Eldritch Horror Wiki
Advertisement

The Once-Dominant Species[]

Eons ago, the elder things were driven underground by the changing climate, hibernating in the cities they had built into the mountains or in the depths of the ocean. With the disturbance of the Miskatonic Expedition, they have begun to reclaim the world they once dominated.

Gameplay[]

Elder Things Sheet

Front of Rise of the Elder Things's sheet

  • After an investigator resolves an Other World Encounter, he may move to Plateau of Leng.
  • When 4 Mysteries have been solved, investigators win the game.
  • When Doom Doom advances to zero, flip this sheet and resolve the “A Dark God Awakens!” effect on the back.

Setup[]

Set aside all Rise of the Elder Things Special Encounters. Set up the Antarctica side board.

Cultists[]

Cultist
Cultist
Toughness:  1
Lore-1 0  Damage
Strength 1  Damage
If you pass the Lore test, you free the victim's mind from the alien magic; defeat this Monster and gain 1 random Ally Asset from the deck.

Mythos Deck[]

Mythos Card
Stage I: 2 2 1
Stage II: 3 3 1
Stage III: 4 4 0

Mysteries[]

Mystery Type Set
An Alien Ritual An Alien Ritual Miscellaneous 03
Mountains of Madness
An Expedition Compromised An Expedition Compromised Miscellaneous 03
Mountains of Madness
At the Mountains of Madness At the Mountains of Madness Eldritch Tokens 03
Mountains of Madness
Binding the Dark God Binding the Dark God Miscellaneous 03
Mountains of Madness
Discovery of an Ancient Civilization Discovery of an Ancient Civilization Research Encounter 03
Mountains of Madness
Invasion of the Elder Things Invasion of the Elder Things Item Requirement, Epic Monster 03
Mountains of Madness
Mysterious Disappearances Mysterious Disappearances Special Encounter 03
Mountains of Madness
The Dark God's Prison Crumbles The Dark God's Prison Crumbles Miscellaneous 03
Mountains of Madness

Research Encounters[]

City City Encounters:

