Eldritch Horror Wiki
Advertisement
See also: Location Encounter
General Encounter

Back of a General Encounter card

A General Encounter is a sub-type of Location Encounter that may occur on any space provided it has not been Devastated. Just like a Research Encounter, each card is divided into three encounters based on the space the player is on: City City, Sea Wilderness, or Sea Sea.

Resolve the appropriate encounter when the card is read. Unlike a specific Location Encounter, there is no most common effect on a General Encounter. General Encounters generally have a bad risk/reward ratio, and are usually only chosen if the investigator cannot choose any other type of encounter. That said, some effects of General Encounters can be positive.

General Encounter Cards[]

City City Encounters[]

ID # Set Encounter
1
01Core
You make sure no one is watching before sneaking out of the shop with your stolen goods (Observation). If you pass, gain 1 Item Asset from the reserve or 1 random Item Asset from the deck. If you fail, you are caught by the store owner and arrested; gain a Detained Condition.
2
01Core
Corrupt members of the police force pressure you for a bribe. You speak to some people you know to take care of the problem (Influence). If you pass, the police are apologetic and share their leads with you; spawn Clue 1 Clue. If you fail, gain a Debt Condition to pay the bribe.
3
01Core
The shop is robbed while you are browsing! You attempt to fend off the thieves (Strength). If you pass, the store owner is very gracious; gain 1 Item Asset from the reserve or 1 random Item Asset from the deck. If you fail, lose Health 1 Health and discard 1 Item possession.
4
01Core
A group of intimidating Syndicate member demand you pay them for protection. You offer the well-dressed men what you can afford (Influence). If you fail, they make sure you meet with an accident; gain a Leg Injury Condition.
5
01Core
A shady figure offers to sell you a weapon, no questions asked. You speak with him to determine his motives (Influence). If you pass, gain 1 random Weapon Asset from the deck. If you fail, the undercover policeman arrests you; gain a Detained Condition.
6
01Core
You wander through the aisles of an antique book store. Although many extremely rare books can be found here, the organizational system is almost impossible to decipher (Lore-1). If you pass, you're able to track down a hidden gem; gain 1 Tome Artifact.
7
01Core
A friendly game of cards ends with a very high-stakes hand (Influence). If you pass, you amaze everyone watching and find a new friend; gain 1 random Ally Asset from the deck. If you fail, gain a Debt Condition to cover the loss.
8
01Core
A night of drinking and good cheer helps raise your spirits. Recover Sanity 2 Sanity. While you are celebrating, you hardly notice that you are being robbed (Observation). If you fail, discard 1 Item possession.
9
01Core
The police report that people are being abducted by a monster dwelling in the sewer system. Wandering through the underground tunnels you are suddenly attacked by a deep one (Strength)! If you pass, you defeat the creature and rescue its hostage; gain 1 random Ally Asset from the deck. If you fail, lose Health 1 Health from the struggle.
10
01Core
The police ask for your help investigating a series of ritual killings. The grisly crime scenes threaten to overwhelm you with chills and nausea (Will). If you pass, you manage to examine the scene and find significant information; spawn Clue 1 Clue. If you fail, you can't endure the horror; lose Sanity 2 Sanity.
11
01Core
Legends say that this cemetery is haunted. Exploring the headstones, you encounter an angry specter, eager to share his story. The experience is nerve-wracking, but you try to listen (Will). If you pass, the spirit gratefully fades from view; recover Sanity 2 Sanity. If you fail, his desperate voice echoes in your mind; gain a Paranoia Condition.
12
01Core
The Syndicate is engaged in a gang war with local thugs and is under intense legal scrutiny. You try to trade your political clout for assistance (Influence). If you pass, gain 1 Service Asset from the reserve or 1 random Service Asset from the deck.
13 02
Forsaken Lore
A night watchman tells you that a crate of weapons has "gone missing" from his warehouse. You offer him some money to learn more (Influence). If you pass, he sends you to an alley; gain 1 random Weapon Asset from the deck. If you fail, he sends you into a trap; lose Health 1 Health and gain a Leg Injury Condition.
14 02
Forsaken Lore
This city is home to an exclusive club for world travelers. You try to convince them that granting you a membership would be a prestigious feather in their cap (Influence-1). If you pass, the other members will graciously help you with your future travel plans; gain Ship Ticket 1 Ship Ticket and Train Ticket 1 Train Ticket.
15 02
