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The Key and the Gate Encounter

Back of a Special Encounter card (The Key and the Gate here)

A Special Encounter is a type of Card that can be used while playing Eldritch Horror. They are tailored to specific Ancient Ones and will only be used when the Mystery that specifies them is in play. Some Ancient Ones have a Final Mystery that is a Special Encounter. Other Ancient Ones don't have them at all.

Special Encounters are similar to Other World Encounters or Expedition Encounters, in which there is usually a skill check, followed by branching paths that are taken whether or not you pass or fail this check, and usually have differing checks or effects happen to the player. In general, passing the first test will garner some sort of positive effect on the character, while failing will usually become a hindrance. If the Final Mystery is a Special Encounter, some fail effects can instantly devour an investigator.

List of Special Encounters[]

A Dark God A Dark God[]

A Dark God are Special Encounters related to Elder Things Rise of the Elder Things.

ID # Set Initial Text Pass Effect Fail Effect
1 03
Mountains of Madness
A shoggoth thunders towards you across the Antarctic plain like a runaway freight train. It burbles and pipes most unnervingly, rooting you to the spot with terror (Will-1). You dive out of the way just in time. You sense a sinister presence in the wake of the shoggoth. You must cast a ward to protect your mind from the Dark God (Lore-1). If you pass, you may discard 1 Spell to place Clue 1 Clue on the Ancient One sheet. If you fail or do not discard the Spell, lose Sanity 3 Sanity. The shoggoth envelops you, surrounding you in its slimy, plasticine body.

You are devoured.

2 03
Mountains of Madness
As you approach the black tower, the Dark God's power becomes more evident. The being's thoughts invade your mind, wreaking havoc on your psyche (Will-1). You come face to face with a massive, black-skinned monstrosity (Strength); roll 3 additional dice if you have a Magical Weapon possession. If your test result is 3 or greater, you overcome the god's power; place Clue 1 Clue on the Ancient one sheet. Otherwise, the being's power is too great; lose Health 3 Health. The Dark Being infiltrates your mind, replacing your memories with loyalty towards its dark ambitions.

Lose Sanity 3 Sanity and gain a Dark Pact Condition.

3 03
Mountains of Madness
You enter the labyrinthine city beyond the mountains in an attempt to locate the prison within (Observation-2); roll 1 additional die for each Clue Clue and each Ally Asset you have. You find a black, stone tower standing alone on a plateau. You must empower the ward that binds the Dark God to this spot (Lore). If you pass, you may spend Focus 1 Focus and Clue 1 Clue to place 1 Clue on the Ancient One sheet. If you fail or do not spend the Focus and Clue, advance Doom Doom by 1. The impossible architecture and unfamiliar surrounds conspire to keep from your goal. As you round yet another corner, you realize that you are hopelessly lost.

You are devoured.

4 03
Mountains of Madness
As you approach the black tower, you are confronted by a group of elder things. The creatures block your path but seem hesitant, as if waiting to see what you will do. You attempt to communicate your goal to the alien beings (Influence-1). The elder things help you seal the Dark God with a ritual that requires a blood sacrifice (Lore); you may spend any number of Health Health to roll 1 additional die for each Health spent. If your test result if 3 or greater, place Clue 1 Clue on the Ancient One sheet. Otherwise, the magic is too perilous; lose Sanity 3 Sanity. The elder things take to the skies, enraged by your persistence. Two of the creatures pin you down and fling you from the icy cliffs.

You are devoured.

5 03
Mountains of Madness
The black tower ahead of you glows an ominous blue hue. The Dark God senses your approach and reaches out to your mind. If you have a Dark Pact Condition, you are devoured. You struggle to drive the being's thoughts from your mind (Will-1). You resist the Dark God's suggestions and manage to glean some information from the exchange. You speak the arcane words that can bind the being to the black tower (Lore-1); only 6's count as successes. If you pass, place Clue 1 Clue on the Ancient One sheet. If you fail, the being relents; lose Health 3 Health. For a moment, you fear you will be lost to the unyielding torrent of knowledge flooding your mind, but you know now the Dark God is not the enemy.

You are devoured.

6 03
Mountains of Madness
As you step out of the alien city, the wind stirs up a cloud of snow that stings your eyes. For a moment, you believe you see the silhouette of a massive creature standing beside the black tower before you. The being probes your mind for weaknesses (Will-1). You manage to maintain control of your faculties and begin a ritual to seal the Dark God (Lore-1). If you pass, the ritual is complete, but it requires a sacrifice; place Clue 1 Clue on the Ancient One sheet and discard 1 Ally Asset. If unable, you know now this sacrifice is yours to make; you are devoured. You feel the Dark God's presence penetrate your mind, body and soul, corrupting your very essence.

Gain 1 Bane Condition, 1 Illness Condition, and 1 Madness Condition.

7 03
Mountains of Madness
Gaze out over the plateau at alien vistas. As you scan the horizon, you stare past the Pharos of Leng, through the Enchanted Wood, and into the depths of the Underworld. Finally, you believe you catch a glimpse of the Dark God's prison (Observation-1). As soon as you see the twisted prison, you are there. The abhorrent abomination god towers over you. Lose Sanity 2 Sanity. You know you must slay this being before it consumes you (Strength); roll 1 less die for each Eldritch token Eldritch token on the Ancient One sheet (minimum 1 die). If you pass, place Clue 1 Clue on the Ancient One sheet. You chase after the image of a lost goal, never able to catch up. Your spirit travels the Dreamlands for eons until your body is old and crumbles to dust.

You are devoured.

8 03
Mountains of Madness
You exit the alien city and ascend onto the icy plateau. Finally, the Dark God stands before you in all of its horror and majesty. The mere sight of the towering monstrosity threatens to shatter your mind (Will-1). You somehow master yourself, but you must calm the expedition crew to complete the binding ritual (Influence); roll 1 additional die for each Ally Asset you have. If your test result is 3 or more, place Clue 1 Clue on the Ancient One sheet. Otherwise, the crew panics and tramples you; lose Health 3 Health. Impossible. What hope could mortals have against such a god? The only option is to put an end to this fruitless quest.

Discard all of your Clue Clues, Ally Assets, Focus Focus, and Improvement tokens. Then, lose Sanity 3 Sanity.

The Black Wind Black Wind[]

Black Wind are Special Encounters related to Nephren-Ka Nephren-Ka.

ID # Set Initial Text Pass Effect Fail Effect
1 05
Under the Pyramids
The wind shrieks and wails, sucking moisture from the atmosphere and withering plant life into dust. Suddenly, the air ignites, and a curtain of flame begins to spread outward, leaping from structure to structure. You invoke the water spirits in the area to halt its advance (Lore). The sky opens up, and a heavy rain begins to fall. The advancing flames flicker and die, and the spirit of a shimmering, leonine woman appears before you. You attempt to sway the spirit to banish the Black Wind (Influence). If you pass, place this Eldritch token Eldritch token on the active Mystery. If you fail, the goddess censures you; lose Sanity 1 Sanity. The water spirits fail to heed your call, and the fire washes over you. Lose Health 2 Health. You try to keep calm and extinguish your burning clothes (Will). If you fail, your panicked flailing only serves to fan the flames, and you are severely burned; impair Strength.
2 05
Under the Pyramids
The once tranquil Nile churns and seethes, turgid waters whipped into a frenzy by the wicked wind. A low rumble can be heard in the distance as the water rises and the banks begin to flood. You plead with a priest of Sobek to call upon his god to calm the raging rivers (Influence). As the flood rises to your knees, a gigantic crocodile emerges on the opposite bank. It opens it maw to roar, and the turbulent waters subside. You begin a ritual to banish the Black Wind before it can cause more harm (Lore). If you pass, place this Eldritch token Eldritch token on the active Mystery. If you fail, the wind rends your skin; lose Health 1 Health. The priest flees in terror from the river. You despair as a row of river dwellings is washed away in the flood. Lose Sanity 1 Sanity. You try to escape from the swiftly rising water (Strength). If you fail, you are swept away in the debris; gain 1 Injury Condition.
3 05
Under the Pyramids
A devastating sandstorm rages for miles in every direction, the Black Wind swirling at its center. Abruptly, the wind ceases to affect you, and a tiny orange cat wanders by, seemingly unaffected as well. It pauses a moment to regard you, and you try to follow it (Observation). The cat leads you to the eye of the storm. You feel the divine favor of a powerful being surge through you, and you attempt to banish the Black Wind (Lore). If you pass, place this Eldritch token Eldritch token on the active Mystery. If you fail, you hear hideous laughter through the murderous winds; gain 1 Madness Condition. Following the spry feline proves to be impossible, and the biting sands sting your eyes. Impair Observation. You stumble upon a dwelling and beg to be let inside (Influence). If you fail, you must weather the storm outside; lose Health 1 Health and Sanity 1 Sanity.
4 05
Under the Pyramids
The Black Wind drifts silently from one place to another, leaving only death and disease in its wake. The goddess Isis visits you in a dream, commanding you to disperse her blessing upon her people, such that she may ease their suffering. You try to use her power to heal those afflicted (Lore). Word of your healing powers spreads. Sensing the turning tide, the Black Wind attempts to possess you directly (Will). If you pass, you dispel it from your mind; place this Eldritch token Eldritch token on the active Mystery. If you fail, your blessing is turned against the people you intended to save; lose Sanity 1 Sanity. Despite your efforts, you fear the sickness is spreading. Gain a Diseased Condition. Enraged, Isis appears to you once more, demanding an explanation (Influence). If you fail, she withdraws her blessing; impair Lore.
5 05
Under the Pyramids
At night, the Black Wind swirls about the graves of the recently deceased, and not long after, the dead claw their way to the surface. You search through a collection of ancient papyrus scrolls, hoping to find a way to send the risen dead into the afterlife (Observation). You find a suitable prayer to Anubis, God of the Underworld, and undertake the accompanying ritual (Lore). If you pass, Anubis, made furious by the encroachment upon his domain, banishes the Black Wind; place this Eldritch token Eldritch token on the active Mystery. If you fail, Anubis is not roused, and instead, he whispers the date and time of your death; gain 1 Madness Condition. Try as you might, you can find nothing in the scrolls that will help you. Lose Sanity 1 Sanity. You try to combat the risen dead (Strength). If you fail, one of them bites you during the ensuing struggles, and the wound festers; gain 1 Illness Condition.
6 05
Under the Pyramids
The Black Wind blows over the skies of Egypt, obscuring the sun and casting the Earth into shadow. Inky coils spiral downward from the sky, infecting the soil wherever they touch down. Anxious and afraid, you call upon a chant to invoke the old powers to show you a sign of hope (Lore). No sooner than the words leave your mouth, you are visited by an aspect of Khepri, who pushes the sun across the morning sky. Long abandoned by his followers, Khepri's aid is not easily enlisted (Influence). If you pass, Khepri ejects the black wind from his realm; place this Eldritch token Eldritch token on the active Mystery. If you fail, he rebukes you; gain 1 Injury Condition. Your prayers are answered only with darkness. Gain a Despair Condition. You try to convince the municipal government to evacuate local residents (Influence). If you fail, they question your connection to the Black Wind and savagely beat you; lose Health 2 Health.
7 05
Under the Pyramids
One moment you trod upon solid ground, and the next you are floating in a starry void. A towering figure with the head of a baboon appears before you, arms crossed. Beside him, a simple golden scale rests on a stone pedestal. He invites you to speak freely of the Black Wind (Influence). Beyond nodding occasionally, he never moves, but you see the scales tip slightly in your favor. Before sending you back, he teaches you how to use his scales against the Black Wind (Lore). If you pass, the Black Wind suffers swift judgment; place this Eldritch token Eldritch token on the active Mystery. If you fail, the scales refuse to obey you, and burn you when touched; lose Health 1 Health. The scales tips in opposition, and he casts you from his domain. Lose Health 1 Health and Sanity 1 Sanity. The future is bleak and the sting of your failures fresh. You try to keep your spirits up (Will). If you fail, you fall into a deep depression; gain a Despair Condition.
8 05
Under the Pyramids
You stand atop a sprawling sand dune, watching the Black Wind blow swiftly across the desert. From city to city it blows, smothering anything that stands before it and leaving only smoking ruins behind. You examine your map carefully to determine where the Black Wind will strike next (Observation). You reach a small village before the Black Wind, and you call out to the spirits of those it has slain (Influence). If you pass, you are infused with the righteousness fury of Sekhmet, Goddess of Vengeance, and banish the Black Wind from the village; place this Eldritch token Eldritch token on the active Mystery. If you fail, the wind washes over you; gain 1 Illness Condition. When you arrive at the village, it has already been destroyed. Lose Sanity 2 Sanity. Grief stricken, you attempt to perform basic funerary rites for the slain villagers (Lore). If you fail, their spirits are spiteful, and harm you out of resentment; lose Health 2 Health.

Cities on the Lake Cities on the Lake[]

Cities on the Lake are Special Encounters related to Hastur Hastur.

