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Antarctica Research Encounter

Back of an Antarctica Research Encounter card

When an investigator encounters a Clue Clue on the Antarctica side board, he does not resolve a Research Encounter for the chosen Ancient One. Instead, he draws and resolves an Antarctica Research Encounter. Antarctica Research Encounters are related to one of three specific location groups, unlike other Research Encounters which are related to City City, Sea Wilderness, or Sea Sea spaces.
An Antarctica Research Encounter is considered a Research Encounter for all game effects.

Miskatonic Outpost or Lake Camp Research Encounters[]

ID # Set Encounter
1 03
Mountains of Madness
You see two elder things carry a member of your party toward a particular part of the mountains. Gain this Clue Clue. You're attacked while you're distracted. An Elder Thing Monster ambushes you! If you defeat it, gain 1 additional Clue.
2 03
Mountains of Madness
An elder thing is tearing apart the camp, searching for something. You stay hidden and watch the creature (Observation). If you pass, you see it gathering small black seeds; gain this Clue Clue. If you fail, it notices you and attacks before escaping; lose Health 2 Health.
3 03
Mountains of Madness
Tracks indicate an elder thing was here and used a stick to draw in the snow. You try to interpret the image (Lore). If you pass, the drawing shows creatures afraid of a tower; gain this Clue Clue. If you fail, something about the image lingers in your psyche; lose Sanity 1 Sanity and gain 1 Madness Condition.
4 03
Mountains of Madness
Reading Gedney's journal, you learn he foresaw his own death[1]. Gain this Clue Clue. You're horrified by his gruesome words (Will-1). If you pass, you keep reading and find more of his visions; gain 1 additional Clue. If you fail,the descriptions are too horrible to recall; lose Sanity 2 Sanity and gain an Amnesia Condition.
5 03
Mountains of Madness
Near the furnace, you see a small black seed come to life and crawl out of sight. You desperately try to find it (Observation). If you pass, you capture it in a jar and keep it away from the heat; gain this Clue Clue. If you fail, you fear it is growing; lose Sanity 2 Sanity.
6 03
Mountains of Madness
You try to catch a black rat spotted among the supplies (Observation-1). If you pass, you find the thing is made of alien black goo; gain this Clue Clue. If you fail, the rations are ruined, and you'll be going hungry; gain a Hunger Condition.
7 03
Mountains of Madness
The air shimmers and you can see Professor Lake's camp as it was before the tragedy. You see he secretly brought an occult book with him. You may spend Focus 1 Focus to quickly reach out and grab it before the image fades. If you spend the Focus, gain 1 Tome Artifact.
8 03
Mountains of Madness
One of the men has several black seeds in a glass jar. You ask him to give them to you (Influence-1). If you pass, you study them closely; gain this Clue Clue. If you fail, the man turns up dead next to the broken jar on the following day; lose Sanity 1 Sanity.
9 03
Mountains of Madness
You look through Professor Lake's geological samples (Observation-1). If you pass, you see the black seeds appear only recently; gain this Clue Clue. If you fail, a seed gets trapped in your clothing; gain a Hunted Condition.
10 03
Mountains of Madness
You search for Professor Lake's notes (Observation-1). If you pass, you find a note telling you to go home written on a travel itinerary; gain Ship Ticket 2 Ship Tickets. If you fail, you need to look elsewhere; lose Sanity 1 Sanity and move this Clue Clue to the Plateau of Leng.
11 03
Mountains of Madness
You encounter a shadowy figure and try to interpret what it is saying to you (Lore-1). If you pass, it warns you about the future; gain this Clue Clue. If you fail, something about the familiar figure upsets you; gain a Paranoia Condition.
12 03
Mountains of Madness
The air shifts, and you see a familiar face from the recent past. You try to offer a quick warning (Influence). If you pass, your message is heard; gain this Clue Clue. If you fail, you do not trust what you think you remember; lose Sanity 1 Sanity and gain an Amnesia Condition.
13 03
Mountains of Madness
One of the carved stones Professor Lake recovered is getting hot. You study it to determine a reason (Observation-1). If you pass, you see it heats up when near the black seeds in the area; gain this Clue Clue. If you fail, it eventually burns you; lose Health 1 Health.
14 03
Mountains of Madness
You start a fire to burn the corpses of the dogs. You are shocked when a black dog steps out of the flames (Will) If you pass, you track it until it turns into a shapeless blob and freezes; gain this Clue Clue. If you fail, it disappears; lose Sanity 1 Sanity and gain a Hunted Condition.
15 03
Mountains of Madness
Professor Lake copied a message written in the language of the elder things. You try to decode it (Lore). If you pass, you read a plea for help from their oceanic brethren; gain this Clue Clue. If you fail, the words warp your mind; lose Sanity 1 Sanity and gain a Hallucinations Condition.
16 03
Mountains of Madness
You hear Professor Lake's voice over the radio even though you know he's dead. You talk to him about what happened (Influence). If you pass, he understands; gain this Clue Clue. If you fail, he tells you that you are the one who died; gain a Cursed Condition.