ID # Set Encounter
1 03
Mountains of Madness
Professor Ellery is working on a device that blocks the psychic dominance of the elder things, but he needs funding in order to produce a prototype.[1] You may gain a Debt Condition to gain this Clue Clue and 1 additional Clue.
2 03
Mountains of Madness
The city is alive with rumors of alien beings (Observation). If you pass, you find a reliable source that points you towards a suspected hide-out; gain this Clue Clue. If you fail, your source betrays you; a Cultist Monster ambushes you! If you do not defeat it, you see the elder things have begun an invasion; advance Doom Doom by 1.
3 03
Mountains of Madness
You pore over an ancient tome for hours, searching for references to the elder things (Observation-1). If you pass, you uncover a reference to a previously unknown god; gain this Clue Clue and 1 random Tome Asset from the deck. If you fail, you search until morning and sleep through the next day; become Delayed.
4 03
Mountains of Madness
A survivor of the Miskatonic Expedition is spotted drinking at a local bar. You join him in the hopes that he'll open up to you (Influence-1). If you pass, he tells you everything he knows; gain this Clue Clue and 1 additional Clue. If you fail, you drink too much; gain an Amnesia Condition.
5 03
Mountains of Madness
You suspect the mayor is not in his right mind and search for evidence to convince the police (Observation-1). If you pass, the mayor is removed from office; gain this Clue Clue. If you fail, he has one of his supporters "take care of you;" a Cultist Monster ambushes you!
6 03
Mountains of Madness
The chief of police has allowed you to lead a raid on a suspected elder thing hideout (Observation-1). If you pass, you free a group of slaves chained in the basement; gain this Clue Clue and 1 random Ally Asset from the deck. If you fail, you barely escape with your life; lose Sanity 1 Sanity and gain 1 Injury Condition.
7 03
Mountains of Madness
You've managed to locate a survivor of the Miskatonic Expedition in a local sanitarium. He is willing to tell you what he saw beyond the mountains. Gain this Clue Clue. You can hardly bear to listen to the horrifying tale (Will). If you pass, you may spend Sanity 2 Sanity to gain 1 additional Clue.
8 03
Mountains of Madness
A series of grisly beheadings has the city in an uproar (Observation-1). If you pass, your investigation leads you to a laboratory where alien beings are being created, gain this Clue Clue. If you fail, your investigation makes you the next target; gain 1 Pursuit Condition.
9 03
Mountains of Madness
The homeless have been disappearing. You stake out the city park in the hopes of discovering where they've all gone (Observation). If you pass, you uncover an elder thing internment camp; gain this Clue Clue. If you fail, you find the missing citizens, but they attack you; a Cultist Monster ambushes you!
10 03
Mountains of Madness
You discover that a number of Professor Lake's research notes are up for auction this very night! The information inside may be vital, and you bid more than you can afford (Influence)). If you pass, you may gain a Debt Condition to gain 1 Old Journal Unique Asset and 1 Tome Artifact.
11 03
Mountains of Madness
You meet your companion in an abandoned warehouse only to find that he has betrayed you. Discard 1 Ally Asset, then an Elder Thing Monster ambushes you! If you pass the Strength test, you question your former companion at length; gain this Clue Clue and retreat Doom Doom by 1.
12 03
Mountains of Madness
The city is completely under the sway of the elder things, but the library contains a copy of Professor Dyer's expedition report. You must hide your fear to get past the librarian (Will). If you pass, gain this Clue Clue. If you fail, an angry mob forms to pursue you; gain 1 Pursuit Condition.
13 03
Mountains of Madness