ID # Set Initial Text Pass Effect Fail Effect
1 06
Signs of Carcosa
Wandering through the mists on the shoes of Lake Hali, you stumble upon a byakhee engaged in a fight against a mi-go. Resolve the pass effect to assist the mi-go by attempting to banish the byakhee; or resolve the fail effect to remain hidden and let the battle play out. You focus on a hex that will send the byakhee away, but the thundering sounds of battle threaten to disrupt your concentration (Lore-1). If you pass, the mi-go emerges victorious, and fits you a small token that will return you home; close this Gate. If you fail, the byakhee dispatches the mi-go and then turns its attention to you; a Byakhee Monster ambushes you! You duck behind an alien rock formation and try to keep silent (Observation-1). If you pass, the byakhee eventually follows the mi-go through the portal as it tries to escape, leaving you a path home; close this Gate. If you fail, you are drawn into the fight; lose Health 1 Health.
2 06
Signs of Carcosa
A stranger in frayed robes advises you that the settings suns of Carcosa will reveal the way home. Resolve the pass effect to try and find the tallest tower from which to view the sunset; or resolve the fail effect to use your knowledge of astronomy to predict where the portal will open. You wander the maze like streets of Carcosa for hours, searching for a way to reach a distant tower. The lengthening shadows serve to both confuse you and remind you of the impending sunset (Observation-1). If you pass, you locate the tower and spot the portal as it opens; close this Gate. If you fail, you become even more lost; gain 1 Madness Condition. You draw the necessary calculations onto a dusty stone using your finger (Lore-1). If you pass, you arrive at the precise location of the portal well before it opens; close this Gate. If you fail, your estimation proves incorrect, and you lose your way, become Delayed.
3 06
Signs of Carcosa
The Queen of Yhtill is interrogated those skilled in the arcane, hoping to discover a way to magically extend her life and secure her dynasty. Resolve the pass effect to volunteer your services willingly, or resolve the fail effect to resist interrogation. You concoct a serum that you believe will improve the queen's health (Lore-1). If you pass, the serum is successful, and by royal decree you are allowed to travel the city unhindered; close this Gate. If you fail, you are thrown in the palace dungeon for endangering the queen's life; lose Health 1 Health. You claim no magical talent, but the head inquisitor probes your mind to be sure (Will-1). If you pass, they release you, and you are free to return home; close this Gate. If you fail, you are charged with treason and hunted by the royal guard; gain 1 Pursuit Condition.
4 06
Signs of Carcosa
On the far side of Lake Hali, you see the black spires of a dark city rising above the mist. Simply looking upon the city fills you with fear, but your curiosity is overwhelming. Resolve the pass effect to continue to observe the city, or resolve the fail effect to search the library of Yhtill for information. The longer you look upon the city, the greater the feeling of dread (Will-1). If you pass, you realize the city's twisted skyline is expanding, as if towers are being built overnight; close this Gate. If you fail, the city beckons to you, and you black out, waking hours later with no memory of what you have done; gain 1 Madness Condition. You pore over dusty volumes, hoping to find mention of the city on the lake (Lore-1). If you pass, you learn its name to be Carcosa; close this Gate. If you fail, you find nothing, and begin to question whether anything was there at all. Lose Sanity 1 Sanity.
5 06
Signs of Carcosa
At Queen Cassilda's command, the royal guards have captured you and thrown you in the dungeon, where you await execution. Resolve the pass effect to offer the queen knowledge of the future in exchange for your release; or resolve the fail effect to work with the other prisoners to escape. Intrigued, Cassilda demands that you divine the future of her dynasty (Lore-1). If you pass, you show her that great prosperity awaits Yhtill, and she lets you go; close this Gate. If you fail, your divination is flooded by visions of Yhtill ruled by the Tattered King; gain 1 Madness Condition. One of the prisoners is revealed to be Prince Uoht of Yhtill. You plead with him to reason with his mother (Influence-1). If you pass, Uoht convinces the queen to free you; close this Gate. If you fail, you are left to rot in the dungeon; gain 1 Illness Condition.
6 06
Signs of Carcosa
At a lavish ball hosted by the queen herself, a masked stranger declares the end of the royal line. The terrified Princess Camilla breaks down in tears and the queen orders the stranger killed. Resolve the pass effect to comfort Camilla, or resolve the fail effect to try and learn the stranger's identity. You do your best to comfort the hysterical princess of Yhtill (Influence-1). If you pass, she calms down, and thanks you for your loyalty, promising to return the favor however she can; close this Gate. If you fail, she begins to year out her own hair, screaming about the Yellow Sign and the coming of the Tattered King until her voice runs hoarse; lose Sanity 1 Sanity. You conduct a lengthy investigation into the identity of the masked stranger (Lore-1). If you pass, you learn the hideous visage was no mask at all, but his true face; close this Gate. If you fail, the investigation ends in a dead end, and you learn nothing; discard Clue 1 Clue.
7 06
Signs of Carcosa
You wander aimlessly through the streets of Carcosa, unsure whether hours have passed or weeks. You wish only to return home, but the city seems intent on keeping you here. Resolve the pass effect to look for illusions; or resolve the fail effect to try to find a local willing to help. You focus your thoughts and try to separate what is real from what is not (Lore-1). If you pass, the buildings seems to ripple and vanish, revealing a path you have not yet walked; close this Gate. If you ail, the city shifts around you, and each time you glance behind, a new building has occupied what was once an empty street; gain 1 Madness Condition. You find a man standing atop a spiral stairwell, and ask him for directions (Influence-1). If you pass, without turning to face you, he points to a nearby spire; close this Gate. If you fail, he turns to stare at you, and his pale mask makes your skin crawl; lose Sanity 1 Sanity.
8 06
Signs of Carcosa
In a dark alley on the outskirts of Carcosa, you find a simple wooden door upon which someone has inscribed the infamous Yellow Sign. Resolve the pass effect to knock on the door; or resolve the fail effect to erase the evil symbol The door squeaks slightly ajar and a gruff, hooded man demands to know if you serve the Yellow King (Influence-1). If you pass, he opens the door and allows you inside; close this Gate. If you fail, he allows you to enter, only to turn violent and attack you; a Cultist Monster ambushes you! You work to erase the sign, but it cannot be removed by traditional methods (Lore-1). If you pass, the symbol disappears, and the entire building vanishes before your eyes; close this Gate. If you fail, your hands are bloody and raw from the attempt; lose Health 1 Health.
9 06
Signs of Carcosa
The captain of the royal guard has arrested you, believing that you have etched the Yellow Sign onto one of the palace garden's golden monuments. Resolve the pass effect to prove your innocence to the captain; or resolve the fail effect to bribe him. You relay your story to the captain, sharing every detail you can remember (Observation-1). If you pass, you recall seeing a man in tattered robes enter the garden just before the sign was discovered; close this Gate. If you fail, you manage only to dig yourself deeper, and the captain beats you, demanding a confession; lose Health 1 Health. You attempt to talk your way out of captivity, promising riches to the captain if he lets you go free (Influence-1). If you pass, he believes you; close this Gate. If you fail, he demands immediate payment and confiscates your possessions; discard 1 Item Asset.
10 06
Signs of Carcosa
In the port district of Yhtill you search for a way to cross Lake Hali and investigate the fabled lost city. Resolve the pass effect to find a ferryman willing to take you; or resolve the fail effect to find a vessel and navigate yourself. Many of the locals refuse to go anywhere near the lost city, saying that those who return do so under the influence of the Yellow King (Influence-1). If you pass, you find a local fisherman willing to take you; close this Gate. If you fail, the guards are alerted that someone suspicious is looking to visit the lost city; gain 1 Pursuit Condition. You find an unattended boat and attempt to abscond with it before anyone notices (Observation-1). If you pass, you glide silently away from the docks; close this Gate. If you fail, you are spotted trying to steal the boat and beaten by a gang of citizens; lose Health 1 Health.
11 06
Signs of Carcosa
Dark thoughts fill your mind as you navigate the twisted streets of Carcosa, and you fear that in this dark place, your imagination will give them form. Resolve the pass effect to purge the ill thoughts from your mind; or resolve the fail effect to find shelter quickly. You try to calm your thoughts (Will-1). If you pass, you manage to quell your overactive imagination and traverse the city streets unharmed; close this Gate. If you fail, a terror from the deepest recesses of your mind manifests itself before you, hungry for your flesh; a Monster ambushes you! All around you, voices chatter incessantly. You bang on the door of a nearby dwelling, begging to be let inside (Influence-1). If you pas, a pale child lets you inside; close this Gate. If you fail, you are left alone with your thoughts; gain 1 Madness Condition.
12 06
Signs of Carcosa
A shimmering apparition of the Tattered King floats before you on one of the black spires of Carcosa, shredded golden robes flapping gently, despite the absence of wind. Resolve the pass effect to kneel before the king; or resolve the fail effect to face him in all of his terrifying glory. You kneel before the Yellow King in hopes that he will spare you (Influence-1.) If you pass, the apparition regards you for some time and then dissipates; close this Gate. If you fail, the king waves his hand, and a rending shriek tears at your body and mind; lose Health 1 Health and Sanity 1 Sanity. You feel his dark presence sifting through your thoughts and hammering at the cracks in your ego (Will-1), If you pas, the apparition fades; close this Gate. If you fail, the Yellow King bestows his blessing upon you; gain 2 Madness Condition.

Pnakotus City Beneath the Sands[]

City Beneath the Sands are Special Encounters related to Nyarlathotep Nyarlathotep.

ID # Set Initial Text Pass Effect Fail Effect
1 09
Masks of Nyarlathotep
As you descend deeper into the buried city, you find murals on the walls of conical creatures that you believe to be representative of the Yithians. As you view them, you find that you are gradually losing control of your faculties (Will-1). You shake off the strange feeling and continue to decipher the murals. Place Eldritch token 1 Eldritch token on the current Adventure. As you work, you are approached by a one of the depicted creatures (Influence). If you pass, it introduces itself as Kakakatak, a prisoner of the city; place 1 Eldritch token on the current Adventure. If you fail, it attacks; lose Health 1 Health and Sanity 1 Sanity. You lose control of all but your mind. Lose Sanity 2 Sanity. As your body walks through the city, you try to remember the paths it takes (Observation-1). If you pass, you are later able to draw a basic map from memory; place Eldritch token 1 Eldritch token on the current Adventure.
2 09
Masks of Nyarlathotep
Deep beneath the surface, you follow strings of light that were placed in order to guide the followers of the Sand Bay through the lost city (Observation-1). You find your way to one of the inner chambers. Place Eldritch token 1 Eldritch token on the current Adventure. The chamber is filled with sleeping flying polyps, and you try to keep yourself from trembling as you walk through (Will). If you pass, you cross the room safely, place 1 Eldritch token on the current Adventure. If you fail, they wake and launch an attack; lose Health 2 Health. You bump into one of the cultists as you traverse the dimly lit paths, nearly scaring you to death. Lose Sanity 1 Sanity. You compose yourself and interrogate him (Influence-1). If you pass, you learn of the cult's plans; place Eldritch token 1 Eldritch token on the current Adventure.
3 09
Masks of Nyarlathotep
You think that you could control the flying polyps by embracing a tide of yourself that you have kept suppressed for many years. You may gain a Corruption Condition to resolve the pass effect. If you do not gain the Condition, resolve the fail effect. The monstrous creatures now to your command. Place Eldritch token 1 Eldritch token on the current Adventure. You use your newfound power to convince the Cult of the Sand Bay that you speak for the Father of Bats (Influence). If you pass, they believe you, and you unravel their plans; place 1 Eldritch token on the current Adventure. If you fail, they attack you; lose Health 2 Health. You make your way through the city while weathering constant flying polyp attacks. Lose Health 2 Health. You fight the urge to flee from the city in terror (Will-1). If you pass, you calm yourself and continue exploring the city; place Eldritch token 1 Eldritch token on the current Adventure.
4 09
Masks of Nyarlathotep
Nausea overwhelms you as a sudden alien presence begins wrapping itself around each aspect of your consciousness. You gather your determination and attempt to resist it (Will-1). The entity gives up its attempt to wrest control of your faculties. Place Eldritch token 1 Eldritch token on the current Adventure. You attempt to learn what the lingering alien presence knows (Influence). If you pass, it tells you of the Cult of the Sand Bat's activities; place 1 Eldritch token on the current Adventure. If you fail, it launches another mental attack; lose Sanity 2 Sanity. You lose control of your body for several hours. Lose 2 Sanity. Once you are back to normal, the alien offers information if you will allow it to live in your mind. You may gain a Dark Pact Condition to place Eldritch token 1 Eldritch token on the current Adventure.
5 09
Masks of Nyarlathotep
As you stumble in the darkness, a bodiless entity whispers into your mind, offering knowledge of the city for just a small part of your essence. You may gain a Corruption Condition to resolve the pass effect. If you do not gain the Condition, resolve the fail effect. You learn that the city was once known as Pnakotus. Place Eldritch token 1 Eldritch token on the current Adventure. The knowledge that a city of alien beings existed on Earth threatens to drive you mad (Will). If you pass, you come to terms with the absurdity and digest what you have learned; place 1 Eldritch token on the current Adventure. If you fail, gain 1 Madness Condition. You reject the offer, and the entity lashes out at you in rage. Lose Health 1 Health. You offer information to the voice instead (Influence-1). If you pas, it begrudgingly names the city as Pnakotus, city of the Yithians; place Eldritch token 1 Eldritch token on the current Adventure.
6 09
Masks of Nyarlathotep
In a secluded area of the city, you isolate an acolyte of the Sand Bay and demand that she tells you what she knows of the cult's plans (Influence-1). She relents and tells you that her master plans to open a great gate and that the city is one of its focal points. Place Eldritch token 1 Eldritch token on the current Adventure. She offers to tell you more if you tell no one of her involvement with the Sand Bat. You may gain 1 Eldritch token to place 1 Eldritch token on the current Adventure. She refuses to talk, and slashes you with an ebon athame. Lose Health 1 Health. She invokes a chant that aims to wipe your memory (Will-1), If you pass, you fake amnesia and leave the city with your memories intact; place Eldritch token 1 Eldritch token on the current Adventure.
7 09
Masks of Nyarlathotep
Stumbling about in the darkness you bump into someone patrolling the area. You plead with the rather dull looking man to keep quiet and avoid drawing the attention of the flying polyps (Influence-1). The man calms down considerably and runs off into the darkness. Place Eldritch token 1 Eldritch token on the current Adventure. You know that you should not let him leave, but neither do you want to stab him in the back. You may gain 1 Eldritch token to place 1 Eldritch token on the current Adventure. The man shotus for his comrades, and in response, you hear the wretched shriek of a flying polyp. Lose Sanity 1 Sanity. You defend yourself against the beast (Strength-1). If you pass, you manage to escape with your life; place Eldritch token 1 Eldritch token on the current Adventure.
8 09
Masks of Nyarlathotep
As you are exploring the city ruins, you encounter a strange conical creature with many tentacled appendages trapped in an electric cage (Lore-1). You recognize the creature as a Yithian. Place Eldritch token 1 Eldritch token on the current Adventure. You speak with the creature to ascertain its purpose in the city (Influence). If you pass, it tells you that it has been enslaved for its psychic abilities; place 1 Eldritch token on the current Adventure. If you fail, it tells you horrors about the origin of humanity; gain 1 Madness Condition. You could never have imagined such a disturbing creature existed. Lose Sanity 2 Sanity. It speaks to you secretly using psychic abilities, offering power if you help it escape. You may gain a Dark Pact Condition to place Eldritch token 1 Eldritch token on the current Adventure.

Corona Borealis Corona Borealis[]

Corona Borealis are Special Encounters related to Hypnos Hypnos.

ID # Set Initial Text Pass Effect Fail Effect
1 07
The Dreamlands
The Lord of Sleep appears before you, drawing back the hood of his cloak to reveal black, soulless eyes. Unable to look away, you feel your mind begin to overflow with the dreams of all humanity, both pleasant and nightmarish. You make one desperate attempt to shut them out (Will-1). The visions dissipate, but your relief is only temporary. The Lord of Sleep reaches out and grabs you with a stone-like grip (Strength-1). If you pass, you fight tooth and nail for your survival; you may discard 1 Talent Condition to place Eldritch token 1 Eldritch token on the Ancient One sheet. If you fail or do not discard the Condition, he feasts upon your life force; lose Health 3 Health. You recoil from the psychological deluge, tripping over yourself as you scramble to withdraw from your own mind, but there is no escape from the boundless void of dreams.

You are devoured.

2 07
The Dreamlands
Your heart sinks as you sense the quickly approaching presence of the once-benign Lord of Sleep. You hurriedly flip through the pages of the forbidden tome, hands trembling with fear as you scan the faded volume for the incantation that you can only hope will save your life (Observation-1). You find what you are looking for and begin your preparations (Lore-1); you may spend any number of Clues to add 1 success to your test result for each Clue spent. If your test result is 3 or greater, the atmosphere ripples as you shatter Hypnos's hold on your dreams; place Eldritch token 1 Eldritch token on the Ancient One sheet. Otherwise, the magic backfires; lose Sanity 3 Sanity. Soon, an oppressive silence fills the room. As the inky blackness of space coils around your neck, you calmly close the book and put it neatly back where you found it.

You are devoured.

3 07
The Dreamlands
In the skies above, the Corona Borealis shines its red-gold light upon the Dreamlands through ever-widening cracks in time and space The light feels somehow gentle, and your eyes grow heavy, but you tell yourself that you must not sleep. You must remain alert to face your foe (Will-1). The Lord of Sleep manifests before you, the myriad star of his domain swirling around him, his mere presence draining years of your life (Strength-1). If you pass, the sheer power of your inner strength rebuffs him; you may spend Health 3 Health to place Eldritch token 1 Eldritch token on the Ancient One sheet. If you fail or do not spend the Health, gain a Cursed Condition. You close your eyes and slip away into the cold embrace of sleep. The Corona Borealis flares red, and all that you ever were becomes but a passing dream.

You are devoured.

4 07
The Dreamlands
With a brilliant flash and a resounding rack, the atmosphere is torn asunder, and you find yourself being drawn into a thundering singularity. Staring into the gaping breach, you see a sliver of suspended earth on the other side and attempt to propel yourself towards it (Observation-1). You scramble to your feet on the gloating landmass and find yourself gazing into the eyes of the Lord of Sleep (Will-1). If you pass, you turn your mental acuity against him; you may spend Sanity 3 Sanity to place Eldritch token 1 Eldritch token on the Ancient One sheet. If you fail or do not spend the Sanity, he pushes you into the star-filled void; resolve the fail effect. You struggle to breathe as you are pulled into the vast emptiness. You reach out to any power that will listen to save you.

Gain a Dark Pact Condition and 2 Talent Conditions.

5 07
The Dreamlands
Face to face with the hooded being, you are taken aback to see that is not the Master of Dreams. If you have a Dark Pact Condition, you realize with a cold certainty that you have come to the end; you are devoured. The being offers you the power to fight if you can sustain it (Lore-1). You confront the Lord of Sleep and attempt to make use of your newfound power (Will-1); you may spend up to Health 3 Health and up to Sanity 3 Sanity to roll 1 additional die for each Health or Sanity spent. If your test result is 3 or greater, the influence of the Corona Borealis wanes; place Eldritch token 1 Eldritch token on the Ancient One sheet. Otherwise, resolve the fail effect. The power proves to be far greater than you can control, and it leaves your mind scraped clean of your happy memories.

Gain a Cursed Condition and an Amnesia Condition.

6 07
The Dreamlands
The Lord of Sleep, adorned with a wreath of laurels, presents himself to you. He gestures, opening the way to eternity, paving the path with the red-gold light of Corona Borealis. You draw every ounce of your arcane ability and attempt to redirect the flow of energy (Lore-1). Intrigued by your will to live, the Lord of Sleep entreats you to prove your worth (Influence-1). If you pass, he offers you passage back to the dreamlands in exchange for your memories; you may discard 1 Task Asset to place Eldritch token 1 Eldritch token on the Ancient One Sheet. If you fail or do not discard the Asset, he throws you into the void; resolve the fail effect. The shimmering path grows bright, illuminating the horrors beyond.

Spawn 1 Gate unless you gain a Dark Pact Condition. If you spawn the Gate, move to that space.

7 07
The Dreamlands
A blanket of red and gold stars stretches across the sky above the Dreamlands. All who reside beneath them fall under the sway of a gentle, pulsing lullaby. You feel the Dreamlands being drained of all color and light and try to resist becoming entranced (Will-1). You attempt a ritual that would return the alien stars to whence they came, but it will consume part of your soul (Lore-1); you may discard any number of Talent Conditions to add 1 success to your test result for each Condition discarded. If your test result is 3 or greater, you banish the stars; place Eldritch token 1 Eldritch token on the Ancient One Sheet. If you fail, resolve the fail effect. The calamitous starlight continues to feed on the vitality of the Dreamlands. Each investigator on this space loses Sanity 1 Sanity. Shuffle the Dream-Quest Encounter deck.
8 07
The Dreamlands
Nodens, Great Lord of the Abyss, sends his nightgaunts to bring you to his abysmal abode. Wishing nothing less than to retake the Dreamlands and rule over its many cities, he teaches you a powerful incantation that will summon him in a time of great need (Lore-1). Faced with confronting Hypnos, the Lord of Sleep, you call upon Nodens to grant you a mighty boon, but you ask for more than he is willing to give (Influence-1); you may gain a Dark Pact Condition to roll 3 additional dice. If your test result is 3 or greater, he acquiesces; place Eldritch token 1 Eldritch token on the Ancient One sheet. Otherwise, resolve the fail effect. Displeased with your ineptitude, Nodens banishes you from his sight.