Frozen Waste or Snowy Mountains Research Encounters[]

ID # Set Encounter
1 03
Mountains of Madness
A small, black blob worms its way into the plane's engine, causing a malfunction. You try to perform repairs (Lore). If you pass, the plane stays aloft; gain this Clue Clue. If you fail, the plane crashes, and the blob escapes; lose Health 1 Health and Sanity 1 Sanity.
2 03
Mountains of Madness
You uncover long-forgotten tunnels leading beneath the mountains. Gain this Clue Clue. From the darkness, you hear a terrible clicking and whistling. A Proto-Shoggoth Monster ambushes you! If you defeat it, gain 1 additional Clue.
3 03
Mountains of Madness
You try to interpret a strange mural you've found in a tunnel under the mountains (Lore). If you pass, it tells the story of elder things searching for heads; gain this Clue Clue. If you fail, the images are unclear but horrific; lose Sanity 2 Sanity.
4 03
Mountains of Madness
From the plane you see elder things carrying one of your men. You fly closer and try to pull him free (Strength). If you pass, you get him inside and hear his story; gain this Clue Clue. If you fail, one of the creatures strikes you with its tentacle; lose Health 2 Health and gain an Internal Injury Condition.
5 03
Mountains of Madness
A terrible presence manifests in your thoughts. It is an ancient power trapped in the storm beyond the mountains. It will give you information in exchange for your help. You may gain a Dark Pact Condition to gain this Clue Clue and 1 additional Clue.
6 03
Mountains of Madness
You see time turn back and forth across millennia. You watch how the elder things have evolved (Observation). If you pass, you see them grow less sophisticated over time; gain this Clue Clue. If you fail, their alien nature horrifies you; lose Sanity 2 Sanity.
7 03
Mountains of Madness
Far off, you see a flying elder thing fight with a dark shape. You try to discern what the shape is (Observation-1). If you pass, you see it is an amorphous blob; gain this Clue Clue. If you fail, you see no details, but it upsets you to your core; lose Sanity 1 Sanity.
8 03
Mountains of Madness
The area suddenly looks as it did ages ago. You see a large, shapeless horror kill an elder thing. As it dies, it drops something. You reach it, but you get a little too close. Gain 1 Magical Artifact. Then a Shoggoth Monster ambushes you!
9 03
Mountains of Madness
An earthquake reveals a large carving on the mountain's face. You study it through your binoculars (Observation-1). If you pass, you notice protective wards; gain this Clue Clue. If you fail, you're struck by falling stones; lose Health 1 Health and gain 1 Injury Condition.
10 03
Mountains of Madness
The earth shakes and a swarm of elder things takes flight. The sight is more than your mind can endure (Will). If you pass, you see them fly toward the plateau beyond the mountains; gain this Clue Clue. If you fail, the sight drives you to delusion; lose Sanity 2 Sanity and gain 1 Madness Condition.
11 03
Mountains of Madness
A wind showers you with small black seeds. You pick them out of your hair and clothes (Observation-1). If you pass, your attention to detail sharpens your senses; gain Focus 2 Focus. If you fail, you missed one, and you will regret it; gain a Hunted Condition.
12 03
Mountains of Madness
You see large tracks emerging from a cave and try to determine where they lead (Observation). If you pass, they lead you to a frozen black blob; gain this Clue Clue. If you fail, the chill seeps into your bones as you search; lose Health 1 Health and gain a Hypothermia Condition.
13 03
Mountains of Madness
The mi-go drag an elder thing up out of sight. You try to hide before the mi-go spot you (Observation). If you pass, you watch them slaughter their ancient foes; gain this Clue Clue. If you fail, they shoot you with a strange beam; lose Health 1 Health and Sanity 1 Sanity
14 03
Mountains of Madness
You watch an elder thing hunt for small black seeds. You try to see how it is finding them (Observation). If you pass, you see it consult a carved stone; gain this Clue Clue. If you fail, the creature sees you and attacks; an Elder Thing Monster ambushes you!
15 03
Mountains of Madness
A mi-go links its mind to yours to learn what you know of the elder things. Through this link, you search its mind as well (Influence). If you pass, you learn of their ancient war; gain this Clue Clue. If you fail, your mind is damaged by the connection; lose Sanity 1 Sanity and gain 1 Madness Condition.
16 03
Mountains of Madness
You see a vision of how this area looked ages ago. In the sky, the elder things wage war against an alien foe (Lore). If you pass you identify them as mi-go; gain this Clue Clue. If you fail, your senses do not recover; lose Sanity 2 Sanity.