Forsaken Lore
Grifters have chosen you to be their next mark. You plan on turning the tables with a few tricks of your own (Observation-1). If you pass, you end up with the money and an impressive reputation; improve Influence. If you fail, they swindle you; discard 1 Item possession and 1 Trinket possession.
16 02
Forsaken Lore
A shop in the old part of town is reputed to have an amazing collection of rare books, but the shop cannot always be found. You research the legend and do your best to find it (Lore-2). If you pass, gain 1 Tome Artifact. If you fail, the frustrating search leaves you unsettled; lose Sanity 2 Sanity.
17 03
Mountains of Madness
A notorious crime boss offers to sell you valuable information. However, his asking price is more than you can afford. You may gain a Debt Condition. If you gain the Condition, he shares what he knows; gain 1 Task Unique Asset.
18 03
Mountains of Madness
At an estate sale, you bid on a box of a historian's books (Influence-1). If you pass, you obtain a number of informative texts including his personal diary; gain Clue 1 Clue and 1 Old Journal Unique Asset. If you fail, someone takes note of your interest; gain 1 Pursuit Condition.
19 03
Mountains of Madness
To find the city's legendary magic shop requires knowledge of ley lines (Lore-1). If you pass, the owner will sell you only a single curio; gain 1 random Magical Asset from the deck. If you fail, your search seems to have led you through another world; move to a random space.
20 03
Mountains of Madness
You step forward to protect an innocent bystander from a gang of thugs (Strength-1). If you pass, you believe you recognize the victim; gain 1 Character Unique Asset. If you fail, the gang delivers a beating to you as well; lose Health 1 Health and gain an Internal Injury Condition.
21 04
Strange Remnants
The local Silver Twilight Lodge is under investigation by the police. The Lodge members will gladly contribute their magic to your cause in exchange for a favor. You may gain an Agreement Condition to gain 1 Boon Condition.
22 04
Strange Remnants
You see a street magician use real magic in his act. Gain 1 Glamour Spell. During his show, he locks you in a safe (Will-1). If you pass, you stay calm and emerge to thunderous applause; recover Sanity 2 Sanity. If you fail, you panic; gain a Paranoia Condition.
23 04
Strange Remnants
A mob blames famed occultist Etienne-Laurent de Marigny for several strange deaths. You intervene to prevent his arrest (Influence-1). If you pass, gain the Etienne Laurent Unique Asset. If you fail, you get blamed instead; gain a Detained Condition.
24 04
Strange Remnants
A rich heir wants someone to fulfill his father's dying wish. He will not trust anyone who does not come highly recommended (Influence). If you pass, gain 1 Task Unique Asset. If you fail, his thugs treat you poorly; gain a Head Injury Condition.
25 05
Under the Pyramids
A local politician blames you for several murders and kidnappings. People have been convinced to find and punish you. You try to reason with them (Influence). If you fail, they beat you mercilessly; gain 1 Injury Condition and impair Strength.
26 05
Under the Pyramids
You try to convince a notorious grifter to teach you some tricks (Influence). If you pass, he takes a liking to you and shows you how to deceive and avoid being deceived; improve Observation. If you fail, he takes your money and ruins your reputation; impair Influence.
27 05
Under the Pyramids
A man called Joey "The Rat" offers you the secret of a hidden treasure.[1] You haggle over the price (Influence). If you pass, he sells you an old drawing, gain 1 Treasure Map Unique Asset. If you fail, he slanders your name and destroys your good reputation; impair Influence.
28 05
Under the Pyramids
A flood has destroyed the library. You look through the sludge for valuable items (Observation). If you pass, you make an important find; gain 1 Tome Unique Asset and 1 Spell. If you fail, the mildew overpowers you; gain a Diseased Condition.
29 06
Signs of Carcosa
A secret society made up of the city's wealthiest elites contacts you with an invitation. They would like to initiate you into their inner circle. You may gain a Dark Pact Condition to gain a Promise of Power Condition.
30 06
Signs of Carcosa
This city is having a festival. Recover Health 1 Health and Sanity 1 Sanity. It ends with a masked dance that disturbs you (Will). If you pass, it clears your mind; you may discard 1 Madness Condition. If you fail, you cannot recall what happened; gain an Amnesia Condition.
31 06
Signs of Carcosa
You attend night classes hoping to learn a new skill (Will). If you pass, you master the lessons and acquire insights into the occult world; gain 1 Talent Condition and Clue 1 Clue. If you fail, the loss of sleep takes a toll on your stability; impair Will.
32 06
Signs of Carcosa