Each investigator on this space moves to a random space unless he spends Clue 1 Clue.

Dark Pharaoh Dark Pharaoh[]

Dark Pharaoh are Special Encounters related to Nephren-Ka Nephren-Ka.

ID # Set Initial Text Pass Effect Fail Effect
1 05
Under the Pyramids
You encounter Nephren-Ka at the end of a long, illuminated hallway, but he does not seem to notice you. He works tirelessly, as if possessed, carving visions of the future into the walls of the crypt. As you advance towards the Dark Pharaoh, you marvel in his prophetic illustrations (Lore-1). You speak to Nephren-Ka and tell him that you too have the gift of prophecy (Influence); you may spend any number of Clue Clues to add 1 success to your test result for each Clue spent. If your test result is 3 or greater, Nephren-Ka reels at your prophecy of his downfall; place 1 Clue on the Ancient One sheet. Otherwise, he tells you of your imminent death; lose Sanity 3 Sanity. Enthralled, you come at last to a prophecy that puzzles you. The subject of the panel looks eerily like yourself and lies dying at the base of a sprawling tapestry. Too late, you feel the Dark Pharaoh's breath upon your neck.

You are devoured.

2 05
Under the Pyramids
Deep within the pyramid, you come across a pair of statues of the Blind Apes of Truth, surrounded on all sides by stone sarcophagi. Upon closer inspection, you find that the intricately carved sarcophagi depict not human bodies, but those of demons and other dark creatures (Will-1). You work to translate the inscriptions on the sarcophagi (Lore). If you pass, you discover that the sarcophagi are filled with the remains of Nephren-Ka's victims and suspect that burning them may diminish his power. You may gain a Cursed Condition to place Clue 1 Clue on the Ancient One sheet. If you fail or do not gain the Condition, lose Sanity 3 Sanity. Horrified, you stumble backward, falling heavily upon your side. Fazed, you attempt to stand, only to find yourself gazing into infinity through the eyeless sockets of a grinning ape.

You are devoured.

3 05
Under the Pyramids
While searching for Nephren-Ka's chamber, you are blinded by a sudden flash of light. When you can see again, you are startled to find yourself standing before an older, weary version of yourself. Your double claims to have been sent from the future to help you, but you are wary (Observation-1). You recognize a mark upon the hand of your double to be the sigil of the Faceless God. You turn down the gifts offered to you, but ask for help dealing with the Dark Pharaoh (Influence); you may gain a Dark Pact Condition to roll 3 additional dice. If your test result is 3 or greater, you join forces; place Clue 1 Clue on the Ancient One sheet. Otherwise, gain a Cursed Condition. Convinced that your doppelganger means no harm, you accept the gifts given to you freely, and when you are beckoned to peer into the light of a beautiful shining stone, you do so eagerly. Gain a Dark Pact Condition and 2 Relic Unique Assets.
4 05
Under the Pyramids
The sound of hurried footsteps echoes through the halls of the pyramid, and it occurs to you that Nephren-Ka may be holding people captive within. A frantic young man appears, looking worriedly over his shoulder, threatening to kill you if you come any closer. You try to calm him (Influence-1). The young man introduces himself as Robert Blake. He claims to be possessed and begs you to help him imprison the darkness that haunts him (Lore). If you pass, you may discard 1 Relic possession to place Clue 1 Clue on the Ancient One sheet. If you fail or do not discard the Relic, he flees, and you glimpse the specter of a winged terror close behind him; lose Sanity 3 Sanity. Just when you have given up trying to pacify the young man, he suddenly grows quiet and closes his eyes. When he opens them again, his eyes are tri-lobed and ablaze with a dark fire that burns away everything that makes you whole. Impair each of your skills.
5 05
Under the Pyramids
You hear Nephren-Ka's voice coming from all direction at once, reciting an eldritch invocation. The chant grow faster with each verse, and you can sense him gaining power. You draw a deep breath and focus your senses, listening carefully to determine where his voice is coming from (Observation-1). You find Nephren-Ka in the eleventh hour, and in desperation, you sacrifice some of your essence to annul his dark litany (Lore); you may spend any amount of Health Health to roll 1 additional die for each Health spent. If your rest result is 3 or greater, he is substantially weakened; place Clue 1 Clue on the Ancient One sheet. Otherwise, he retains most of his power; advance Doom by 1. You run through corridor after corridor, but the voice is always just around the next corner. The hallways begin to stretch and warp, and when you throw open a door and see only the infinite void, you know that you have failed.

You are devoured.

6 05
Under the Pyramids
You run into a group of priests patrolling the halls of the pyramid. They tell you that Nephren-Ka has commanded that they search the premises for intruders, and demand to know your business. You claim to be an agent of the Dark Pharaoh, and ask to be taken to meet with him (Influence-1). As the priests lead you into a narrow antechamber, you seize the opportunity and attack them (Strength); roll 1 fewer die for each Cultist Monster on the game board. If you pass, place Clue 1 Clue on the Ancient One sheet. If you fail, the priests chant in vile harmony; gain a Cursed Condition, then gain 1 Bane Condition. Unamused, the priests throw you into a bloody pit. As you scramble to your feet, the light in the room is extinguished, but not before you catch a glimpse of a horror that could only be the inspiration for the Great Sphinx.

You are devoured.

7 05
Under the Pyramids
A man dressed in golden Pharaoh's garb stands before you, but it is not Nephren-Ka. You shudder as his icy gaze passes over you. If you have a Dark Pact Condition, you are devoured. He smiles, radiating an aura of dread and despair. You plead with him to let you pass (Influence-1). He agrees, but only if he judges you to be a worthy adversary, and locks you in a penetrating gaze (Will); roll 1 fewer die for each investigator with a Cursed Condition or Dark Pact Condition. If you pass, place Clue 1 Clue token on the Ancient One sheet. If you fail, he claims you owe him a debt for allowing you to live; discard all of your Relic possession. Devoid of emotion, he hexes you and casts you out into the sands. You hear his wicked laughter upon the wind, and you fall to your knees, coughing up blood. Gain a Cursed Condition. Each investigator on the Egypt side board gains 1 Illness Condition.
8 05
Under the Pyramids
You come to a central chamber, and Nephren-Ka is performing a ritual within. He is surrounded by hundreds of statues and idols, all carved in the likeness of horrible, faceless creatures. A man lies bound upon an altar, screaming for help. You try to tip one of the larger statues (Strength-1). The statue shatters, and Nephren-Ka howls savagely, breaking into a fierce chant that withers your flesh into dust. You feel yourself weaken under the gaze of the faceless idols, but you attempt to conjure a ward (Lore); roll 1 fewer die for each Relic possession you have. If you pass, place Clue 1 Clue on the Ancient One sheet. If you fail, lose Health 3 Health. Deathly silence permeates the air as the Dark Pharaoh completes the blood sacrifice. Empowered, he waves a hand in your direction, and pain erupts throughout your body as you are eaten from within by ravenous scarabs.

You are devoured.

Exploring the Caverns Deep Caverns[]

Deep Caverns are Special Encounters related to Abhoth Abhoth.

ID # Set Initial Text Pass Effect Fail Effect
1 05
Under the Pyramids
A heavy scraping noise brings your attention to a malformed gray creature on a ledge below you. It appears to be dragging a young man behind it. Resolve the pass effect to try and get the young man's attention; or resolve the fail effect to drop a nearby boulder on the beast. When the creature pauses for a moment, you inch forward and motion for the young man to remain silent (Influence-1). If you pass, the man understands, and when the creature is distracted you help him to escape; place this Eldritch token Eldritch token on the active Mystery. If you fail, he cries out to you for help, and the creature flees with its victim; lose Sanity 2 Sanity. You push against the boulder, aiming for the creature below (Strength-1). If you pass, it smashes the beast to a pulp; place this Eldritch token Eldritch token on the active Mystery. If you fail, the rock refuses to budge, and the creature escapes with its victim; lose Sanity 2 Sanity.
2 05
Under the Pyramids
After spending hours in the dark tunnels, you come to the realization that you are completely lost. You pause at a fork in the passageway and listen intently. Resolve the pass effect to go towards the sound of running water, or resolve the fail effect to go towards a faint scuffling sound. You come across a swiftly flowing aquifer. It looks as if it slopes upwards, and you suspect it leads to the surface. You try to swim, but the current is too strong (Strength-1). If you pass, you press on until you reach the surface; place this Eldritch token Eldritch token on the active Mystery. If you fail, you nearly drown; impair Strength You come across a strange creature trudging through the dark. You try to remain unseen and follow it (Observation-1). If you pass, it eventually leads you outside; place this Eldritch token Eldritch token on the active Mystery. If you fail, it catches sight of you and attacks; lose Health 2 Health.
3 05
Under the Pyramids
An eerie calm hangs in the air as you enter a massive antechamber where a dense fog drifts slowly towards you. As you become enveloped in the fog, you begin to feel your senses slip away from you. Resolve the pass effect to press on, or resolve the fail effect to retreat toward the surface. As the fog permeates your mind, the antechamber transforms before your eyes. Before you, in a lake of offal and bone, a sprawling protean terror spews its children into the world. You grit your teeth against the vision (Will-1). If you pass, the vision fades; place this Eldritch token Eldritch token on the active Mystery. If you fail, dread consumes you; gain a Despair Condition. You try to retrace yours steps. If you pass, you find your way out; place this Eldritch token Eldritch token on the active Mystery. If you fail, you tumble into an unexpected crevice; lose Health 2 Health and gain 1 Injury Condition.
4 05
Under the Pyramids
As you pass through a tight passageway, you hear a rumble and a crash behind you. You find that the ceiling of the tunnel has collapsed, and you are now trapped. Resolve the pass effect to try to clear the blockage by hand; or resolve the fail effect to look for another path. You begin the arduous process of clearing the rubble (Strength-1). If you pass, you eventually make a hole large enough to squeeze through and on the other side, you find evidence that a large creature caused the collapse; place this Eldritch token Eldritch token on the active Mystery. If you fail, you trigger another cave-in, and are nearly crushed; lose Health 2 Health and gain 1 Injury Condition. You search for a new way out (Observation-1). If you pas, you notice some decent handholds on the wall and climb up to another level; place this Eldritch token Eldritch token on the active Mystery. If you fail, you fear you may die in here; lose Sanity 1 Sanity and gain a Despair Condition.
5 05
Under the Pyramids
Descending into the cavern, you come across a sprawling horde of frenzied, misshapen creatures, moving slowly toward the surface. Resolve the pass effect to prepare a warding ritual to stop the creatures; or resolve the fail effect to retreat to the surface and warn the nearby towns. You mark the walls and floor of the cavern with symbols that should repel the horde (Lore-1). If you pass, they are burned by the ritual and retreat; place this Eldritch token Eldritch token on the active Mystery. If you fail, the ritual is not strong enough to hold back the entire horde, and you are overwhelmed; lose Health 2 Health. Arriving at a nearby town, you warn them of the impending raid (Influence-1). If you pass, they form a militia and are ready when the beasts arrive; place this Eldritch token Eldritch token on the active Mystery. If you fail, they do not believe you and the town is destroyed, impair Will.
6 05
Under the Pyramids
You find a corpse of an abominable creature deep within the recesses of the cavern. Its body is covered in rips and years, but you think you could learn much for it. Resolve the pass effect to search for the beast that killed it; or resolve the fail effect to spend some time studying the corpse. You follow a trail of blood from the creature's final resting spot to a wide cavern filled with stalagmites. A vile, amorphous beast wanders amidst the rocky pillars, searching for food. You attempt to get the jump on it (Strength-1). If you pass, you slay it with ease; place this Eldritch token Eldritch token on the active Mystery. If you fail, you nearly become its next meal; lose Health 2 Health. Dissecting and analyzing the corpse proves more difficult than expected (Lore-1). If you pass, you learn much about the residents of this cavern; place this Eldritch token Eldritch token on the active Mystery. If you fail, you grow frustrated by the research; lose Sanity 1 Sanity.
7 05
Under the Pyramids
You pursue one of the violent, deformed creatures deep into its subterranean lair. At long last, it gives up its flight and turns to face you. Resolve the pass effect to use the surrounding terrain to your advantage; or resolve the fail effect to engage the creature head on. You scan the area for anything you could use to your advantage (Observation-1). If you pass, you manage to impale the creature with a stalactite; place this Eldritch token Eldritch token on the active Mystery. If you fail, nothing you try seems to work, and the creature sprays you with a bubbling black liquid that eats at your skin; gain 1 Illness Condition. You defend yourself against the creature's wild charge (Strength-1). If you pass, you counter and slay the beast; place this Eldritch token Eldritch token on the active Mystery. If you fail, it bowls you over and rends your flesh with its bony talons. Lose Health 2 Health.
8 05
Under the Pyramids
Since entering the tunnel several hours prior, the route you took to get to your current position has been flooded by a sickening, gray ooze. Resolve the pass effect to hold your breath and dive into the ooze; or resolve the fail effect to find a safe path to climb to the exit. You dive into the viscous liquid and try to hold your breath long enough to reach the exit on the other side (Will-1). If you pass, you reach the exit, gasping for breath; place this Eldritch token Eldritch token on the active Mystery. If you fail, you inhale an unhealthy amount of the mysterious, gray substance; gain 1 Illness Condition. You scan the wall carefully for handholds as you climb towards sunlight (Observation-1). If you pass, you manage to reach the surface without issue; place this Eldritch token Eldritch token on the active Mystery. If you fail, you slip and fall onto the hard rocks below; lose Health 2 Health.

Dream Within a Dream Dream Within a Dream[]

Dream Within a Dream are Special Encounters related to Hypnos Hypnos.

ID # Set Initial Text Pass Effect Fail Effect
1 07
The Dreamlands
Your enjoyment of a lovely afternoon stroll through the park is cut tragically short as water begins to seep up from the ground around your ankles. The water is rising at an alarming rate and by the time it reaches your shoulders you begin to feel pangs of panic in the pit of your stomach (Will-1). Finding that you are unable to wake, you instead perform a hasty ritual that will allow you to breathe underwater (Lore-1). If you pass, the water eventually ceases trying to drown you and you wake soaked from head to toe; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, there is scarcely enough oxygen to stay conscious; gain 1 Madness Condition. You cough and sputter as water fills your lungs. Lose Health 2 Health. You try desperately to swim to the surface, but the current is pulling you under (Strength-1). If you fail, your body is pushed beyond its limits in your desperation to stay alive; gain 1 Injury Condition.
2 07
The Dreamlands
You do not recall falling asleep, but you are convinced beyond a shadow of a doubt that what you are seeing cannot be reality. The sky has turned blood-red, and a river of dark, crimson liquid flows towards the horizon. You attempt to discern the source of the nightmare (Lore-1). You sense a disturbance in the folds of reality and follow the river to a crimson delta. You spot an ashen statue protruding from the swampy muck and summon your courage to wade up to it (Will-1). If you pass, you topple the statue and the dream with it; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, the aroma of blood sickens you to your core; lose Sanity 1 Sanity. You wander for what feels like a lifetime among the forks of the crimson river, but there is not another soul to be seen. Lose Sanity 1 Sanity. Fatigue takes root within your body but you try to carry on (Strength). If you fail, you collapse from sheer exhaustion; lose Health 2 Health.
3 07
The Dreamlands
A raging inferno blazes around you, swallowing the home of your childhood in a pillar of fire. Though your ears hear only crackling flame, distant screams and pleas for help reverberate within your mind, and you struggle against the urge to dash into the burning house (Will-1). Distancing yourself mentally from the horrific scene, you focus on the words of an incantation that will allow you to control the events of your dream (Lore-1). If you pass, the fire flickers and dies; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, the sinister flames grow only larger as all that you once knew is reduced to a smoldering pile of ash; lose Sanity 2 Sanity. The ravenous flames licks at your heels as you enter the smoke-filled house, and some of your belongings catch fire. Discard 1 Item possession. The house starts to collapse, and you know you must leave (Observation). If you fail, you are struck by falling debris; lose Health 2 Health.
4 07
The Dreamlands
You stand upon a rocky bluff amongst a small fathering of unfamiliar faces. You spot one of your companions nearby and realize that this must not be your dream. Your oat flaps wildly as the wind begins to pick up, and you plead with your friend to move away from the cliff edge (Influence-1). The wind continues to pick up speed, and before long, it is all you can do to remain standing. You direct the flow of aether in the dream to calm the storm (Lore-1). If you pass, the storm dissipates and the dream ends; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, the stinging winds rend the skin on your arms and face; lose Health 2 Health. A sudden gust of wind knocks your friend off balance, and in an instant, the dream is ended. Discard 1 Ally Asset. You reason with yourself that you did all that you could (Will). If you fail, you blame yourself; lose Sanity 1 Sanity and gain 1 Madness Condition.
5 07
The Dreamlands
You are standing in line at the bank, waiting for the teller to become available. Finally, you are next in queue, but the elderly woman just ahead of you seems to be causing a delay. Peering around her, you are enraged to see her counting pennies one at a time out of a giant sack (Will-1). You tap the woman on the shoulder and politely ask if you may make a quick deposit (Influence-1). If you pass, she happily agrees and shares her raisins with you before you leave; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, she writhes and twists as she transforms into a hideous abomination, slashing you with her grotesque laws; lose Health 2 Health. The absurdity is too much! Gain 1 Madness Condition. You realize with sudden clarity that you are surrounded not by bank patrons, but by ghouls. You try to ward the ghouls away (Lore-1). If you fail, they tear at your flesh; lose Health 1 Health and Sanity 1 Sanity.
6 07
The Dreamlands
The sound of chanting fills your soul with indescribable dread, and you realize with horror that the voice of the chanter if your own. Your limbs move against your will, performing the somatic portion of the abhorrent summoning. You focus your energy on wresting control of your body (Will-1). You work quickly to undo the magic that has already begun to bridge some unknown dimension with your dream (Lore-1). If you pass, the summoning is ended; pace Eldritch token 1 Eldritch token on the active Mystery. If you fail, a shadow of what lies upon the other side of the threshold slips into your mind before your work is finished; gain 1 Madness Condition. Unable to stop, you spill your own blood as a catalyst, bringing the horrific thing into being. Lose Health 1 Health. The pain returns you to normal, and you try to evade the beast (Observation-1). If you fail, it mains you; gain 1 Injury and 1 Madness Condition.
7 07
The Dreamlands
The skinless visage of a disembodied head manifests before you as you drift through a sea of aether. It whispers softly to you, insisting that the only way to save the world is to leave it. A pedestal appears before you, upon which lies a simple silver dagger, and you fight the urge to touch it (Will-1). You lunge away from the face instead, and its exposed muscles tighten as it shrieks in rage. You scan the murky aether for a way to escape (Observation). If you pass, you find a tear in the aether and slip through; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, the faces jinxes you to appear in its likeness and the skin on your face begins to flake and peel away; lose Sanity 1 Sanity. Before you can stop yourself, you grab the dagger and plunge it into your body. Gain 1 Injury Condition. Jolting awake, you quickly attempt to bandage your wound (Lore). If you fail, you lose a worrisome amount of blood as you fumble about; lose Health 2 Health.
8 07
The Dreamlands
As you lie in your bed, teetering between sleep and wakefulness, you realize suddenly that your body is completely immobilized. You are struck by the sensation of someone standing next to your bed, watching you, but you rationalize with yourself that this could not be the case (Lore-1). Reason overcomes fear and as the terror passes, you call upon every fiber of your being to fight against the paralysis (Will). If you pass, you jolt upright in your bed, sweating profusely; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you slip further and further into a sea of luminous black shapes, all the while remaining wholly unable to move; lose Sanity 1 Sanity. As you panic, the dream gives form to your fear, but you remain unable to move. Lose 1 Sanity. You plead with the manifestation to leave you in peace (Influence-1). If you fail, the dark phantom tortures you while you lie helpless; lose Health 2 Health.