City of the Elder Things or Plateau of Leng Research Encounters[]

ID # Set Encounter
1 03
Mountains of Madness
Time shifts and the ground shakes violently. You struggle to stay standing (Strength). If you pass, you see some monstrous thing in the far mountains causing the tremors and time distortions; gain this Clue Clue. If you fail, you fall from a great height; lose Health 1 Health and gain a Leg Injury Condition.
2 03
Mountains of Madness
For an instant, the storm at the far mountains clears, and you see the abomination that lies beyond (Will). If you pass, you realize the black seeds in the area are small frozen slivers of that monstrosity; gain this Clue Clue. If you fail, the sight terrifies you; lose Sanity 2 Sanity.
3 03
Mountains of Madness
Based on the tools here, this chamber must have been a laboratory. You study a container of luminescent slime. Gain this Clue Clue. Suddenly the slime comes to life and attacks. A Proto-Shoggoth Monster ambushes you! If you defeat it, gain 1 additional Clue.
4 03
Mountains of Madness
Using what equipment you have, you study some black seeds you found in the snow (Observation-1). If you pass, you're sure they are of alien origin; gain this Clue Clue. If you fail, the seeds leave a corrosive powder on your skin; gain an Infection Condition.
5 03
Mountains of Madness
You are horrified to find a wall of human and animal heads interwoven with a still-living nervous system (Will). If you pass, you see this is what keeps the Dark God trapped; gain this Clue Clue. If you fail, you start to pull it apart; advance Doom Doom by 1.
6 03
Mountains of Madness
You discover a room filled with human bones. Strangely though, there are no skulls. Gain this Clue Clue. You don't notice you're being watched while you examine the horrid sight. An Elder Thing Monster ambushes you! If you defeat it, gain 1 additional Clue.
7 03
Mountains of Madness
You get lost in the storm beyond the plateau and search for a way out (Observation-1). If you pass, you find a stele left by the elder things and use it to find a path; gain this Clue Clue. If you fail, the cold overtakes you; gain a Hypothermia Condition.
8 03
Mountains of Madness
Turning a corner, you are horrified to see a room filled with hundreds of immature elder things (Will). If you pass, you study them quickly and leave; gain this Clue Clue. If you fail, you are stunned until full-grown creatures find you; lose Health 1 Health and Sanity 1 Sanity.
9 03
Mountains of Madness
You hear a voice in your head. It belongs to a semi-organic machine the elder things built to contain the Dark God. It offers you a deal to help contain its prisoner. You may gain a Dark Pact Condition to gain the Eltdown Shards Artifact and retreat Doom Doom by 1.
10 03
Mountains of Madness
A lattice of crystals stretches up out of sight. You try to hear the whispers that echo in here (Observation). If you pass, you learn about the Dark God; gain this Clue Clue. If you fail, the whispers take over your mind; lose Sanity 2 Sanity.
11 03
Mountains of Madness
Looking at the far mountains, something about them seems strange (Observation-1). If you pass, you see the peaks on either side of the tower are identical; gain this Clue Clue. If you fail, the peaks seem to change asyou watch; gain a Hallucinations Condition.
12 03
Mountains of Madness
Murals inside the tower depict the elder things using the tower to call a god. You try to read the writing under the images (Lore-1). If you pass, gain the Dhol Chants Artifact. If you fail, you call something to you; gain 1 Pursuit Condition.
13 03
Mountains of Madness
An elder thing has attacked and now suspends a member of your party over a pit. You hear a mechanical grinding below. An Elder Thing Monster ambushes you! If you pass the Will test, you rescue the victim before he disappears into the pit; gain this Clue Clue.
14 03
Mountains of Madness
A strange energy passes and everywhere you look things appear charred and ruined. This must be some apocalyptic future, but what happened? Suddenly, a shifting form of sludge and tentacles attacks you. A Shoggoth Monster ambushes you! If you pass the Strength test, gain this Clue Clue.
15 03
Mountains of Madness
The plateau looks not as it does now, but as it did eons ago. The tower is shining its blue light into the void and something vast approaches. Your mind rebels. You may spend Sanity 2 Sanity to keep looking. If you spend the Sanity, gain this Clue Clue.
16 03
Mountains of Madness
You stealthily track an elder thing as it gathers small black seeds out of the snow (Observation). If you pass, you see it fly them into a blinding storm amid the far mountains; gain this Clue Clue. If you fail, it attacks you; an Elder Thing Monster ambushes you!

References[]

  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.
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