You see a man throw away his papers to evade the police. Gain Ship Ticket 1 Ship Ticket or Train Ticket 1 Train Ticket. You ask him for help (Influence). If you pass, gain 1 random Service Asset from the deck. If you fail, he frames you for his crimes; gain a Wanted Condition.
33 07
The Dreamlands
The noise and filth of the city is making it impossible to sleep, and insomnia takes a toll on your body (Strength). If you pass, you use the extra time to practice a newly learned craft; gain 1 Talent Condition. If you fail, your exhaustion gives way to sickness; lose Health 1 Health.
34 07
The Dreamlands
You believe a that a municipal judge belongs to the Order of the Silver Tivilight. You ask him for help (Influence). If you pass, his magic sends you where you are needed most; move to any space containing a Gate. If you fail, he has you arrested for libel; gain a Detained Condition.
35 07
The Dreamlands
The city fines you for damages caused by your investigation (Influence-1). If you pass, the payment earns you a lot of goodwill and the mayor offers to mentor you; gain Focus 1 Focus and 1 Talent Condition. If you fail, a mob conies to exact a heftier sum; gain 1 Injury Condition and become Delayed.
36 07
The Dreamlands
You dream of Mnomquah, an abhorrent creature living beneath the moon's surface. You sense that it wants to make an exchange, and it entices you with a mysterious rarity in exchange for its freedom. You may advance the Omen by 1 to gain The Moon XVIII Unique Asset.
37 08
Cities in Ruin
You get caught in a gunfight between the police and thieves (Observation). If you pass, you emerge safely once the smoke clears and find some loot that was left behind; gain 1 random Item Asset from the deck. If you fail, the police mistake you for one of the thieves; gain a Detained Condition.
38 08
Cities in Ruin
You spot your face on a wanted poster. You speak with a federal agent to proclaim your innocence (Influence). If you pass, the agent becomes a valuable friend; gain the Agent Callahan Unique Asset. If you fail, the agent arrests you on the spot; gain a Detained Condition.
39 08
Cities in Ruin
A man has borrowed money to pursue his obsessive quest. You ask him to share the details with you (Influence). If you pass, he trusts you to help; gain 1 Task Unique Asset. If you fail, he convinces you to cover what he owes; gain a Debt Condition.
40 08
Cities in Ruin
You do what you can to alleviate the city's widespread poverty (Influence). If you pass, the citizens gratefully offer to share their knowledge; gain 1 Talent Condition. If you fail, the suffering tears at your heart; lose Sanity 1 Sanity.
41 09
Masks of Nyarlathotep
A gravestone has been defaced with strange symbols (Lore). If you pass, the symbols lead you to buried treasure; gain 1 random Magical Asset from the deck. If you fail, you begin to see the symbols everywhere; gain a Paranoia Condition.
42 09
Masks of Nyarlathotep
The hospital is in desperate need of funds (Influence). If you pass, one of the patients is deeply moved by your generosity; gain 1 random Ally Asset from the deck. If you fail, you cannot help and the suffering begets evil; a Monster ambushes you!
43 09
Masks of Nyarlathotep
An old radio in your room begins to emit strange words from its speakers (Lore). If you pass, you translate instructions to better yourself; improve 1 skill of your choice. If you fail, the sounds have an unhealthy effect; gain a Corruption Condition.
44 09
Masks of Nyarlathotep
You unlock a warehouse filled with crates. Gain Resource 1 Resource. Later you tell the police the boxes were yours (Influence). If you pass, they bring you another; gain 1 random Item Asset from the deck. If you fail, they arrest you; gain a Detained Condition.
45 09
Masks of Nyarlathotep
A local festival gives you a chance to speak with the city's denizens (Influence). If you pass, they are delighted by you and want to share what they know; gain 1 Talent Condition. If you fail, they see you as dangerous; gain a Detained Condition.
46 09
Masks of Nyarlathotep
This idyllic city is invigorating but expensive. Recover Health 1 Health and Sanity 1 Sanity. You ask the locals about finding bargains (Influence). If you pass, they provide discounts; gain Resource 1 Resource. If you fail, everything costs dearly; gain a Debt Condition.
47 09
Masks of Nyarlathotep
A stranger at the bank owes a large sum. You offer to help (Influence-1). If you pass, the grateful stranger vows to aid in your struggles; gain 1 Character Unique Asset. If you fail, you cannot afford the price on your own; gain a Debt Condition.
48 09
Masks of Nyarlathotep
The hotel's security informs you a guest has been abducted (Observation). If you pass, you track down the kidnappers and rescue their victim; gain 1 random Ally Asset from the deck. If you fail, you read of the victim's death in the news; lose Sanity 1 Sanity.