Dreamwalker Dreamwalker[]

Dreamwalker are Special Encounters related to Hypnos Hypnos.

ID # Set Initial Text Pass Effect Fail Effect
1 07
The Dreamlands
You find yourself seated in a magnificent stadium amongst a cheering crowd. Below you, gladiators are gathering for the opening ceremony, the dreamer amongst them. Resolve the pass effect to enter the competition; or resolve the fail effect to reason with the dreamer. When it comes time to face the dreamer, you find him to be a skilled and dangerous adversary, if only in his dreams (Strength-1). If you pass, you manage to subdue him without harming him, and the stadium dissolves around you; place this Clue Clue on the active Mystery. If you fail, he wounds you severely; lose Health 1 Health and gain 1 Injury Condition. He listens to your explanation, though he does not wish to believe it (Influence-1). If you pass, disappointment is clear on his face and the dream dissipates; place this Clue Clue on the active Mystery. If you fail, he directs the crowd to remove you; lose Health 2 Health.
2 07
The Dreamlands
You peer through a cottage window and see the dreamer at a table with his family, sharing a meal, smiling and laughing together in familiar comfort. Resolve the pass effect to join them at the table; or resolve the fail effect to leave them be and exert your own power to end the dream. You eat supper with the happy family, but when it is over, you pull the dreamer aside (Influence-1). If you pass, you discover that his family passed away long ago and that he had simply wanted to spend an evening with them; place this Clue Clue on the active Mystery. If you fail, the dreamer ejects you forcefully from his delusion; gain a Lost in Time and Space Condition. You focus on dispelling the illusion (Will-1). If you pass, the dream ceases to be; place this Clue Clue on the active Mystery. If you fail, the dream becomes hellish and a gaping maw devours the family as they dine; lose Sanity 1 Sanity and gain 1 Madness Condition.
3 07
The Dreamlands
You manifest on the perimeter of a peaceful, golden field where a young woman is picking flowers. She becomes suddenly alert, and you realize with surprise that she must have sensed your arrival. Resolve the pass effect to try and conceal yourself; or resolve the fail effect to greet her. You dive into the tall wheat and try to remain still (Observation-1). If you pass, the woman goes about her business and you are able to get close enough to startle her out of the dream; place this Clue Clue on the active Mystery. If you fail, she spots you and turns the dream against you, causing the field of wheat to transform into a pit of striking serpents; lose Health 2 Health. You smile and wave (Influence-1). If you pass, she tells you that she has always been able to control her dreams and leaves; place this Clue Clue on the active Mystery. If you fail, you are forcefully ejected from her dream; gain 2 Madness Conditions.
4 07
The Dreamlands
The dreamer is perched atop a gilded velvet throne, ordering servants to and fro at the slightest whim. Resolve the pass effect to come before him as his subject and open a petition; or resolve the fail effect to go to the kitchen and concoct a debilitating poison to slip into his next meal. The dreamer listens to your plea to end the dream with bemusement (Influence-1). If you pass, he removes his crown and steps down from the throne, gazing one final time across the palace grounds as the dream unravels around him; place this Clue Clue on the active Mystery. If you fail, he orders you to be thrown into the dungeon and tortured; lose Health 2 Health. You try to mix a poison of the proper potency (Lore-1). If you pass, the dreamer passes out after the first bite and the dreams ends; place this Clue Clue on the active Mystery. If you fail, the dream becomes a nightmarish fever dream; lose Health 1 Health and Sanity 1 Sanity.
5 07
The Dreamlands
Lifting a creaky wooden hatch, you find yourself descending into a dusty but neatly organized laboratory where a middle-aged man is diligently mixing several neon-colored liquids. Resolve the pass effect to pose as his lab assistant; or resolve the fail effect to appeal to his sense of reason. As you approach, the dreamer demands that you hand him a particular vial (Lore-1). If you pass, he seems satisfied with your selection and you hit him over the head as he returns to his work; place this Clue Clue on the active Mystery. If you fail, he accuses you of being an intruder and throws a fiery flowing liquid in your face, igniting your flesh; lose Health 2 Health. You explain that the laboratory is but a dream (Influence-1). If you pass, the man agrees, noting that he has no idea what he is doing; place this Clue Clue on the active Mystery. If you fail, he tells you the one who is dreaming is you; gain 2 Madness Conditions.
6 07
The Dreamlands
You narrowly avoid being stepped on as the gargantuan dreamer gleefully stomps on village houses, sending tiny people fleeing in every direction. Resolve the pass effect to attempt to climb the dreamer; or resolve the fail effect to try to return yourself to your actual height. You spot a ledge from which you might be able to leap onto the dreamer's coat (Observation-1). If you pass, you climb the coat to the dreamer's head and stab him in the eye, bringing the dream to an end; place this Clue Clue on the active Mystery. If you fail, you plummet to the ground, hitting several protruding outcroppings as you fall; lose Health 1 Health and gain 1 Injury Condition. You recall the words that will return you to your normal size (Lore-1). If you pass, you become large again and subdue the surprisingly diminutive dreamer; place this Clue Clue on the active Mystery. If you fail, your body contorts painfully; lose Health 2 Health.
7 07
The Dreamlands
You enter the dream in the depths of a dark and quiet forest, but the dreamer is nowhere to be seen. You spot a leg-hold trap, and your stomach sinks as you realize that you are being hunted. Resolve the pass effect to use magic to gain the upper hand; or resolve the fail effect to confront the huntress directly. You perform a ritual to send a warning to the huntress (Lore-1). If you pass, you are able to impart a message to her before she finds you and she begrudgingly brings the dream to an end; place this Clue Clue on the active Mystery. If you fail, the arcane energy fizzles and gives you away, making you an easy target for her rifle; lose Health 1 Health and gain 1 Injury Condition. You run headfirst into the huntress, and for a brief moment, she is startled (Strength-1). If you pass, you manage to tackle her before she shoots; place this Clue Clue on the active Mystery. If you fail, you scramble away and she pursues you for hours; become Delayed.
8 07
The Dreamlands
The dreamer sits before you in a blood-red dress, comfortably leaning against one arm of a large armchair and smoking a cigarette. You are struck by a sense of imminent danger. Resolve the pass effect to gird yourself for an attack; or resolve the fail effect to conjure up an improvised ward. The dream begins to bend and tear, nightmares pouring in from every crack as the dreamer begins her assault (Will-1). If you pass, you weather the onslaught and wrest control of the nightmares, turning them against her; place this Clue Clue on the active Mystery. If you fail, she breaks you and steals a piece of your mind; lose Sanity 1 Sanity and gain 1 Madness Condition. You hastily speak the arcane words (Lore-1). If you pass, you reflect the dreamer's witchcraft, incapacitating her and ending the dream; place this Clue Clue on the active Mystery. If you fail, your insides crack and rupture as she hexes you; gain 2 Injury Conditions.

Exploring G'harne Exploring G'harne[]

Exploring G'harne are Special Encounters related to Shudde M'ell Shudde M'ell.

ID # Set Initial Text Pass Effect Fail Effect
1 08
Cities in Ruin
You descend a rocky path into a massive rift that spans half the city. Crumbling stones litter the ravine below, remnants of buildings that were once level with the city above. You enter a large tunnel at the base of the ravine in search of whatever caused the city's destruction (Observation-1). You come across what appears to be a nest of gargantuan eggs. As you approach, you find yourself fighting for control of your body (Will-1). If you pass, you flee the cavern with your mind intact; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you awake hours later in the jungle with no memory; lose Sanity 1 Sanity. Your search is cut short, as your reckless stumbling about has drawn unwanted attention to your presence.

An Ancient Cthonian Epic Monster ambushes you!

2 08
Cities in Ruin
Unfamiliar with the area and having only the vaguest of notes left by a previous expedition, you barter with the shaman of a tribe that lives on the outskirts of G'harne to lead you deeper into the lost city (Influence-1). At the city's center you search for any hint of what might have happened to the beings that once dwell there (Observation-1). If you pass, you find a massive warding-stone sundered in two; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you stumble into a pit trap while examining some intricate murals; gain 1 Injury Condition. The shaman readily agrees to be your guide. He leads you deep into the domain of the dark masters he serves.

An Ancient Cthonian Epic Monster ambushes you!

3 08
Cities in Ruin
You walk about the ruined city, noting the many instances of one oddly familiar symbol carved into stones and etched upon walls as you go. You take care not to disturb anything the symbol touches (Observation-1) You try to remember where you have seen the symbol before (Lore-1). If you pass, you recognize it as the Elder Sign; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, the strange symbol becomes etched into your memory and is all that you can think about; gain a Hallucinations Condition. In your haste, you mistakenly step on a stone marked by the unusual symbol. With a crack and a flash, it shatters, and its latent arcane energy steeps into your bones.

Gain 1 Bane Condition.

4 08
Cities in Ruin
You find yourself surrounded by men and women in black and brown robes. Several of them begin moving toward you while the rest begin chanting in unison. You try to keep your attackers at bay (Strength-1). You realize that the cultist are summoning some creature and look for a way to stop the ritual (Observation-1). If you pass, you notice one is dressed differently from the rest and tackle her, ending the chant and scattering the cult into the jungle; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, resolve the fail effect. Your assailants subdue you. Suddenly, the chanting ends, and the ground begins to tremble beneath your feet.

An Ancient Cthonian Epic Monster ambushes you!

5 08
Cities in Ruin
A vast subterranean chamber, deep within a heavily fortified area of the ruins, splits into two paths, both descending into darkness. Someone has written a riffle on the walls in blood. You think it is telling you which direction to go (Observation-1). You traverse what you believe to be the correct path. Suddenly, a bloodied man in tattered clothed leaps from the shadows (Strength-1). If you pass, you subdue him and realize that he is a survivor of the previous expedition; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, he bites you and flees; lose Health 2 Health. You follow a path deeper into the earth for some time. By the time you realize your error, you are lost in the deep tunnels of G'harne.

Lose Sanity 3 Sanity and become Delayed.

6 08
Cities in Ruin
You find the entrance to a large underground cavern on the outskirts of the ruins, but it is covered by a rock twice your size. You throw your weight against the rock, hoping that it will budge enough to grant you entry (Strength-1). Inside, you come face-to-face with an elder thing! You frantically attempt to communicate with it (Influence-1). If you pass, it shows you visions of G'harne in the distant past; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, it sends you reeling violently through time and space back into the jungle; lose Health 1 Health. You strain yourself for hours to make only the slightest progress. You attempt to squeeze through the narrow gap, but the boulder shifts, trapping you until someone hears your screams.

Lose Health 3 Health.

7 08
Cities in Ruin
As you explore the ruined city, you cannot shake the feeling that you are being watched. Whirling about, you find yourself staring into the shadowy face of a hooded figure, unable to distinguish any features, yet unable to look away (Will-1). You feel a force acting on your mind. You lash out at the hooded figure (Strength-1). If you pass, you throw yourself at the figure and fall to the ground but when you recover, the figure is gone; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you lose yourself to the alien force; resolve the fail effect. You awake some time later, lying among the remains of shattered warding-stones. Your memory of the past hours floods back to you. You are responsible for this destruction.

Advance Doom by 1.

8 08
Cities in Ruin
You find a colossal warding-stone, larger than all of the others, pierced by a massive thorn at the heart of the city. You summon all your power and try to pull the thorn from the stone (Strength-1). As the thorn comes free, you catch a glimpse of a fiery alien hellscape through the hole in the stone. Flames lick at the aperture in anticipation. You attempt to seal the portal (Lore -1). If you pass, the passage is closed; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, the earth begins to tremble; resolve the fail effect. Unable to sustain the stress of your clumsy meddling, the ward explodes, throw in you backward and lacerating your body with razor sharp shrapnel.

Gain 3 Injury Conditions.

Exploring Hyperborea Exploring Hyperborea[]

Exploring Hyperborea are Special Encounters related to Ithaqua Ithaqua.

ID # Set Initial Text Pass Effect Fail Effect
1 03
Mountains of Madness
On a distant hill by the sea, you glimpse a black tower. An eerie presence can be felt from the direction of the structure. You hesitantly approach the ancient, five-sided tower to discover its purpose (Observation). Inside the tower, you find multiple levels all crammed with old books and instruments of the arcane (Lore-1). If you pass, you recognize this as the living place for the wizard Eibon; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you become distracted and read for hours; improve Lore and gain 1 Spell. From the corner of your eye, you think you see a robed figure. When you look again, there is no one to be seen. You leave quickly, afraid the figure might return. Advance Doom Doom by 1.
2 03
Mountains of Madness
This place seems unaffected by the terrible weather that hampers the rest of the world. The marble city is surrounded by lush jungle, and its inhabitants appear to be some race of primitive humanoids. You attempt to communicate with the creatures (Influence). The citizens quickly warm up to you. As you socialize, you spot a number of runes around the plaza. By learning their language, you can determine their purpose (Lore). If you pass, you realize someone has deliberately opened a portal to this strange land; place Eldritch token 1 Eldritch token on the active Mystery. The citizens are aggressive and attack, chasing you relentlessly through the strange city (Strength). If you fail, lose Health 2 Health and gain a Paranoia Condition.
3 03
Mountains of Madness
You climb a massive twisted tree to get a better vantage of your surroundings. Beyond the canopy on the horizon you see the white marble spires of the city of Commoriom, but the jungle is a thick tangle and difficult to navigate (Observation). You reach the ancient city of marble and granite. In a central square, a woman proclaims the city will fall into chaos. You speak with her to learn what she has to say (Influence). If you pass, she tells you of an impending ice age that will bring an end to the city's prosperity; place Eldritch token 1 Eldritch token on the active Mystery. You become lost in the jungle and are forced to take shelter in a cave dug into the side of a black cliff. In the night, you are attacked by a yeti-like creature (Strength). If you fail, lose Health 2 Health and gain 1 Injury Condition.
4 03
Mountains of Madness
You are chased through the marble city of Commoriom by Morghi, the premier inquisitor of Yhoundeh. He believes you to be the wizard Eibon and threatens to persecute you (Strength). You manage to evade capture to attempt to convince Morghi that you are not who he believes you to be (Influence). If you pass, he believes you and tells you of Eibon's heresy; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, resolve the fail effect. The inquisition corners you and banishes you to another world. Lose Health 1 Health and Sanity 1 Sanity and move to a random space.
5 03
Mountains of Madness
You follow a supposed sorcerer to his tower by the sea. You wait until you believe the time is right before attempting to sneak inside (Observation). You enter the tower just in time to see the man step through a panel on the wall and vanish from sight. You take your time in examining his various books and instruments (Lore). If you pass, you confirm your suspicions that the man is the wizard Eibon; place Eldritch token 1 Eldritch token on the active Mystery. The man binds your movements with magic and introduces himself as Eibon. He threatens to read your mind if you will not do as he commands. Advance Doom Doom by 2 unless you gain a Dark Pact Condition.
6 03
Mountains of Madness
You meet a man who claims to be the wizard Eibon. He carries a tome in which he records all of his travels, and he eagerly tells you his tales (Lore). You recognize the enthusiasm as loyalty to the man's teacher, the true wizard Eibon. You listen carefully to the story's details, but soon find yourself being hypnotized (Will). If you pass, place Eldritch token 1 Eldritch token on the active Mystery. If you fail, the wizard's apprentice extracts your thoughts with ease; lose Sanity 2 Sanity. The story's words are woven with magic, and you find that you've been trapped in a trance. When you awake, you find yourself stranded on a mountain. Lose Sanity 2 Sanity and gain an Amnesia Condition.
7 03
Mountains of Madness
In the city of Uzuldaroum, you hope to discover a reason for the unnatural weather affecting the world. You search the city's library for any story of use to your cause (Observation). You read a story of the warlock Evagh[1] and the freezing magic of the island of Yikilth. Gain 1 Spell. You notice marking in the margins of the book (Lore). If you pass, you recognize it as the marking of Eibon; place Eldritch token 1 Eldritch token on the active Mystery. You spend hours in the library, and although you find many intriguing books, none of them can answer your question. Gain Clue 1 Clue and lose Sanity 2 Sanity.
8 03
Mountains of Madness
In the depths of Mount Voormithadreth, you discover an ancient shrine to the toad-god Tsathoggua. The shrine has recently been used for some ritual, but before you can examine the remnants, a terrifying sound shakes your courage (Will). You keep your calm, but make haste to flee the source of the ruckus, taking note of the arcane sigils used around the shrine (Observation). If you pass, you recognize the marking of Eibon as you leave; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, the journey gains you nothing but nightmares; gain a Hallucinations Condition. You run from the shrine as fast as your legs can carry you, leaving your equipment behind in your panic. Lose Sanity 2 Sanity and discard 1 Item possession.

