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Initial Text Pass Effect Fail Effect
As you descend deeper into the buried city, you finds mural 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 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 1 Health and 1 Sanity. You lose control of all but your mind. Lose 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 1 Eldritch token on the current Adventure.
Deep beneath the surface, you follow strings of light that were placed in order to guide teh followers of the Sand Bay through the lost city (Observation-1). You find your way to one of the inner chambers. Place 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 2 Health. You bump into one of the cultists as you traverse the dimly lit paths, nearly scaring you to death. Lose 1 Sanity. You compose yourself and interrogate him (Influence-1). If you pass, you learn of the cult's plans; place 1 Eldritch token on the current Adventure.
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 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 2 Health. You make your way through the city while weathering constant flying polyp attacks. Lose 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 1 Eldritch token on the current Adventure.
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 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 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 1 Eldritch token on the current Adventure.
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 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 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 1 Eldritch token on the current Adventure.
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 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 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 1 Eldritch token on the current Adventure.
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 1 Eldritch tokens 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 1 Sanity. You defend yourself against the beast (Strength-1). If you pass, you manage to escape with your life; place 1 Eldritch token on the current Adventure.
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 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 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 1 Eldritch token on the current Adventure.
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