You've found an incantation that can disrupt the magical hold on the minds of the dominated citizens (Lore-1). If you pass, you put the magic to great use; gain 1 Spell and retreat Doom Doom by 1. If you fail, the magic backfires; lose Sanity 2 Sanity.
14 03
Mountains of Madness
A mob is gathering outside of the city council, angry over the disappearance of several citizens. You attempt to calm the crowd (Influence). If you pass, you listen to the crowd about their concerns; gain this Clue Clue. If you fail, things take a turn for the worse; lose Health 1 Health and Sanity 1 Sanity.
15 03
Mountains of Madness
You pursue the thrall to the roof of the hotel. He jumps off the edge and lands on the roof of an adjacent building. You gather yourself for a mighty leap (Strength). If you pass, you make the jump and tackle him; gain this Clue Clue. If you fail, you don't make the jump; lose Health 2 Health.
16 03
Mountains of Madness
You've become increasingly desperate in your fight against the elder things and are exploring darker measures. A member of the Silver Twilight Lodge offers you aid in combating the mind control of the elder things. You may gain a Dark Pact Condition to improve Will and 1 other skill of your choice.
17 03
Mountains of Madness
The cab driver strikes you as suspicious, but you cannot determine why (Observation). If you pass, you realize the carved soapstone hanging from his mirror is a relic of the elder things; gain this Clue Clue. If you fail, you feel an alien presence invading your mind, and you awake in an alley; lose Sanity 2 Sanity.
18 03
Mountains of Madness
The mayor is speaking in codes, and you are convinced he is a target of mind control (Lore-1). If you pass, you discover the mayor is a sorcerer battling the elder thing incursion; gain this Clue Clue and 1 Spell. If you fail, you misinterpret his warning; a Shoggoth Monster ambushes you!
19 03
Mountains of Madness
The warehouse is supposed to be abandoned, but strange noises have been heard from inside (Observation-1). If you pass, you discover a makeshift prison for humans and alert the authorities, gain this Clue Clue and 1 random Ally Asset from the deck. If you fail, you find nothing; advance Doom Doom by 1.
20 03
Mountains of Madness
You notice strange lights coming from the local radio station. You investigate and find an elder thing device broadcasting an unknown signal (Lore-1). If you pass, you successfully disable the device; gain this Clue Clue and 1 random Magical Asset from the deck. If you fail, your meddling causes a psychic backlash; lose Sanity 2 Sanity.
21 03
Mountains of Madness
A local newspaper runs a story endorsing further expeditions into the antarctic. You try to sneak into the newsroom (Observation). If you pass, you meet the author of the article and interrogate him; gain this Clue Clue. If you fail, the police are called and arrest you; gain a Detained Condition.
22 03
Mountains of Madness
You attend a meeting of the American Archaeological Society. Something about the way they speak and act seems alien (Will). If you pass, you resist their hypnosis; gain this Clue Clue. If you fail, you agree that humans and aliens can live in harmony; lose Sanity 3 Sanity.
23 03
Mountains of Madness
Professor Pabodie has offered to sell his innovative drill to you in order to further your investigation[2] (Influence — 1). If you pass, you convince him to donate it instead; gain this Clue Clue. If you fail, he wants more than you anticipated; you may gain a Debt Condition to gain this Clue.
24 03
Mountains of Madness
You have gone to consult with Dr. Ambrose Dexter, a professor of the occult, but his findings are difficult to interpret (Lore-1). If you pass, he allows you access to his library; gain this Clue Clue and 1 random Tome Asset from the deck. If you fail, his mind is no longer his own and he hexes you; gain 1 Bane Condition.