Fortifying the Barrier Fortifying the Barrier[]

Fortifying the Barrier are Special Encounters related to Syzygy Syzygy.

ID # Set Initial Text Pass Effect Fail Effect
1 04
Strange Remnants
As you approach the decrepit ruins, you feel an alien presence try to force its way into your consciousness. You suspect it to be one of the shan, a race of Azathoth worshiping insects, and try to resist (Will-1). Rejecting the alien presence, you set about searching the area, but the spirits that once kept the grounds are missing (Observation). If you pass, you find them imprisoned, and release them; place this Eldritch token Eldritch token on the active Mystery. If you fail, you suspect the shan destroyed them; lose Sanity 1 Sanity. You feel your grip on reality slipping as the alien's mind joins with your own. You attempt to banish the creature before it has completely merged (Lore). If you fail, you become the host of the parasite; gain 1 Bane Condition.
2 04
Strange Remnants
Much to your dismay, the guardian spirits in the ruins are extremely angry and blame you for the deteriorating state of the world. They do not seem to hear you, but you do your best to reason with them (Influence-1) Pacified, the spirits ask you to lend them your strength so that the barrier may again grow strong (Will). If you pass, place this Eldritch token Eldritch token on the active Mystery. If you fail, your mental endurance is insufficient, and your mind reels from the attempt; gain 1 Madness Condition. The spirits are unwilling to listen to your reasoning, and fly at you in their rage. You do your best to escape and avoid their baneful touch (Observation). If you fail, lose Health 2 Health for each Eldritch token Eldritch token on the Omen track.
3 04
Strange Remnants
A colossal stone door stands before you, covered in runic writing. You believe it to be a riddle, and though your understanding of the ancient language is imperfect, you attempt to solve it (Observation-1). The door accepts your answer and begins to slide open, but the ancient mechanism becomes stuck (Strength). If you pass, you pry it open and are able to enter the ruins and continue your work; place this Eldritch token Eldritch token on the active Mystery. If you fail, you hurt yourself trying to push it open; gain 1 Injury Condition. The doors rejects your answer and remains locked. You despair that too little time is left until the eclipse to suffer such setbacks, but you try not to feel overwhelmed (Will). If you fail, lose Sanity 2 Sanity for each Eldritch token Eldritch token on the Omen track.
4 04
Strange Remnants
The towering statues that dot the landscape are covered in hundreds of magical runes that once powered the ancient barrier, but many have faded, leaving them useless. You attempt to painstakingly recreate them (Observation-1). You successfully repair not only the barrier, but the warding runes that once protected the ruins as well (Will). If you pass, you carefully avoid the wards and leave the area; place this Eldritch token Eldritch token on the active Mystery. If you fail, the runes detonate; lose Health 2 Health. During the process, a group of visiting historical society members catches you hastily etching the runes and accuse you of vandalism (Influence). If you fail, they summon the authorities; gain a Detained Condition.
5 04
Strange Remnants
The forces that once governed the ruins have become corrupted. Instead of feeding power to the barrier, they are draining it. As you make your approach, the forces turns against you, wracking your body with intense pain (Will). Once inside, you attempt to locate the source of the corruption, but the searing pain is distracting (Observation-1). If you pass, you find a standing stone that is out of place and adjust it; place this Eldritch token Eldritch token on the active Mystery. If you fail, the pain eventually overwhelms you; lose Health 1 Health and Sanity 1 Sanity Unable to withstand the corrupted forces, you withdraw from the ruins. The pain subsides, but you fear that your allies now think you are a coward. Gain a Paranoia Condition.
6 04
Strange Remnants
Following a ley line from the main structures, you find a previously unmapped set of inactive ruins. From your vantage point, they appear to be untouched, but a fut feeling tells you that someone else was here recently (Observation) You spot a recently laid trap and avoid it, but nearly run headlong into a group of armed looters and try to remain calm (Will-1). If you pass, you activate the ruins once they leave; place this Eldritch token Eldritch token on the active Mystery. If you fail, they notice you and attack; lose Health 1 Health and gain 1 Injury Condition. Scanning the horizon, you are unable to spot any movement and deem it safe to approach. Suddenly, the ground beneath you gives away as you tumble into a pit trap. Gain a Head Injury condition.
7 04
Strange Remnants
Rumor has it that the timeworn structures have been inhabited by a cult worshiping Azathoth. They have turned the ancient power towards dark purposes. As you approach the ruins, you are overcome by waves of irrational fear (Will). You realize the fear is being caused by a dark hex placed on the ruins and attempt to dispel it (Lore-1). If you pas, you turn the magic against the cult; place this Eldritch token Eldritch token on the active Mystery. If you fail, the magic is beyond your control; lose Sanity 2 Sanity You flee in utter terror from the ruins, compelled by an inexplicable feeling that your deepest fears have become manifest. Gain 1 Madness Condition.
8 04
Strange Remnants
You make your way to the site of power within the ruins. A close inspection of the nearby stones and structures reveals nothing that could be stopping the flowing of energy, yet the ruins remain mysterious inactive (Observation). You realize the ruins are being masked by an illusion. Your disbelief causes it to dissipate, revealing a fell spirit to be its source (Strength-1). If you pass, defeating the spirits returns the ruins to an active state; place this Eldritch token Eldritch token on the active Mystery. If you fail, it erases your memory; resolve the fail effect. You discover nothing that is out of the ordinary and give up, ignoring a faint sensation at the back of your mind that you are forgetting something terribly important. Move 1 space and gain an Amnesia Condition.

K'n-yan Unearthed K'n-yan Unearthed[]

K'n-yan Unearthed are Special Encounters related to Yig Yig.

ID # Set Initial Text Pass Effect Fail Effect
1 02
Forsaken Lore
At the entrance, a horrifying malformed creature staggers toward you. When it gets near, you see that it is the animated remains of a man's mutilated corpse. The creature attacks you (Strength-1)! After overpowering this creature, you find a strange message carved into its chest (Lore). If you pass, you see that this was once an intruder like you; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you do not understand the warning; gain a Cursed Condition. The creature throws you against the rocky wall. Lose Health 1 Health. You cannot enter K'n-yan, and its ancient mysteries remain unexplored, but you must not lose hope (Will-1). If you fail, advance Doom Doom by 1.
2 02
Forsaken Lore
Digging up the red clay-like earth of the area, you find a tube made of a strange type of metal. You open it and find a long scroll that describes K'n-Yan in detail (Lore-1). You learn the story of a conquistador who became trapped in the underground city. This reminds you of other similar stories you've heard. You may spend Clue 1 Clue to place Eldritch token 1 Eldritch token on the active Mystery. If you do not spend the Clue, you feel a sense of dread reading his story; gain a Paranoia Condition. Although you cannot decipher the scroll, you later recognize the engravings on the metal tube as a warning (Lore). If you fail, you cannot prevent the magic from harming you; lose Sanity 1 Sanity and gain a Cursed Condition.
3 02
Forsaken Lore
As you pass further into the caves, you see two large statues: one of Cuthulu and one of Yig, glaring at each other from either side of the passageway. You examine both statues (Observation-1). You discover strange runes carved into the statues and try to translate runes (Lore). If you pass, you learn the history of the serpent people who once lived here; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, the statues leave you with a sense of dread; lose Sanity 1 Sanity and gain a Paranoia Condition. You barely notice the protective measures, both arcane and mechanical, on these statues and have only a moment to protect yourself. Gain a Cursed Condition unless you gain a Poisoned Condition.
4 02
Forsaken Lore
You are surrounded by an army of ghost-like men, each one riding a strange translucent beast. They flood your mind with strange images, nearly overpowering your thoughts (Will-1). These beings crave knowledge of the outside world, and you provide them with as much information as you can (Lore). If you pass, they share the history of K'n-Yan with you; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, they try to keep you trapped in these caverns; Lose Sanity 2 Sanity and become Delayed. These immortal beings fill your mind with centuries of cruel, decadent memories. Gain a Hallucinations Condition. You attempt to banish the images from your mind (Lore-1). If you fail, lose Sanity 2 Sanity.
5 02
Forsaken Lore
As you reach the top of the mound and approach the entrance to the underground city, you are confronted by the animated corpse of a headless woman (Will) The creature seems to mean you no harm. Although communicating is difficult, you ask her for help in navigating K'n-Yan (Influence-1). If you pass, she serves as your guide; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you wander long caverns; move to an adjacent space and become Delayed. In a panic, you attack the creature, much to your regret. Lose Health 1 Health and gain an Internal Injury Condition.
6 02
Forsaken Lore
The serpent people have returned to the red-lit caves of Yoth and have resumed their endeavor to create new types of life. You sneak through the dark passages and attempt to covertly watch their experiments (Observation). The creatures that the serpent people have created are horrific, and you resist the urge to look away (Will-1) If you pass, you learn the forgotten truths of Yoth; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you cover your eyes and wait for the nightmare to be over; lose Sanity 2 Sanity. The serpent people notice you and chase you through the scarlet tunnels of the underground city. A Serpent People Monster ambushes you!
7 02
Forsaken Lore
The deepest cave is known as N'kai. The ghostly lights from the upper caves don't reach this depth, and it is difficult to navigate the path in the darkness (Observation). You find several drawings on the cave wall that represent Tsathoggua. As you examine them, you are attacked by amorphous creatures made of viscous, black slime (Strength-1). If you pass, you fend off the creatures and can learn the story of the toad god; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, lose Health 2 Health. As you wander through the dark, you feel as if you've wandered across the threshold into some other world. Gain a Lost in Time and Space Condition.
8 02
Forsaken Lore
You push open the massive doors of the temple and find almost every surface covered with gold. You gather as much of the precious metal as you can carry (Strength-1). You've secured a fortune in gold. Improve Influence. As you leave, a whispered hiss begins to emerge from the stolen items. You attempt to protect yourself from the venomous hex placed on the treasure (Lore-1). If you fail, gain a Poisoned Condition. You struggle to carry the gold from the temple, dropping much along the way (Observation-1). If you pass, you notice you've been deceived by an illusion, and you inspect the "treasure;" place Eldritch token 1 Eldritch token on the active Mystery.

The Key and the Gate The Key and the Gate[]

The Key and the Gate are Special Encounters related to Yog-Sothoth Yog-Sothoth.

ID # Set Initial Text Pass Effect Fail Effect
1
01Core
A mass of glowing spheres, mouths, and tentacles burst forth from the portal. You feel a terrible intelligence searching your mind for signs of corruption. If you have a Dark Pact Condition, you are devoured. The Lurker then fills your thoughts with forbidden knowledge (Will-1). You exercise extreme mental discipline to regain control of your mind. By examining the images the Lurker has chosen to reveal, you believe that you can bind it between dimensions (Lore). If you pass, you may discard 1 Spell to place Eldritch token 1 Eldritch token on the Ancient One sheet. If you fail or do not discard the Spell, lose Sanity 3 Sanity. In one horrifying flash, your mind is flooded with knowledge of all places and all times as your molecules are torn apart.

You are devoured.

2
01Core
Yog-Sothoth's avatar 'Umr-At-Tawil, stands before the Ultimate Gate. He is a tall figure, wrapped in gray fabric, and you can hear his thoughts thundering in your head. He warns you to proceed no further if you are afraid (Will-1). 'Umr-At-Tawil guides you through the gates to encounter Yog-Sothoth (Influence). You may spend any number of Clue Clues to add 1 success to your test result for each Clue spent. If your test result is 3 or greater, you are allowed to return home; place Eldritch token 1 Eldritch token on the Ancient One sheet. Otherwise, Yog-Sothoth threatens to trap you on the doomed planet Yaddith; lose Sanity 3 Sanity. 'Umr-At-Tawil holds a large metallic sphere that radiates powerful pulses of energy. The rhythmic waves shake you to your core, tearing your body to pieces.

You are devoured.

3
01Core
Carl Sanford stands high atop a mountain in a swirling dimension of his own creation. He claims that the Silver Twilight Lodge has harnessed the power of Yog-Sothoth to transform him into a god. However, you suspect much of what you see is an illusion (Observation-1). Hoping to catch Sanford off guard, you lunge at him (Strength). You may spend any number of Sanity Sanity to roll 1 additional die for each Sanity spent. If your test result is 3 or greater, you overpower him; place Eldritch token 1 Eldritch token on the Ancient One sheet. Otherwise, he manages to chant an incantation; gain a Cursed Condition. You attempt to speak to Sanford, either to reason with him or to threaten him, but all that comes out of your mouth is a ritual chant, binding you to the Silver Twilight Lodge.

You are devoured.

4
01Core
You can sense Yog-Sothoth in your thoughts, trying to consume your identity by filling your memories with ultimate knowledge. You struggle against the swirling energy that drags you forward, into the gate (Strength-1). Rather than being consumed by knowledge, you repeat a chant that can allegedly purge a mind of all memories (Lore). If you pass, you may gain an Amnesia Condition to place Eldritch token 1 Eldritch token on the Ancient One sheet. If you fail or do not gain the Condition, lose Sanity 3 Sanity. You know the gate. You are the gate. You are the key and guardian of the gate. Past, present, future, all are one in you.

You are devoured.

5
01Core
Despite the reports of the mad albino woman's death, she stands at this gate to wait for her child, the so-called Dunwich Horror, to call its father's name. As soon as she sees you, she casts a hex, and you attempt to produce a protective ward (Lore-1).[2] Your protective ward surprises her. You tell her that she's the last of the Whateley clan, hoping to intimidate her (Influence). Roll 1 less die for each Cultist Monster on the game board (minimum 1 die). If you pass, place Eldritch token 1 Eldritch token on the Ancient One sheet. If you fail, she recognizes your deceit; advance Doom Doom by 1. You know of no way to shield yourself from her powerful sorcery. Gain a Cursed Condition, a Madness Condition, and an Injury Condition.
6
01Core
You see a circle of stones, each covered with magic runes. You sense that this is some sort of test of your knowledge (Lore-1). You touch each rune in order, identifying yourself as a wizard. To your horror, you feel Yog-Sothoth taking over your mind, claiming you as its own (Will). Roll 1 less die for each Spell you have (minimum 1 die). If you pass, place Eldritch token 1 Eldritch token on the Ancient One sheet. If you fail, lose Sanity 3 Sanity. Yog-Sothoth does not recognize you as a sorcerer and ejects you from the gate; gain 2 Spells and a Dark Pact Condition.
7 02
Forsaken Lore
The landscape around you changes constantly as Yog-Sothoth drags you through all worlds and all times. You search desperately for anything familiar to find your way home (Observation-1). You sense your loved ones and mentally reach out to them for help (Influence). Roll 1 less die for each investigator that has been defeated or devoured. If you pass, your body is snapped back to reality, place Eldritch token 1 Eldritch token on the Ancient One sheet. If you fail, you drift further through worlds beyond; gain a Lost in Time and Space Condition. When your vision clears, you find yourself on a frozen plateau. No starts look down from the night sky. For a tragically brief time, you are the only living thing in the universe.

You are devoured.

