ID #
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Set
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Initial Text
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Pass Effect
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Fail Effect
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1
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03
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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 ().
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Inside the tower, you find multiple levels all crammed with old books and instruments of the arcane (-1). If you pass, you recognize this as the living place for the wizard Eibon; place 1 Eldritch token on the active Mystery. If you fail, you become distracted and read for hours; improve and gain 1 Spell.
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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 by 1.
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2
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03
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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 ().
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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 (). If you pass, you realize someone has deliberately opened a portal to this strange land; place 1 Eldritch token on the active Mystery.
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The citizens are aggressive and attack, chasing you relentlessly through the strange city (). If you fail, lose 2 Health and gain a Paranoia Condition.
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3
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03
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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 ().
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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 (). If you pass, she tells you of an impending ice age that will bring an end to the city's prosperity; place 1 Eldritch token on the active Mystery.
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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 (). If you fail, lose 2 Health and gain 1 Injury Condition.
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4
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03
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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 ().
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You manage to evade capture to attempt to convince Morghi that you are not who he believes you to be (). If you pass, he believes you and tells you of Eibon's heresy; place 1 Eldritch token on the active Mystery. If you fail, resolve the fail effect.
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The inquisition corners you and banishes you to another world. Lose 1 Health and 1 Sanity and move to a random space.
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5
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03
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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 ().
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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 (). If you pass, you confirm your suspicions that the man is the wizard Eibon; place 1 Eldritch token on the active Mystery.
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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 by 2 unless you gain a Dark Pact Condition.
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6
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03
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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 ().
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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 (). If you pass, place 1 Eldritch token on the active Mystery. If you fail, the wizard's apprentice extracts your thoughts with ease; lose 2 Sanity.
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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 2 Sanity and gain an Amnesia Condition.
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7
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03
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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 ().
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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 (). If you pass, you recognize it as the marking of Eibon; place 1 Eldritch token on the active Mystery.
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You spend hours in the library, and although you find many intriguing books, none of them can answer your question. Gain 1 Clue and lose 2 Sanity.
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8
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03
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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 ().
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You keep your calm, but make haste to flee the source of the ruckus, taking note of the arcane sigils used around the shrine (). If you pass, you recognize the marking of Eibon as you leave; place 1 Eldritch token on the active Mystery. If you fail, the journey gains you nothing but nightmares; gain a Hallucinations Condition.
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You run from the shrine as fast as your legs can carry you, leaving your equipment behind in your panic. Lose 2 Sanity and discard 1 Item possession.
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