Wilderness Wilderness Encounters:

ID # Set Encounter
1 03
Mountains of Madness
You find someone wandering in the wild and notice that he is shackled. You attempt to remove the chains (Strength-1). If you pass, he tells you of an elder thing camp and leads you there; gain this Clue Clue and 1 random Ally Asset from the deck. If you fail, you strain your back trying to remove the chains; gain a Back Injury Condition.
2 03
Mountains of Madness
You stumble across a mi-go camp (Observation-1). If you pass, you discover a captured elder thing and realize the two sides are fighting; gain this Clue Clue and 1 additional Clue. If you fail, the mi-go realize you are there; gain a Hunted Condition.
3 03
Mountains of Madness
You uncover ancient ruins of unknown provenance and take you time studying them (Lore). If you pass, you suspect the ruins are the remains of a destroyed city built by the elder things; gain this Clue Clue. If you fail, you tarry too long; you become Delayed.
4 03
Mountains of Madness
You've fled into the wild in the hopes of escaping pursuit. The only way across a treacherous ravine is a rickety old rope bridge (Will). If you pass, you steel yourself and escape; gain this Clue Clue and 1 Pursuit Condition. If you fail, fear overwhelms you, and you fall; lose Sanity 1 Sanity and gain 1 Injury Condition.
5 03
Mountains of Madness
You find an altar surrounded by carvings in a ruined city (Lore-1). If you pass, you realize this settlement must have worshiped the Dark God; gain this Clue Clue and 1 additional Clue. If you fail, the carvings creep into your mind; gain 1 Madness Condition.
6 03
Mountains of Madness
You watch as a group of elder things assaults a mi-go patrol (Observation-1). If you pass, you take note of how they fight; gain this Clue Clue and improve Lore. If you fail, you get too close to the action and are seared by a stray shot from a beam weapon; lose Health 1 Health and gain 1 Injury Condition.
7 03
Mountains of Madness
While setting up camp near the ancient ruins, the members of your expedition begin to behave oddly. Gain this Clue Clue. You recognize the corrupting power of the elder things and are forced to flee; discard 1 Ally Asset.
8 03
Mountains of Madness
A member of your crew went into a nearby cavern and hasn't been seen for hours (Observation-1). If you pass, you discover that he had fallen down a chasm and rescue him and his research; gain this Clue Clue and 1 additional Clue. If you fail, he is never seen again; lose Sanity 1 Sanity and discard 1 Ally Asset.
9 03
Mountains of Madness
You've been lost in the ruins for days. In the heart of the abandoned city you discover a fountain and a basin of water (Will). If you pass, you resist drinking from the fountain and find your way out; gain this Clue Clue. If you fail, you are too thirsty to resist and drink the foul water; gain 1 Illness Condition.
10 03
Mountains of Madness
There is an ancient tablet at the bottom of the ravine whose secrets you require. You look for a way down to retrieve it (Observation). If you pass, you retrieve the tablet safely; gain this Clue Clue. If you fail, the path you've discovered is treacherous; lose Health 1 Health and gain 1 Injury Condition.
11 03
Mountains of Madness
Captured by the mi-go, you are surprised to find that they wish to communicate with you. Lose Sanity 1 Sanity. They offer you weapons to fight the elder things in exchange for a favor; you may gain a Dark Pact Condition to gain the Alien Device Artifact.
12 03
Mountains of Madness
You hear a rustling in the tall grass and move to investigate (Observation). If you pass, you are able to spy on a group of elder things and learn more about their biology; gain this Clue Clue. If you fail, they pursue you, and you twist your ankle in your haste to flee; lose Sanity 1 Sanity and gain a Leg Injury Condition.