8 02
Forsaken Lore
You are surprised to discover the indistinct silhouette of a man on the other side of the gate. Without knowing his identity, you try to convince him to help you navigate these strange other worlds (Influence-1). He introduces himself as Randolph Carter and offers you his Silver Key. You try to harness its power (Lore). You may gain a Dark Pact Condition to roll 3 additional dice. If your test result is 3 or greater, the key works; place Eldritch token 1 Eldritch token on the Ancient One sheet. Otherwise, you're hopelessly lost; gain a Lost in Time and Space Condition. He introduces himself as the wizard Zkauba, and he uses his arcane powers to steal your experiences.

Discard all of your Clue Clues, Spells, and Improvement tokens.

The King in Yellow King in Yellow[]

King in Yellow are Special Encounters related to Hastur Hastur.

ID # Set Initial Text Pass Effect Fail Effect
1 06
Signs of Carcosa
The ornate golden doors of the theater are guarded by a hulking doorman who eyes you with suspicion. He demands to see your ticket before you are granted entrance. You insist that you have mistakenly left your ticket in your hotel room and attempt to bribe him to let you in (Influence-1). Once inside the theater, the doors slam behind you. You look around for a door that might lead backstage (Observation). If you pass, you find the backstage entrance and steal some of the cast's costumes; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you are caught snooping and thrown out; gain 1 Injury Condition. The doorman turns his nose up at your money, but offers to trade you a ticket in return for a favor of his choosing at a later date. You may gain a Dark Pact Condition to resolve the pass effect.
2 06
Signs of Carcosa
On the upper floor of the theater, you make your way to an unoccupied loge. A silent group of huddled ushers note your passage with piercing stares but make no attempt to stop you. Once you are alone, you begin preparations to perform a ritual that will flood the stage with light (Lore-1). The stage is illuminated by a blinding flash, and the actors flee behind the curtains. You feel a creeping darkness forcing its way into your mind. Your concentration threatens to falter, but you try to hold out a little longer. You may spend Sanity 2 Sanity to place Eldritch token 1 Eldritch token on the active Mystery. If you do not spend the Sanity, resolve the fail effect. The ritual draws unwanted attention, and the strange ushers appear to be searching for you. You are captured and turned over to the police, lose Health 2 Health and gain a Detained Condition.
3 06
Signs of Carcosa
You find yourself sitting in a packed audience with no memory of how you got there. The curtain rises, and the play begins. You try to tear your eyes away from the bizarre set, a disturbingly lifelike depiction of an alien landscape on a faraway star (Will-1). The performance's hold on you is shattered. You turn to your neighbor and try to rouse him from his stupor to no effect. The only way to save him is to drag him kicking and screaming from the theater. You may gain a Blight Condition to place Eldritch token 1 Eldritch token on the active Mystery. Unable to shift your gaze from the play, you watch as a pale man with a featureless mask takes the stage. A feeling of dread washes over you, and you fight the temptation to run. Lose Sanity 2 Sanity and gain 1 Madness Condition.
4 06
Signs of Carcosa
You find yourself being hurried backstage by the visibly unhinged stage director. A member of the ensemble has gone missing during the intermission. You are going to have to take her place. You pose as one of the understudies and do your best to recall the proper lines (Lore-1). Satisfied, the director hands you the master script for a last minute refresher. You know you will need to read portions of the upcoming scene if you wish to make any changes to the script. You may gain 2 Madness Conditions to place Eldritch token 1 Eldritch token on the active Mystery. If you do not gain the Conditions, resolve the fail effect. The director fumes at your acting wailing about its inadequacy. You beg him to delay the show until the real cast is found, but he will not have it. The show must go on! Lose Sanity 3 Sanity.
5 06
Signs of Carcosa
You find one of the violinists smoking behind the building, and engage him in casual conversation about how the orchestra compensates for the acoustics. You notice a stage pass protruding from his pocket and try to steal it without alerting him (Observation-1.) You make your way to the orchestra pit. You locate the conductor and ask him to delay the opening number, claiming to have snapped your E string (Influence). If you pass, the conductor acquiesces; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you are amidst the orchestra when the discordant song begins; lose Sanity 1 Sanity and gain 1 Madness Condition. The now enraged musician catches you trying to steal his pass. You must either take it by force or find another way backstage. You may spend Health 2 Health and gain 1 Injury Condition to resolve the pass effect.
6 06
Signs of Carcosa
A lengthy line forms outside the theater as a crowd of lavishly dressed guests gather for the next showing of the play. There seems to be a delay at the door, and you utilize the opportunity to haggle with some of the attendees, hoping to acquire a ticket (Influence-1). Having acquired a ticket and made your way inside, you snoop around backstage until you locate the theater's main fuse box (Observation). If you pass, you succeed in knocking out all of the stage lights; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you nearly electrocute yourself; lose Health 2 Health. You find a shady looking gentleman who is willing to sell you his ticket, but you can tell by the greed in his eyes that it is not going to be cheap. You may gain a Dark Pact Condition to resolve the pass effect.
7 06
Signs of Carcosa
Fearing for the lives of the enraptured audience, you plead with them in the lobby during the intermission to go home, but many of them appear to be in a sleep-like trance. You are unsure if your words have reached them (Influence-1). As the crowd regains their faculties and begins to disperse, you notice a young woman still entranced by the empty stage. You consider dragging her out of the theater, though it may bring you a great deal of unwanted attention. You may gain a Blight Condition to place Eldritch token 1 Eldritch token on the active Mystery. Failing to gain the attention of the audience, you try to herd some of them out of the theater by force. As if of one mind, the crowd retaliates against your attempt to free them, leaving you bloodied and beaten in the lobby. Lose Health 3 Health.
8 06
Signs of Carcosa
Snooping around the theater's upper floor, you find a ladder that you can use to reach the rigging if you can keep your balance. You wait until the audience is enraptured by Cassilda's infamous song and try to climb onto the grid above the center stage (Strength-1). The actresses playing Cassilda and Camilla are speaking on the stage below you. You think that you could drop down between them and send the actresses into a panic, but the fall might be dangerous. You may spend Health 2 Health and gain a Leg Injury Condition to place Eldritch token 1 Eldritch token on the active Mystery. You lose your footing, sending the ladder clattering to the floor below. You try to hide from the stage crew, but there is nowhere to hide. Lose Health 1 Health and Sanity 1 Sanity and gain 1 Injury Condition.
9 06
Signs of Carcosa
You recognize a man known to be the violent leader of a local gang attending the play with his men. You draw him aside and offer to hire him and his men to cause a distraction in the theater while you steal something from backstage (Influence). As a fight breaks out between the men in the audience, you make your way backstage and try to find the Stranger's mask prop (Observation). If you pass, you find and destroy it; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you are too late, the mask has already been donned; lose Sanity 1 Sanity and gain 1 Madness Condition. The man rejects your proposal, and orders his men to teach you a lesson. Lose Health 2 Health and gain 1 Injury Condition.
10 06
Signs of Carcosa
No one stops you as you make your way backstage. In the dressing room, you find several of the cast members standing silently, staring blankly through you as if you were not there. You suspect someone has put them under a spell, and scan the room for signs of enchantment (Observation). You find an obsidian statuette and break it, releasing them from their trance The actress playing Cassilda demands to know why you are backstage (Influence). If you pass, you convince them of a fire in the lobby, and they leave the building through a back door; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, they escort you roughly to the exit; lose Health 2 Health. You turn to leave, but find yourself face-to-face with the stranger. He removes the pallid mask to reveal his visage, and a sudden paralysis courses through you. Fear overwhelms reason, and you succumb to fathomless depths of his haunting gaze. Lose Sanity 3 Sanity.
11 06
Signs of Carcosa
Noting the contrived manner in which several of the actors move about the stage, you suspect that some malevolent entity has bewitched the cast to do its bidding. You watch the first act intently, hoping to spot something that will give it away (Observation). You notice that each of the actors looks to the Stranger wearing the Pallid Mask for cues, but the play has begun to dominate your mind (Will) If you pass, you break free; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you are forced to watch the opening scene of the second act; gain 2 Madness Conditions. Failing to devise a satisfactory plan of action, you attempt to leave the theater, but are stopped at the doors by an usher. Unwilling or unable to hear your protests, the usher escorts you back to your seat, just as the curtain rises. Lose Sanity 3 Sanity.
12 06
Signs of Carcosa
Upon taking your seat in the extravagantly decorated auditorium, you sense an enchantment falling over the chattering audience. You work quickly to unmake the curse before the attendees are fully mesmerized (Lore). With the enchantment dispelled, the guests look to one another, confused. You try to incite them to return to the lobby for complimentary refreshments (Influence). If you pass, the ghoulish ushers are nearly trampled in the stampede; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, they shush you; lose Sanity 1 Sanity. Failing to dispel the enchantment, you begin to edge quietly toward the exit. Escape feels but a moment away when you are suddenly illuminated by a blinding spotlight. With rapidly fading clarity, you realize you have become part of the deadly play. Lose Sanity 3 Sanity.

R'lyeh Risen R'lyeh Risen[]

R'lyeh Risen are Special Encounters related to Cthulhu Cthulhu.

ID # Set Initial Text Pass Effect Fail Effect
1
01Core
At the very peak of the island, you encounter a massive stone door featuring a horrific bas-relief of a dragon-like creature. Strange symbols are carved along the edge of the door. Some of the icons resemble drawings you've seen in books (Lore-1). You spot a protective ward out of pace, hanging precariously. A member of your crew is on top of the door frame next to the ward. You warn him to carefully replace it (Influence-1). If you pass, he does as you ask; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, he fumbles it, resolve the fail effect. Somewhere on the other side of the enormous door, you hear a thunderous splashing sound and feels the ground shake as something approaches the island's surface. Advance Doom Doom by 1.
2
01Core
As you approach the uncharted island, you hear the sound of a cannon and feel the deck shudder. You ship is badly damaged, and if you hope to survive, you must overpower the crew aboard the gunship Alert, the source of the cannon fire (Strength-1) Once you have control of the ship, you find that it was filled with cultist devoted to Cthulhu. You search through their notes for information about the island (Observation-1). If you pass, you find a folder with everything you need to know; place Eldritch token 1 Eldritch token on the active Mystery. The Alert's crew kill all of the sailors you were traveling with and knock you unconscious. When you wake up, you find yourself tied up in up in their makeshift brig. Gain a Detained Condition.
3
01Core
You swim up to the slimy rocks and walk into the corpse city of R'lyeh. Inside, cyclopean, green, stone blocks meet at non-Euclidean angles. The very sight of this alien construction threatens to shatter your mind (Will-1). Trying not to focus on the architecture, you instead take note of a series of hieroglyphics inscribed on the walls. You desperately try to interpret them for useful information (Lore -1). If you pass, place Eldritch token 1 Eldritch token on the active Mystery. Your life up until this moment has been a dream from which you are just awakening. You now understand that your true purpose is to offer yourself up as sacrifice to Cthulhu. Lose Sanity 3 Sanity.
4
01Core
Enormous silhouettes of flying creatures descend from the clouds. The star spawn have arrived! They attack with blood-chilling ferocity (Strength-1). You survive their onslaught and hide yourself in a small cavern. You wait there for reprieve, listening to the terrible alien shrieks of the creatures (Will-1). If you pass, they eventually relent; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, the noise places horrible images into your mind; gain a Hallucinations Condition. They crush you against the stones. You have no hope of standing up against their might; lose Health 3 Health.
5
01Core
Hundreds of deep ones surface from the water, crawling up the green stones. You hide yourself and watch their priest perform a strange ritual (Observation-1). Although you cannot understand the words, the ritual reminds you of a similar ceremony performed by human cults (Lore-1). If you pass, you recognize the moment when they will close their eyes and take the opportunity to escape; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you misinterpret the chant; resolve the fail effect. A loud croak informs you that one of the deep ones has spotted you. The monstrous fish creatures descend upon you from all sides. Lose Health 3 Health.
6
01Core
You recognize the alien landscape from a dream you've had. Lose Sanity 1 Sanity. You try to remember as many details as you can from the dream to navigate through the city (Observation-1). You make your way to a hidden chamber lined with strange glyphs carved into the stone. Some of the symbols seem familiar (Lore-1). If you pass, you learn the story of how the elder things trapped Cthulhu in the city; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, the images fester in your subconscious; gain a Paranoia Condition. You quickly become lost and tumble down a long stone slope. Gain a Leg Injury Condition. As you climb to your feet you realize you're not alone. Spawn 1 Monster on your space.
7 02
Forsaken Lore
A swarm of elder things bursts out of the water and flies over the large stone outcroppings. One of the creatures takes notice of you. It swoops out of the sky and tries to entangle you in its tendrils (Strength-1). You keep the creature at bay, but several others have taken notice. You try to recall what you know of elder things (Lore-1). If you pass, you know that they are enemies of Cthulhu, here to prevent his return, and you lie down and let them pass over you; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you run in a panic; resolve the fail effect. You are lifted into the air and thrown to the ground; gain a Back Injury Condition, a Leg Injury Condition, and an Internal Injury Condition.
8 02
Forsaken Lore
Large tablets of black stone tower above you, each engraved with an R'lyehian, the blasphemous language of the star spawn (Lore-1). You translate the strange symbols, used to invoke Dagon. You quickly shield your thoughts from his influence (Will-1). If you pass, you push the alien intelligence from your mind; place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you retain control as long as you can before passing out; lose Sanity 1 Sanity and become Delayed. As you look at the tablets, a powerful presence invades your mind. Dagon floods your soul with corruption. Lose Sanity 2 Sanity and gain a Cursed Condition.

Sealing the Portal Sealing the Portal[]

Sealing the Portal are Special Encounters related to Syzygy Syzygy.

ID # Set Initial Text Pass Effect Fail Effect
1 04
Strange Remnants
On the far side of the portal, you find yourself in a massive amphitheater, suspended in the vast emptiness of space. In the center, the Dark Man, presiding over a jury of faceless beings, informs you from his bench that humanity is on trial (Influence-1). The jury listen to your claims. As you list your accomplishments, you search for any indication of approval amongst the jurors (Observation-1); add 1 success to your test result for each solved Mystery. If your test result is 3 or greater, place Clue 1 Clue on the Ancient One sheet. Otherwise, humanity is declared guilty; lose Sanity 2 Sanity. Despite your efforts, your well-reasoned arguments do not move the jury. The Dark Man strikes the bench with his gavel, unmaking you in an instant.

You are devoured.

2 04
Strange Remnants
Underneath the ruins, a horrible maze stands between you and a ritual chamber you might use to help close the portal. Running through the labyrinthine corridors of the subterranean tomb, the walls often shift and fade, leaving you disoriented (Observation-1). In the center of the labyrinth, you attempt to convince a possessed madman not to destroy the ritual stones (Influence-1). If you pass, he becomes quiet and allows you to complete your work; you may discard 1 Relic possession to place Clue 1 Clue on the Ancient One sheet. If you fail, he attacks you; lose Health 2 Health. As you round a sharp corner, the stone beneath your feet gives way, and you plunge silently into the chilling emptiness of the infinite void. 

You are devoured.

3 04
Strange Remnants
The high pitched howl of an ancient ritual reverberates throughout the energy-charged ruins, but the massive portal in the sky remains unaffected. You realize that one of the gargantuan standing stones is out of place, and try to move it (Strength-1). With a great rumble, a beam of pure white light fires into the portal. Immediately, your mind is assaulted by an elder being (Will-1); add 1 success to your test result for each solved Mystery. If your test result is 3 or greater, you shut the being out; place Clue 1 Clue on the Ancient One sheet. Otherwise, gain 2 Madness Conditions.  Unable to complete the ritual, you collapse at the foot of the giant stone. In the sky above, the portal is ablaze with a dark fire. It pulses once, and swallows you whole.

You are devoured.

4 04
Strange Remnants
The ritual causes the landscape to twist and shatter around you, dissolving into nothingness. The endless universe lays before you, the light of the stars your only guide. Lost and alone, you try desperately not to fall into despair (Will-1). Resolved to survive, you attempt to divine the location of Earth (Observation). If your test result is equal to or greater than the number of Eldritch token Eldritch tokens on the Omen track, you return home safely, place Clue 1 Clue on the Ancient One sheet. Otherwise, servants of the Idiot God capture and torment you; gain 2 Injury Conditions.  Hopeless and so far from home, you fear that you will never make it back in time. No sooner than the thought crosses your mind, your guiding star flickers out. 

You are devoured.

5 04
Strange Remnants
Your heart sinks as a thundering bellow from the portal in the sky reaches you in the ancient ruins. You frantically attempt to invoke a magical seal to complete the ritual quickly, before the spawn of the Idiot God can pass through the portal (Lore-1). Before you can complete the final incantation, a single black tentacle snakes downward through the portal (Will); roll 1 fewer die for each Eldritch token Eldritch token on the Omen track. If you pass, the portal shrinks, severing the tentacle; place Clue 1 Clue on the Ancient One sheet. If you fail, your concentration falters; resolve the fail effect. Unfazed by your attempts to halt its advance, a horrifying mass of fleshy chaos emerges from the portal.

Spawn the Spawn of Azathoth Epic Monster on this space.

