt to restore the object to working order (Lore). If you fail, the thing is beyond repair; discard 1 Item possession. Your equipment breaks and one of your friends is injured as a result. Some of your belongings will require days to repair and your companion will need time to heal. Discard 1 Ally Asset and 1 Item possession unless you become Delayed.

Other Encounters[]

Lore[]

Real World Location[]

Shanghai[7] is a city in China, the most populous city in the world, and the world's busiest port.

References[]

  1. This fish-like man is a Deep One Hybrid
  2. For more information about this, see the What the Master Would Not Discuss page on Wikipedia icon Wikipedia.
  3. A character in the role-playing game Call of Cthulhu's The Vanishing Conjurer campaign. 
  4. A cult in the role-playing game Call of Cthulhu's The Vanishing Conjurer campaign. 
  5. A drug in the story The Hounds of Tindalos by Frank Belknap Long. For more information about this, see the The Hounds of Tindalos page on Lovecraft icon The H.P. Lovecraft Wiki.
  6. A character first appeared in the game Arkham Horror 2nd Ed.'s The King in Yellow expansion. 
  7. See Shanghai location on Maps icon Google Maps.
Advertisement