13 03
Mountains of Madness
You've been tracking a shoggoth for days, hoping that it will lead you to the missing citizens (Observation-1). If you pass, you find an elder thing camp and report it to the authorities; gain this Clue Clue and 1 random Ally Asset from the deck. If you fail, you become lost in the woods; discard Focus 1 Focus and become Delayed.
14 03
Mountains of Madness
You find an ancient mural and attempt to decipher it (Lore-1). If you pass, you discover the ritual is meant to summon creatures from another world; gain the Dhol Chants Artifact. If you fail, you wake up in a clearing with no memory of how you got there; gain an Amnesia Condition.
15 03
Mountains of Madness
You find yourself in a vast, empty wasteland. A formless darkness swirls about you, and a sonorous voice commands you to set it free (Will-1). If you pass, you wake up in bed with knowledge of the Dark God; gain this Clue Clue and 1 Spell. If you fail, you are unable to resist; advance Doom Doom by 1.
16 03
Mountains of Madness
A group of elder things is passing by your camp, unaware of your presence. You attempt to pursue them without being noticed (Observation). If you pass, you follow them to their camp; gain this Clue Clue. If you fail, you begin to suspect that you are being led into an elaborate trap; gain a Paranoia Condition.
17 03
Mountains of Madness
You find an elder thing outpost hidden in a cave. You may discard 1 Item possession and 1 Spell to create a magical explosive device and seal the cave. If you discard the possessions, retreat Doom Doom by 2. If you do not discard the possessions, an Elder Thing Monster ambushes you!
18 03
Mountains of Madness
The shoggoth pipes and burbles as it charges towards you like a nightmarish freight train. You must remain calm to avoid it (Will). If you pass, you evade the creature and it breaks off its pursuit; gain this Clue Clue. If you fail, you flee aimless into the wild; lose Sanity 1 Sanity and gain 1 Madness Condition.
19 03
Mountains of Madness
The mi-go find you in the ruins of an ancient city. If you have a Dark Pact Condition, flip that Condition. Shaken by your encounter, you take refuge in a still-standing building for the night (Observation-1). If you pass, you notice an elder thing carving; gain this Clue Clue.
20 03
Mountains of Madness
A massive windstorm rages through the camp, damaging your equipment. Discard 1 Item possession. In the aftermath, you attempt to salvage what you can (Observation). If you pass, you notice the tracks of elder things outside your camp; gain this Clue Clue.
21 03
Mountains of Madness
You've been exploring the ancient city for hours. The sun has set, but you continue your investigation (Observation). If you pass, you find a series of hieroglyphs; gain this Clue Clue. If you fail, you don't notice a trap before it is too late; lose Sanity 1 Sanity and gain 1 Illness Condition.
22 03
Mountains of Madness
You have located a staging ground for abducted humans, waiting to be shipped to Antarctica. You attempt to free the captives, but they relent. A Cultist Monster ambushes you! If you defeat it, you learn the victims are under the control of the elder things; gain this Clue Clue.
23 03
Mountains of Madness
You plumb the depths of the cave and discover an old book on a small altar (Lore-1). If you pass, you notice runes of warding around the book and dispel them; gain this Clue Clue and 1 random Tome Asset from the deck. If you fail, you set off the wards; gain a Cursed Condition.
24 03
Mountains of Madness
In the dead of night, a member of the group suddenly attacks you (Strength). If you pass, you are able to restrain him and break the control of the elder things; gain this Clue Clue. If you fail, you cannot stop him from following you; discard 1 Ally Asset.