6 04
Strange Remnants
Within the ruins, a shining crystal sits in an ornate box atop a pedestal. You think that you can use it to strengthen the ancient magic that protects the world, but once the sparkling gem rests in your hand, it is a struggle to avert your gaze (Will-1). You resolve to fight the crystal's hold on you, but it will take all of your power (Lore-1); you may spend up to Health 3 Health and up to Sanity 3 Sanity to roll 1 additional die for each Health or Sanity spent. If your test result is 3 or greater, it grows dim as its magic is spent; place Clue 1 Clue on the Ancient One sheet. If you fail, resolve the fail effect. Unable to master the crystal, a winged beast with three burnings eyes bursts from within and merges with your body. 

Gain 1 Bane Condition, 1 Injury Condition, and 1 Madness Condition.

7 04
Strange Remnants
A spawn of Azathoth has materialized from the darkening portal to attack the ritual site. You lead its attention away from the ritual in hopes of subduing it. As you skirmish with the writhing horror, you attempt to discern it weaknesses (Observation-1). Amidst the flailing tentacles you spot its pulsating heart. You utter a prayer to Nodens and attack (Strength-1); you may gain a Dark Pact condition to roll 3 additional dice. If your test result is equal to or greater than the number of Eldritch token Eldritch tokens on the Omen track, the beast is slain; place Clue 1 Clue on the Ancient One sheet. The fetid abomination pierces your side with a razor-like talon and locks you in its gaze, eroding you to your very core. 

Lose Health 3 Health and Sanity 3 Sanity.

8 04
Strange Remnants
At the heart of the ruins, the eclipse reveals an ancient portal which leads to the domain of an elder god. You must summon the courage to enter the realm of the long-forgotten protector, or all that you have accomplished may become lost (Will-1). Through the portal, you attempt to locate the master's dwelling (Observation-1). If you pass, the elder god will help you for a price; you may spend Health 3 Health and Sanity 3 Sanity to place Clue 1 Clue on the Ancient One sheet. If you fail or do not spend the Health and Sanity, you are returned home; resolve the fail effect.  Unable to live up to this responsibility, you turn your gaze heavenward. In the sky above you, the sun is occulted in its entirety, and the world falls into shadow. 

Advance the Omen by 1.

9 04
Strange Remnants
In the deepest chamber under the ruins, you find a tiny silver key. Upon touching it, you feel yourself slipping into another dimension. As you hurtle through space, you attempt to control the key's power and your final destination among the stars (Lore-1). The stars converge into a tall figure that you recognize as Umr at-Tawil. He offers to share his knowledge of the syzygy with you (Will-1). If you pass, you may gain a Dark Pact Condition to place Clue 1 Clue on the Ancient One sheet. If you fail or do not gain the Condition, Yog-Sothoth's avatar ejects you from the void; spawn 1 Gate and move to that space.  Unable to control the stream of energy, you are drawn through a rift in time, and the key is destroyed. Spawn 1 Gate, move to that space, and encounter that Gate.
10 04
Strange Remnants
With the portal glaring down upon you, and the world smothered by the eclipse, dark thoughts plague you. Can you really trust those close to you? What dark motivations could they be harboring (Will-1)? You overcome your anxiety and resolve to complete the ritual to seal the portal, taking comfort in the presence of your allies and all they have done for you (Lore-1); add 1 success to your result for each solved Mystery. If your test result is 3 or greater, place Clue 1 Clue on the Ancient One sheet. Otherwise, the magic goes awry, a Monster ambushes you! As you allow yourself to be consumed by the dark thoughts, they escape from the prison of your mind and take form. 

Spawn 1 Monster on this space for each investigator on this space. 

11 04
Strange Remnants
The ancient civilization that built this place appears to have warded it against outsiders. You have somehow activated the security mechanism. Frantically, you search for a way to disable it (Observation-1). The guardian spirits of these ruins appear, and you implore them to help (Influence); you may discard 1 Relic possession to roll 2 additional dice. If your test result is equal to or greater than the number of Eldritch token Eldritch token on the Omen track, the spirits will help; place Clue 1 Clue on the Ancient One Sheet. Otherwise, the guardians banish you; move to a random space Ancient magic swirls around you and your allies, repelling all who do not belong. 

Each investigator on this space moves to a random space unless he discards 1 Relic possession.

12 04
Strange Remnants
The Messenger of the Old Ones stands before you amidst the ruins, and raises his right hand. If you have a Dark Pact, he pulls you into the Court of Azathoth, you are devoured. Otherwise, he informs you that your efforts have been in vain and demands to know your intent (Influence). Intrigued by your vow to seal the portal, he dissolves into a swirling black fog (Strength-1). If you pass, you resist the hurricane winds and stinging pain and continue the sealing ritual; you may spend Clue 1 Clue to place 1 Clue on the Ancient One sheet. If you fail or do not spend the Clue, resolve the fail effect. A dark wind sweeps through the ruins, chilling you to the bone before it and the Messenger disappear into the portal.

Each investigator on this space loses Sanity 1 Sanity. Shuffle the Mystic Ruins Encounter deck.

Spawn of Uncleanliness Spawn of Abhoth[]

Spawn of Abhoth are Special Encounters related to Abhoth Abhoth.

ID # Set Initial Text Pass Effect Fail Effect
1 05
Under the Pyramids
A malformed beast stares at you as it dissects its most recent victim, gray ooze dripping from its numerous pores. Within its transparent digestive system you can see the remains of many large game animals, and the sight sickens you (Will). Steeling yourself against the grisly sight, you attempt to banish the beast to the Abyss (Lore). If you pass, the beast shrieks in pain as your incantation, disintegrates its flesh; this Monster loses Health 3 Health. If you fail, the beast absorbs the magic; this Monster recovers all Health. Unable to withstand the wretched sight, your stomach turns. Lose Sanity 1 Sanity. You search for a way to distract the beast and attack. You may discard 1 Trinket possession. If you discard the possession, this Monster loses Health 3 Health.
2 05
Under the Pyramids
The undulating abomination flees at the sight of you, leaving smoking trails of acrid slime and filth in its wake. You resolve to find it before it can retreat to its subterranean abode, but its trail is evaporating at an alarming rate. You must track it quickly (Observation). You discover the beast idly devouring its own appendages out of hunger and try to slay it before it is aware of your presence (Strength). If you pass, this Monster loses Health 3 Health. If you fail, it lashes out at you with its barbed limbs; lose 2 Health unless you discard 1 Ally Asset. Unable to track the beast, you unwittingly become its prey (Strength). If you pass, this Monster loses Health 2 Health. If you fail, the beast drenches you in gray ooze; lose Sanity 2 Sanity and gain a Diseased Condition.
3 05
Under the Pyramids
Gelatinous tendrils rise from the core of the twisted abomination, oozing filth and shedding skin and bone into misshapen piles, offending every one of your senses. You summon the courage to attack before you are within range of its grasping limbs (Will-1). Bursting into action, you hit the beast with everything that you have. This Monster loses Health Health equal to your Strength. If this Monster is not defeated, your attack is ineffective, and the beast shows no signs of giving up the assault; lose 2 Health and gain 1 Injury Condition. Unnerved, you find yourself surrounded by the snaking tendrils. The beast opens its maw, and you lash out in desperation (Strength). If you pass, this Monster loses Health 2 Health. If you fail, lose 1 Health and gain 1 Injury Condition.
4 05
Under the Pyramids
You find a deformed, humanoid creature, lying in a puddle of its own murky ooze. It looks as if it is attempting to stand, but based on its ragged, inconsistent breathing, you suspect its deformities will bring death shortly. You gather the nerve to put it out of its misery (Will). You do what you feel needs to be done. Much to your dismay, the ooze begins to coalesce around the body, regenerating it. You try to halt the process (Strength-1). If you pass, defeat this Monster. If you fail, the ooze carries the corpse away before you can stop it; move this Monster to the nearest Sea Wilderness space. You realize too late that the creature was simply in larval form, and it sheds its translucent exuvia. Lose Sanity 1 Sanity. You attempt to bind it with a hex (Lore-1). If you pass, this Monster loses Health 2 Health. If you fail, it snares you in a sticky spray; become Delayed.
5 05
Under the Pyramids
You recognize the fetid abomination and its hundreds of whirling limbs as the beast that has been kidnapping people from a nearby community. You attempt to invoke a ritual that will bind the beast and force it to take your to its victims (Lore). The beast becomes ensorcelled by the words of your incantation and leads you to the missing townspeople. Afterward, you try to slay the beast while it is still bound (Strength). If you pass, this Monster loses Health 3 Health. If you fail, the aberration mains you as it escapes; impair Strength Unaffected, the beast turns its attention towards you (Strength). If you pass, this Monster loses Health 2 Health. If you fail, it escapes with its victims in tow, and the relatives of the abducted men and women blame you for your failure; impair Influence.
6 05
Under the Pyramids
The amorphous gray creature attacked you without warning, and your vision faded to darkness. Now, you lay paralyzed in its nest, covered in its slimy toxin. Your body surges with determination as you call upon every fiber of your being to escape before the creature returns (Will-1). You break free of the toxin's grip and feel life flooding back to your weakened limbs. Alone in the lair, you devise a trap that will burn the creature alive when it returns. This Monster loses Health equal to your Observation. If this Monster is not defeated, the flaming creature shrieks and attacks; lose Health 1 Health and Sanity 1 Sanity. Just as life is returning to your extremities, the beast returns. Lose Sanity 1 Sanity. You try to flee (Observation). If you pass, you lead the beast into a narrow tunnel where you will have the advantage; this Monster loses Health 2 Health.
7 05
Under the Pyramids
The putrid smell of rotting flesh overpowers your nostrils as you approach the vile, amoeba-like monstrosity. Your stomach roils and vertigo threatens to overwhelm you as you near the rippling beast (Will). Holding your breath, you engage the creature, resolving to ignore the horrid stench (Strength). If you pass, this Monster loses Health 3 Health. If you fail, your senses are overpowered by the noxious fumes; gain 1 Illness Condition. A sharp intake of breath leaves your lungs filled with toxic fumes that hinder your better judgment. Impair Will. You recklessly cast a hex in an attempt to slay the bast (Lore). If you pass, the magic has little effect; this Monster loses Health 2 Health.
8 05
Under the Pyramids
The writhing gray mass turns to face you, hundreds of tiny eyes blinking at you in fury. You consider your situation and prepare to go on the offensive. Resolve the pass effect to attack the beast; or resolve the fail effect to attempt a banishing ritual. Leaping toward your quarry, you attempt to gain the upper hand before it has a chance to move against you (Strength-1). If you pass, this Monster loses Health 3 Health. If you fail, you find the creature to be your equal in combat; lose 2 Health and this Monster loses 2 Health. As your incantation reaches its apex, you realize that the creature has begun to invoke a power of its own (Lore-1). If you pass, this Monster loses Health 3 Health. If you fail, you can hear the will of Abhoth in your mind; lose Sanity 2 Sanity.
9 05
Under the Pyramids
An acrid stench permeates the air as the slithering spawn regard you with sixteen dark red eyes, blinking in unison. You realize that the eyes are having a soporific effect on you, and try to resist the urge to drift into a peaceful slumber (Will). You shake off the drowsiness and begin circling the beast, searching for an opportunity to advance (Observation). If you pass, you sense a momentary weakness and strike; this Monster loses Health 3 Health. If you fail, you begin to tire after a lengthy battle of attrition; lose 1 Health and this Monster loses 1 Health. You lapse into a stasis, incapacitated by visions of endless filth. Lose Sanity 1 Sanity and gain 1 Madness Condition. A blinding power bursts forth from within you, reacting to the extreme danger. This Monster loses Health Health equal to your Lore.
10 05
Under the Pyramids
The bizarre spider-like creature produces a glutinous, silver filament, weaving it furiously to and fro until a form resembling a stinger takes shape. Brandishing the keenly sharpened spike, the beast charges. You try to evade the deadly thrusts (Observation). The flailing stinger becomes lodged firmly in the ground. The creature screeches in frustration nearly shattering your eardrums (Will). If you pass, the deafening cry does not phase you, and you attack the now disarmed beast; this Monster loses Health 3 Health. If you fail, you nearly pass out from the searing pain; lose Sanity 2 Sanity. You make a grave misstep, and the creature lances you through the leg. Lose Health 1 Health and gain a Leg Injury Condition. Enraged, you rip the stinger from your flesh and attack (Strength-1). If you pass, you pierce the beast's heart; this Monster loses 3 Health.
11 05
Under the Pyramids
The pale, knee-high abomination flails before you, grasping limbs swiping at your feet, trying desperately to catch you off guard. You have seen many unusual creatures as of late, but this one seems particularly peculiar. You muster your daring and lash out at the strange creature (Strength-1). The creature has naught but an instant to react. This monster loses Health 3 Health. Unexpectedly, the creature latches into your leg in its death throes, and you are assaulted by visions of a monstrous arachnid creating a massive batholith (Will-2). If you fail, you despair in the face of unspeakable evil; lose Sanity 2 Sanity and gain a Despair Condition. The creature squirms away from you, tripping you with its bony arms. Lose Health 1 Health. Determined to end the fight, you improvise an arcane ritual. You may discard 1 Spell to cause this Monster loses 3 Health.
12 05
Under the Pyramids
As the lumbering beast approaches you, it roars in a berserk fury and rips off one of its own arms. It brandishes the limb as if it were a club. Gray blood gushes from the open wound. Horrified, you try to resist the urge to vomit (Will-1). Unaffected by the grotesque display of self-mutilation, you attack the beast with all your might. The Monster loses Health Health equal to your Strength. If this Monster is not defeated, the beast overwhelms you with superior force and batters you mercilessly with its severed limb; lose 2 Health and gain 1 Injury Condition. You begin retching uncontrollably. Lose Health 1 Health and Sanity 1 Sanity. Physically weakened, you consider your options (Observation-1). If you pass, you evade the creature's attacks, hoping it will perish from blood loss; this Monster loses 3 Health.
13 05
Under the Pyramids
The roving heap of gelatinous filth and bone has thus far proven to be impervious to your attacks. Bullet and blade alike are absorbed harmlessly by the oozing substance comprising a majority of the creatures body. You turn your focus to the arcane (Lore). Your magic withers the creature into tatters, drying its protective slime into delicate flakes that fall away in chunks, but the creature is not yet slain (Observation). If you pass, you spot its organs, now exposed, and promptly crush them; this Monster loses Health 3 Health. If you fail, the creature regenerates after a few minutes; lose Sanity 1 Sanity. The ritual proves ineffective as well (Will-1). If you pass, you cover the creature in kerosene and set it ablaze, this Monster loses Health 3 Health. If you fail, distracted and scared, you do not notice the river of slime until it soaks into your skin; gain 1 Illness Condition.
14 05
Under the Pyramids
A gargantuan, long-legged monstrosity stands before you, clicking its many pairs of mandibles in irritation. Its organ oscillate unnaturally within its bulging, translucent belly. The sight of its swirling innards weighs heavily upon your psyche (Will). Ignoring the gruesome sight, you burst into action, bringing your courage to bear against the abomination (Strength). If you pass, this Monster loses Health 3 Health. If you fail, the creature deflects your strike effortlessly, countering violently with its own, fleshing rending thrusts; lose 2 Health. The sight disturbs you, and you are unable to turn your gaze. Lose Sanity 1 Sanity. Your companions try in vain to shake you from your stupor. They fight the beast in your stead. You may discard 1 Ally Asset to cause this Monster to lose Health 3 Health.
15 05
Under the Pyramids
A pallid, eyeless head rolls towards you, foaming at its many mouths, teeth gnashing in ravenous hunger. Long, crimson tongues flick in and out of the bloodied mouths, hungry for their next meal. Paralyzed with fright, you try to regain control of your faculties (Will). Overcoming your trepidation, you wait expectantly as the malformed creature bounds toward you with increasing velocity (Observation). If you pass, you step aside at the last possible moment, and the creature crashes to the ground; this Monster loses Health 3 Health. If you fail, you misjudge the creature's speed, and it smackes into you; lose 2 Health. Perturbed by the wretched sight, fear conquers your senses. Lose Sanity 1 Sanity. The beast lungs, clamping down on your arm (Strength-1). If you pass, you beat the creature until it releases your arm; this Monster loses Health 3 Health. If you fail, lose 2 Health.
16 05
Under the Pyramids
A haggard, ashen figure shuffles slowly toward you, bent unnaturally at the waist. It unfolds itself as it approaches, spine snapping noisily as it stands to its full height, towering above you. It regards you with intelligent, almost human eyes (Will). With considerable tenacity you stare down the advancing creature, undaunted by its ghoulish visage. As the creature draws near, you begin your offensive (Strength). If you pass, this Monster loses Health 3 Health. If you fail, the creature slashes at your limbs with its twisted, bony talons; lose 1 Health and gain 1 Injury Condition. Sensing your hesitation, the creature begins to chant in a hateful tongue, and you feel your body warp and bend. Lose Sanity 1 Sanity. You attempt to counter the hex (Lore-1). If you pass, the creature calcifies; this Monster loses Health 3 Health. If you fail, lose 2 Health.

Labyrinth of Queen Nitocris Sphinx's Labyrinth[]

Sphinx's Labyrinth are Special Encounters related to Nyarlathotep Nyarlathotep.