Sea Sea Encounters:

ID # Set Encounter
1 03
Mountains of Madness
Leaning against the deck railing at night, you hear a disturbing piping noise from the sea. You try to convince the captain to steer clear of it (Influence). If you pass, the captain increases speed to leave the noise behind; gain this Clue Clue. If you fail, the sound unnerves you and the crew; lose Sanity 1 Sanity.
2 03
Mountains of Madness
You discover an elder thing has been smuggled aboard your ship. You attempt to uncover its purpose (Observation-1). If you pass, you realize it is studying magic; gain this Clue Clue and 1 Spell. If you fail, the elder thing throws you overboard; lose Health 1 Health and gain a Hypothermia Condition.
3 03
Mountains of Madness
You realize that the ship's captain is a thrall of the elder things and try to free him from their dominance. You may discard 1 Spell to gain this Clue Clue and 1 additional Clue. If you do not discard the Spell, the captain reacts poorly; lose Health 1 Health and gain 1 Injury Condition.
4 03
Mountains of Madness
A cave in the side of the island's cliff houses an ornate shrine. You search for a path that leads to the cave (Observation). If you pass, you learn more about the shackled god of the elder things; gain this Clue Clue. If you fail, you fall into the sea and have to swim back; gain a Hypothermia Condition.
5 03
Mountains of Madness
One of the passengers is not what he seems (Observation). If you pass, you realize that he is an agent of the elder things and steal a map from his cabin; gain this Clue Clue. If you fail, he realizes you are watching him and disappears, leaving you wondering if he existed at all; lose Sanity 2 Sanity
6 03
Mountains of Madness
In the ship's cargo hold, you discover a jar containing a volatile black slime. Gain this Clue Clue. Another jar is broken and empty. A Proto-Shoggoth Monster ambushes you! If you defeat it, you are able to study the material at your leisure; gain 1 additional Clue.
7 03
Mountains of Madness
You discover a derelict vessel adrift on the open ocean. You go aboard to investigate and discover that a member of the crew has gone insane and murdered the rest; a Cultist Monster ambushes you! If you pass the Lore test, you free him from mind control, gain this Clue Clue.
8 03
Mountains of Madness
The storm that surrounds the island doesn't seem natural. You are convinced some device of the elder things is causing the strange weather. You may discard 1 Spell to dispel the storm and explore the island. If you discard the Spell, you retrieve alien objects for study; gain this Clue Clue.
9 03
Mountains of Madness
You hope to uncover a link in a human smuggling ring used by the elder things (Observation-1). If you pass, you discover a map that shows a hidden route to Antarctica; gain this Clue Clue and 1 additional Clue. If you fail, the smugglers return while you're still there; an Elder Thing Monster ambushes you!
10 03
Mountains of Madness
You've followed the map this far. The tablet must be here somewhere (Observation). If you pass, you discover a tablet regarding the Dark God; gain this Clue Clue. If you fail, you take too much time searching and overexert yourself rowing back to the ship; discard Focus 1 Focus and gain a Back Injury Condition.
11 03
Mountains of Madness
Standing between you and an elder thing tablet is a monstrous-looking penguin. You may discard 1 Item or Trinket possession to distract the penguin and reach the tablet. If you discard the Asset, gain this Clue Clue. If you do not discard the possession; a Giant Penguin Monster ambushes you!
12 03
Mountains of Madness
The sunken wreckage contains an ancient relic. You just have to swim down to retrieve it (Strength-1). If you pass, you are able to secure it and bring it on board; gain the Eltdown Shards Artifact. If you fail, you push yourself to the brink of exhaustion; lose Health 1 Health and gain a Hypothermia Condition.
13 03
Mountains of Madness
You've met Captain Douglas aboard his ship in the hopes that he can provide new information on the elder things[2] (Influence). If you pass, he tells you what he knows; gain this Clue Clue. If you fail, he doesn't trust you and throws you overboard; lose Health 1 Health and gain a Hypothermia Condition.
14 03
Mountains of Madness
Some members of the crew have been acting suspiciously since you left port. You sneak out of your cabin at night to observe them (Observation-1). If you pass, you see them communicating with one of the elder things; gain this Clue Clue. If you fail, they catch you on deck; a Cultist Monster ambushes you!
15 03
Mountains of Madness
You've found the relic, but it is locked behind a runic alien device (Lore). If you pass, you decipher the runes and are able to retrieve the precious gemstone; gain the Crystal of the Elder Things Artifact. If you fail, you unleash the relic's guardian; a Shoggoth Monster ambushes you!
16 03
Mountains of Madness
You have been caught in a storm and fear that you have been blown off course (Observation). If you pass, you spot your island destination in a flash of lightning and correct your course; gain this Clue Clue. If you fail, you sail right by your destination and must circle back; become Delayed.
17 03
Mountains of Madness
You corner an elder thing in the cargo hold. It turns its gaze upon you, and you feel it constricting your mind (Will-1). If you pass, you resist its mind control, but the elder thing escapes; gain this Clue Clue and improve Will. If you fail, you escape, but your allies are not so lucky; discard 1 Ally Asset.
18 03
Mountains of Madness
You've traveled to an island rumored to be the home of a cult of magicians (Observation-1). If you pass, you stumble across their arcane vault and take your pick; gain 1 Magical Artifact and improve Lore. If you fail, the cultists wipe all memory of the island from your mind; gain an Amnesia Condition.
19 03
Mountains of Madness
A rogue elder thing enters your cabin and communicates that it will help you if you hide it from the other elder things; you may gain a Dark Pact Condition to gain this Clue Clue and improve Will. If you do not gain the Condition, the creature attacks; an Elder Thing Monster ambushes you!
20 03
Mountains of Madness
Something has the penguins of the island in a frenzy (Observation). If you pass, you notice a newly carved image of the Dark God on a cave wall; gain this Clue Clue. If you fail, you find out the penguins are blind and vicious; a Giant Penguin Monster ambushes you!
21 03
Mountains of Madness
Your ship is tossed about in the storm, and you tumble overboard, barely managing to catch yourself on the railing (Observation. If you pass, you notice the lights of a city under the ocean; gain this Clue Clue. If you fail, you plunge into the cold water; gain a Hypothermia Condition.
22 03
Mountains of Madness
You've led a small landing party onto a stray glacier. With a rumble, the ice cracks beneath you (Will). If you pass, you keep calm and discover alien carvings inside the ice; gain this Clue Clue. If you fail, you fall into the icy water; discard 1 Item Asset and gain a Hypothermia Condition.
23 03
Mountains of Madness
Locked in a wall of ice is an obsidian tablet covered in pictographs. You must be careful when retrieving the tablet for study (Observation). If you pass, you recover the tablet and are able to translate its text; gain this Clue Clue. If you fail, you accidentally destroy the tablet with your pickax; discard this Clue.
24 03
Mountains of Madness
Your ship has run aground on an uncharted island. You take the opportunity to explore while you wait for the tide (Observation). If you pass, you find a cache of soapstones; gain this Clue Clue. If you fail, you miss the tide and have to swim back to the ship; gain a Hypothermia Condition.

Special Encounters[]

Mysterious Disappearances Mysterious Disappearances:

ID # Set Initial Text Pass Effect Fail Effect
1 03
Mountains of Madness
During the course of your investigation into the disappearing citizens, a contact in the police department points you to an abandoned warehouse by the docks (Observation). You sneak into the warehouse undetected and find a group of missing citizens. They stare at you with vacant eyes, and you attempt to break the magic that controls them (Lore). If you pass, place this Clue Clue on the active Mystery. If you fail, the magic relents; lose Sanity 2 Sanity. Your clumsy attempt to infiltrate the warehouse has given the elder things enough time to escape with their captives. An Elder Thing Monster ambushes you!
2 03
Mountains of Madness
You have gone to the police in the hopes of finding fresh leads in the disappearance of several citizens, but the lieutenant aiding you is acting strangely (Influence). You recognize that the lieutenant is under a geas and attempt to steal his case files before making your escape (Observation). If you pass, place this Clue Clue on the active Mystery. If you fail, he tries to keep his secret from getting out; lose Health 1 Health and gain 1 Injury Condition. The lieutenant knocks you out and leaves you in an alley. You realize that you cannot trust the police, and might not be able to trust anyone; lose Sanity 1 Sanity and gain a Paranoia Condition.
3 03
Mountains of Madness
You pursue a smuggler though the winding streets, intent on making him tell you everything he knows about the recent human trafficking (Strength). You tackle the smuggler and interrogate him (Observation-1). If you pass, he breaks under your intense questioning and tells you where to find the missing citizens; place this Clue Clue on the active Mystery. If you fail, he resists and escapes; lose Health 1 Health. You five at the smuggler's legs, but he avoids you, and you crash into a garbage can. Lose Sanity 1 Sanity and gain 1 Injury Condition.
4 03
Mountains of Madness
You enter a supposedly abandoned basement and discover a young woman restrained and tethered to some alien device. You attempt to decipher the alien language and disable to device (Lore). You manage to disable the device, but now you must find a way to release her before her captors return (Observation). If you pass, you free her and escape; place this Clue Clue on the active Mystery. If you fail, you search too long without finding anything; resolve the fail effect. The device whirs and flows. A portal opens and a ghastly creature slithers through the opening. A Shoggoth Monster ambushes you!
5 03
Mountains of Madness
The police have captures a smuggler who reveals that a group of missing persons are being transported out of the city. You attempt to negotiate with the smuggler to learn where the victims are being taken (Influence). You follow the smuggler's instruction and arrive at a warehouse protected by a magic barrier (Lore). If you pass, you dispel the magic and rescue the missing persons; place this Clue Clue on the active Mystery. If you fail, the magic is too powerful. Lose Sanity 1 Sanity. The smuggler's lies have led you astray, and the missing persons have already been moved to another location. Lose Sanity 1 Sanity and discard this Clue Clue.
6 03
Mountains of Madness
A number of tourists have disappeared from a local inn during the night. The innkeeper isn't cooperating with the police, you suspect foul play. You sneak into the inn at night to investigate (Observation). You discover a hidden door in the basement that leads to an underground laboratory (Lore). If you pass, you recognize the experiment as alien in nature; place this Clue Clue on the active Mystery. If you fail, you do not understand the lab's purpose; lose Sanity 1 Sanity. The innkeeper is waiting for you. She opens a bottle and the black sludge inside expands and comes to life. A Proto-Shoggoth Monster ambushes you!
7 03
Mountains of Madness
Your investigation into the human trafficking has led you to the Administration Building. You stake out the building all night trying to catch the perpetrator in the act (Observation). Your vigilance pays off, and you discover the mayor being controlled by alien magic (Lore). If you pass, you break the geas and listen to what he has to say; place this Clue Clue on the Active Mystery. If you fail, you cannot free him from the geas; lose Sanity 1 Sanity. You watch the building for the whole night but having nothing to show for it. You begin to wonder if you've been deceived. Lose Sanity 1 Sanity and gain a Paranoia Condition.
8 03
Mountains of Madness
You've been deputized to lead a police raid on a warehouse believed to be a safe house for the human trafficking ring (Influence). Once inside, you find a half-dozen tentacled creatures. The sight shocks the raiding party, and you must keep them together (Will); If you pass, you drive off the alien threat; place this Clue Clue on the active Mystery. If you fail, an Elder Thing Monster ambushes you! The raiding party is restless and charges before you give the command, only to set off a magical trap. The building is incinerated, leaving no survivors. Lose Sanity 2 Sanity.

Awakening[]

A Dark God
It wasn't an invasion. The elder things were fleeing the wrath of a Dark God they had once controlled.
[ Show/Hide the Back ]
Elder Things Sheet Back

Back of Rise of the Elder Things's sheet

A Dark God Awakens!
Place the Mystery Mystery token on City of the Elder Things and place Eldritch token 5 Eldritch tokens on this sheet.

Final Mystery
As an encounter, if 4 Mysteries have been solved, an investigator on City of the Elder Things may confront the Dark God beyond the mountains; he draws and resolves A Dark God Special Encounter.
When there are Clue Clues on this sheet equal to half NoInvestigators, the Final Mystery is solved and investigators win the game.

The Once-Dominant Species

Cultist
Cultist
Toughness:  1
Lore-2 1  Damage
Strength 1  Damage
If you pass the Lore test, you free the victim's mind from the alien magic; defeat this Monster and gain 1 random Ally Asset from the deck.

A Dark God A Dark God Encounters

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.

Rulings, clarifications, and reminders[]

During a Combat Encounter against a Cultist, if an investigator passes the Lore test, he defeats the Cultist without resolving the Strength test and gains 1 random Ally Asset from the deck; if he failed the Lore test and defeats the Cultist when resolving the Strength test, he does not gain the Ally Asset.[3]

Strategy[]

Mystery token
Please help improve this article or section by expanding it .

Lore[]

Mystery token
Please help improve this article or section by expanding it .

References[]

  1. A character in the story The Dreams in the Witch-House by H.P. Lovecraft. For more information about this, see the The Dreams in the Witch-House page on Lovecraft icon The H.P. Lovecraft Wiki.
  2. 2.0 2.1 A character in the story At the Mountains of Madness by H.P. Lovecraft. For more information about this, see the At the Mountains of Madness page on Lovecraft icon The H.P. Lovecraft Wiki.
  3. Official answer from Nikki Valens for Elder Things' Cultists on BGG icon BoardGameGeek.
Advertisement