ID # Set Initial Text Pass Effect Fail Effect
1 09
Masks of Nyarlathotep
The hallways stretch and bend as you wander them, the far end seemingly becoming father and father away. The walls rise and loom over you, and the single deafening tone of a blaring horn bring you swiftly to your knees (Will). You slowly and surely bring yourself back to your feet. Place Eldritch token 1 Eldritch token on the current Adventure. Your companions are still clutching their heads on the ground, and you try to rouse them (Influence-1). If you pass, you help them up; place 1 Eldritch token on the current Adventure. If you fail, they remain prone on the floor; discard 1 Ally Asset and lose Sanity 1 Sanity. The noise invades your mind until you can think of nothing else. Perhaps the noise would quiet if you would simply let it in. You may gain a Corruption Condition to place Eldritch token 1 Eldritch token on the current Adventure.
2 09
Masks of Nyarlathotep
The jeweled necklace that once hung around Queen Nitocris' neck must be destroyed, but it seems to be resistant to natural means of destruction. You search the Brotherhood's alchemy lab for anything that might help (Observation). You concoct a bizarre solution that dissolves the necklace in seconds. Place Eldritch token 1 Eldritch token on the current Adventure. Smelling the concoction's honeyed aroma, you are struck with the urge to consume it (Will-1). If you pass, you resist and save the formula for later; place 1 Eldritch token on the current Adventure. If you fail, it dissolves your insides; lose Health 3 Health. You create a solution so vile that to even be in the same room is making your skin smoke and burn. You gasp for air as you crawl towards the necklace. You may gain a Corruption Condition to place Eldritch token 1 Eldritch token on the current Adventure.
3 09
Masks of Nyarlathotep
Darkness fills the chamber, and a harsh wind blows around you as you spin about in fear. A malevolent feminine voice whispers in your ear promises of true power and of total destruction (Will). You resist temptation and steel yourself against the voice, which shrieks in rage. Place Eldritch token 1 Eldritch token on the current Adventure. Wooden panels and limestone bricks begin flying at you from every corner of them room (Strength-1). If you pass, you escape unharmed, place 1 Eldritch token on the current Adventure. If you fail, you are battered and beaten; lose Health 2 Health. Something about the whispers appeal to you in a small, twisted way. The whisper turns to laughter and fades away, its work complete. You may gain a Corruption Condition to place Eldritch token 1 Eldritch token on the current Adventure.
4 09
Masks of Nyarlathotep
Deep within the labyrinth lies the well preserved body of Queen Nitocris, and you will require the means to destroy it. The Elder God Nodens appears before you, and you plead with him to grant you the power needed to complete your task (Influence). Nodens gifts you with a magical dagger. Place Eldritch token 1 Eldritch token on the current Adventure. You struggle to control the arcane blade (Will-1). If you pass, you know you must plunge it into Nitocris' heart; place 1 Eldritch token on the current Adventure. If you fail, simply holding it causes you to tremble in fear; lose Sanity 2 Sanity. Nodens sneers at you with disapproval. The cost of his assistance will be no small trifle. You may gain a Dark Pact to place Eldritch token 1 Eldritch token on the current Adventure.
5 09
Masks of Nyarlathotep
The girdle of Nitocris sits atop a limestone pedestal. You know it is to be used in the ritual and that you must destroy it, but something about it is enticing you to keep it for yourself. You shake free of the girdle's hold. It must be destroyed. Place Eldritch token 1 Eldritch token on the current Adventure. Nothing you do seems to harm the nigh-indestructible object (Observation-1). If you pass, you find its weak point; place 1 Eldritch token on the current Adventure. If you fail, you are thrown against the wall when you try to smash the thing; gain 1 Injury Condition. You feel power flowing through you as you touch the girdle. You smile as the temptation to don it yourself rises. Nobody would have to know. You may gain a Dark Pact to place Eldritch token 1 Eldritch token on the current Adventure.
6 09
Masks of Nyarlathotep
Atop a pedestal sits a beautiful golden crown that once belonged to Queen Nitocris. You suspect that the Brotherhood of the Dark Pharaoh intends to use the crown in the ritual, and you attempt to focus your arcane power to destroy it (Lore). The crown shatters. Place Eldritch token 1 Eldritch token on the current Adventure. You feel an angry presence attempting to invade your mind (Will-1). If you pass, you resist the mental incursion, place 1 Eldritch token on the current Adventure. If you fail, the vengeful spirit of Nitocris ravages your mind; gain 1 Madness Condition. Your power is insufficient to serve your purpose. You must seek power elsewhere if you intend to destroy the crown. You may gain a Dark Pact to place Eldritch token 1 Eldritch token on the current Adventure.
7 09
Masks of Nyarlathotep
The Brotherhood of the Dark Pharaoh has captured you and strapped you to a table. They stand about you in a circle, chanting, and the rocks and dust in the room begins to rise off of the floor as their foul ritual grows in power (Will). You break free from your bonds, and the cultists cower in fear of your power. Place Eldritch token 1 Eldritch token on the current Adventure. You try to convince them to turn against their duplicitous master (Influence-1). If you pass, they agree to your plan; place 1 Eldritch token on the current Adventure. If you fail, they regain their composure and attack; lose Health 2 Health. You feel the Brotherhood's corrupt magic seeping into your bones. Something new lives within you. You need only embrace it. You may gain a Corruption Condition to place Eldritch token 1 Eldritch token on the current Adventure.
8 09
Masks of Nyarlathotep
One of the Brotherhood of the Dark Pharaoh mistakes you for one of his brethren. You try to get the information you need without giving yourself away as an outsider (Influence). He speaks openly, and you carefully listen to all that he has to say. Place Eldritch token 1 Eldritch token on the current Adventure. The secrets you learn threaten to overwhelm you (Will-1). If you pass, you keep your focus on the matters at hand; place 1 Eldritch token on the current Adventure. If you fail, the burden is too much to bear; gain 2 Madness Conditions. He looks at you dubiously, and demands that you perform the blood rite to prove your loyalty. You may gain a Corruption Condition to place Eldritch token 1 Eldritch token on the current Adventure.

Unspeakable One Unspeakable One[]

Unspeakable One are Special Encounters related to Hastur Hastur.

ID # Set Initial Text Pass Effect Fail Effect
1 06
Signs of Carcosa
A hurricane rages about the city and voices like needles can be heard upon the wind. If you have a Dark Pact Condition, resolve the fail effect. You encounter a group of cultists huddled together in the storm and attempt to infiltrate their ranks and learn of their plans (Influence-1). The men mistake you for a friend and question whether you have carried out the plan (Lore-1); you may spend any number of Clue Clues to add 1 success to your test result for each Clue spent. If your test result is 3 or greater, place Eldritch token 1 Eldritch token on the Ancient One sheet. Otherwise, they realize their mistake and use their magic to whisk you away; move to The Pyramids. The men immediately recognize you as an interloper and begin screaming in tongues unknown, faces red with anger. The last thing you see if a colossal, reptilian foot falling down upon you from above.

You are devoured.

2 06
Signs of Carcosa
As agents of Hastur prepare the city to be swallowed by Lost Carcosa, you issue a final, fleeting plea to anyone that will listen, begging for help in your time of great need. To your surprise and horror, a slithering, nefarious presence begin to worm its way into your troubled mind (Will-1). The dark presence is amused by your resistance, and it offers to give you the power you need, if you can afford enough of your soul to become its vessel (Influence-1). If you pass, you may gain a Dark Pact Condition to place Eldritch token 1 Eldritch token on the Ancient One sheet. If you fail or do not gain the Condition, the presence departs, taking your mind with it; lose Sanity 3 Sanity. The dark presence manifests itself in your thoughts as a pharaoh with a golden headdress and piercing, black eyes. A black sun rises behind the pharaoh, and by the time it has reached its zenith, you have been unmade.

You are devoured.

3 06
Signs of Carcosa
Fire rains down upon the city, and green lightning streaks across the sky, illuminating black spires that were not there only moments before. As the city begins to fade into Carcosa, you prepare a ritual that will bring you face to face with the Unspeakable One(Lore-1). The void envelops you, and you know with certainty that you have been drawn into Hastur's prison. You sense his being nearby, and attempt to struggle with it for the fate of the city (Will-1). If you pass, you may gain a Blight Condition to place Eldritch token 1 Eldritch token on the Ancient One sheet. If you fail or do not gain the Condition, the city is lost; advance Doom by 1. A sudden darkness smothers the fire and lightning, and black stars blanket the sky from horizon to horizon. You realize with horror that your ritual has not taken you to Hastur, is has brought Hastur to you.

You are devoured.

4 06
Signs of Carcosa
You stand on the border between Earth and Carcosa. Much of the city has already been lost, but you are determined to let it go no further. A golden light shimmers in the distance as the Tattered King sends forth dark armies from Carcosa, and you tremble, fighting the urge to despair (Will-1). You and your companions and strong against the onslaught, hoping for an opportunity to strike at the king (Strength-1). If you pass, you may discard 1 Ally Asset to place Eldritch token 1 Eldritch token on the Ancient One sheet. If you fail or do not discard the Asset, you are overrun by the Yellow King's armies; lose Health 3 Health. Losing all hope, you cower in the dirt, feeling it shift before you as it becomes Carcosa. You shut your eyes tightly, even that fails to dim the golden-green brilliance of the King in Tatters.

You are devoured.

5 06
Signs of Carcosa
Cloud waves begin to roll through the city, as though the city lay upon the shores of Lake Hali itself. You beg the citizens to evacuate, lest they be drawn along with the city into Carcosa, but they are dubious of your motives, believing the clouds to be naught but a morning fog (Influence-1). You and your companions work tirelessly to evacuate as many people as you can (Will); roll 1 additional die for each Ally Asset you have. If your test result is 3 or greater, you manage to evacuate the city; place Eldritch token 1 Eldritch token on the Ancient One sheet. Otherwise, you succumb to exhaustion before your work is complete; gain 1 Injury Condition and 1 Madness Condition. Too long you plead with the stubborn people of the city, and you fail to save even yourself. Too late, they realize their folly, and all around you, the black spires of Carcosa begin to rise from the Earth.

You are devoured.

6 06
Signs of Carcosa
Agents of Hastur are all around you, rioting in the city streets, breaking windows, setting fires, and attacking all who oppose their swath of destruction. You try to slip by them unnoticed and reach an untouched section of the city (Observation-1). You discover members of a local gang holed up and attempt to incite them to action (Influence-1); roll 2 additional dice for each Deal Condition you have. If your test result is 3 or greater, they rally behind your ability to do what needs to be done; place Eldritch token 1 Eldritch token on the Ancient One sheet. Otherwise, they do nothing; advance the Omen by 1. Your journey does not go unnoticed, and the cultists drag you, kicking and screaming, before their leader, who bestows upon you the blessing of Hastur. Gain a Blight Condition and 1 Madness Condition and impair Will.
7 06
Signs of Carcosa
There is a sudden heaviness in the air, and you realize your darkest nightmare has come true. Hastur, the Unspeakable One, has escaped his prison. If you have a Blight Condition, resolve the fail effect. Your companions despair, but you try to rally them to face their fears (Influence-1). Together, you formulate a plan to save the city from Hastur, oftentimes going days without sleep (Observation); you may spend any number of Sanity Sanity to roll 1 additional die for each Sanity spent. If your test result is 3 or greater, place Eldritch token 1 Eldritch token on the Ancient One sheet. Otherwise, the city falls to Hastur, and you blame yourself; gain a Cursed Condition. Unwilling to risk of the rest of their likely brief existences, your companions abandon you. They teach you what they know before they depart. If you survive this, you will be forever indebted to them. Gain 2 Talent Conditions and a Dark Pact Condition.
8 06
Signs of Carcosa
All around you, the city is dying. You know this will be your last chance. Every day of your life has led to this moment, and if you fail, all your hard work will have been of nothing. You focus all of your behind into the magic that will keep the city from fading away into Carcosa (Lore-1). As the power within you grows, it threatens to destroy you. You cry out to the souls of those you have lost of succor (Will); roll 1 additional die for each investigator that has been defeated or devoured. If your test result is 3 or greater, a familiar warmth fills your soul; place Eldritch token 1 Eldritch token on the Ancient One sheet. Otherwise, resolve the fail effect. The ritual fizzles out, and the magic dissipates. Completely drained, the failure has left you an empty husk of the creature you once were. Discard all of your Clue Clues and impair each of your skills.

Void Between Worlds Void Between Worlds[]

Void Between Worlds are Special Encounters related to Yog-Sothoth Yog-Sothoth.

ID # Set Initial Text Pass Effect Fail Effect
1 02
Forsaken Lore
From this bizarre place between worlds, you can catch a glimpse of all worlds and all times. You have an epiphany and search for a member of the Inner Circle of the Silver Twilight Lodge to observe (Observation-1). You watch the wizard study, hoping to learn a ritual that will return you home (Lore). If you pass, you open a mystic gateway to return you home; close this Gate and place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you tamper with powers beyond your control; gain a Cursed Condition. The more you search, the less familiar the images seem. Soon you are surrounded by images of alien worlds you hardly recognize (Lore-1). If you fail, gain a Lost in Time and Space Condition.
2 02
Forsaken Lore
A small portal opens up before you and you see the laboratory of Crawford Tillinghast. You try to persuade him to make the portal large enough for you to pass through (Influence). As you step through the portal, a creature also tries to pass through, and you must use the machine to close the portal (Lore-1). If you pass, close this Gate and place Eldritch token 1 Eldritch token on the active Mystery. If you fail, the creature escapes and attacks you; a Monster ambushes you! Tillinghast laughs maniacally and send you hurtling through a multitude of worlds, shattering your perceptions of reality. Gain a Hallucinations Condition and a Lost in Time and Space Condition.
3 02
Forsaken Lore
As you travel through this horrid, featureless void, you hear a sound echoing from the darkness ahead of you. A creature resembling an ape with the features of an insect shambles toward you. You feel compelled to run away in terror (Will-1). You try to hold onto the dimensional shambler as it fades into another world (Strength). If you pass, you find yourself in your own world; close this Gate and place Eldritch token 1 Eldritch token on the active Mystery. If you fail, the creature throws you in the wrong dimension; gain a Lost in Time and Space Condition. The creature suddenly appears in front of you, having raveled through another world. Lose Sanity 1 Sanity and spawn 1 Gate.
4 02
Forsaken Lore
You should not be here, and a hound of tindalos will hunt you down until it eliminates the alien element in this void! You hear it from your hiding place and try to not cry out in panic (Will-1). Once the creature has passed by, you follow the trail it left behind in hopes of finding a way out of this place (Observation). If you pass, you find a route home; close this Gate and place Eldritch token 1 Eldritch token on the active Mystery. If you fail, the hound has led you into an ambush; lose Health 2 Health. Despite your best efforts, you shout and run as fast as you can. The hound catches you and drags you forward in time. Advance the Omen by 1.
5 02
Forsaken Lore
Your fall through the void interrupted by a dense tangle of spider webs. Although you cannot see anything solid the webs are attached to, you think you could use the to climb to safety. You struggle to free yourself from the thick strands (Strength). You climb up, but large spiders have sensed your presence. If your focus wavers, you'll never escape (Will-1). If you pass, you return to reality; close this Gate and place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you're bitten by the enormous spiders swarming over you; gain a Poisoned Condition. You cannot escape. After what seems like an eternity, Atlach-Nacha herself carries you to realms you never could have imagined. Gain a Lost in Time and Space Condition.
6 02
Forsaken Lore
You can't see, but you hear the sounds of a bird's wings flapping. Using your hearing alone, you try to follow the sound through the dark, twisting caverns (Observation-1). The bird leads you to a campfire. An old wizard there tries to place a geas on you (Will); If you pass, he praises your strength of spirit and helps you; close this Gate and place Eldritch token 1 Eldritch token on the active Mystery. If you fail, you are sent back into the void; gain a Lost in Time and Space Condition. You cannot find the bird, but you do find a corpse dressed in ancient, hide armor. You imagine that he's been here thousands of ears. You know that even if you escape, there is no hope for humanity. Advance Doom Doom by 1.
7 02
Forsaken Lore
You are completely surrounded by the teeming globules that comprise Yog-Sothoth. The ancient being invades your thoughts to communicate with you. You struggle to decipher its horrific message. (Lore-1). Yog-Sothoth offers you a terrible bargain. You may gain a Dark Pact Condition to close this Gate and place Eldritch token 1 Eldritch token on the active Mystery. If you do not gain the Condition, resolve the fail effect. The words and images that flood your mind do nothing more than confuse and disorient you. You're left wandering across alien landscapes, with no idea how to return home. Gain a Lost in Time and Space Condition.
8 02
Forsaken Lore
You find yourself inside a black stone cave. The walls are covered with carvings of images and strange hieroglyphs. You think you can use the pictures to translate some of the hieroglyphs (Lore-1). You recognize this as a means to use magical power to engineer an escape. You may discard 1 Spell to close this Gate and place Eldritch token 1 Eldritch token on the active Mystery. If you do not discard the Spell, gain a Lost in Time and Space Condition. You can only read a handful of passages, and saying the words aloud invokes an unintended consequence. Spawn 1 Gate.

References[]

  1. A character in the story The Coming of the White Worm by Clark Ashton Smith. For more information about this, see the The Coming of the White Worm page on Lovecraft icon The H.P. Lovecraft Wiki.
  2. For more information about this, see the Lavinia Whateley page on Lovecraft icon The H.P. Lovecraft Wiki.
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