Wilderness Wilderness Encounters[]

ID # Set Encounter
1
01Core
The remains of a long-dead explorer lie before you. Some of his gear still seems salvageable, and he won't miss it. You dig through the dead man's pockets; gain 1 random Item Asset from the deck and lose Sanity 1 Sanity.
2
01Core
Far from any road or village, you find a shallow grave marked only with an arcane symbol. As you dig, a growing dread weakens your resolve (Will). If you pass, you find a charred corpse clutching a journal; gain Clue 1 Clue or improve Lore. If you fail, you run from the area; gain a Cursed Condition.
3
01Core
You scrape away year of moss and lichen from the stone altar, uncovering a series of prehistoric symbols. You think you can interpret the carvings (Lore). If you pass, gain Clue 1 Clue or 1 Spell.
4
01Core
The terrain ahead of you looks impassable, but going around would take too long. You'll need to find some way to move forward (Observation). If you pass, you discover a path; move 1 space. If you fail, you trip over the uneven ground; lose Health 1 Health and gain a Leg Injury Condition.
5
01Core
The ground slopes upward so uniformly that you suspect a structure exists underneath. You search for a buried entrance to claim the treasures found inside. You may spend Clue 1 Clue to gain 1 Artifact.
6
01Core
You help a young woman search the countryside for her uncle (Observation). If you pass, you find the eccentric, old man, and he gives you a gift for helping his niece; gain 1 Tome Artifact from the deck.
7
01Core
Your map is gone, and you must navigate based on your own observations (Observation). If you pass, you confidently progress on your journey; move 1 space. If you fail, you travel in circles; you become Delayed and gain a Madness Condition.
8
01Core
Past where your campfire allows you to see, you hear voices chanting. You try to draw a protective sigil in the ground (Lore). If you pass, the next morning you find evidence of cult activity that you can use to identify the cult members; gain Clue 1 Clue or improve Influence. If you fail, gain a Cursed Condition.
9
01Core
In the middle of the night, a feral beast rips apart your camp and attacks you (Strength)! if you pass, you feel invincible; improve Will. If you fail, lose Health 1 Health and gain a Leg Injury Condition.
10
01Core
Extreme conditions have left you fevered and delirious. You force yourself to keep moving, putting a terrible strain on your body (Strength). If you fail, the fever grows worse and you begin seeing things; gain a Hallucinations Condition.
11
01Core
According to your map, you can make a detour to visit a lake purported to have restorative powers. You may become Delayed to recover Sanity 3 Sanity or discard a Madness Condition.
12
01Core
You find a primitive painting on the wall of a cave and decide to explore the subterranean depths that lie beyond. The dark, constricting passages create a terrible sense of claustrophobia (Will-1). If you pass, gain 1 Artifact left by an ancient civilization. If you fail, lose Sanity 2 Sanity.
13 02
Forsaken Lore
You find an injured priest who needs to be carried over difficult terrain (Strength-1). If you pass, he is reunited with his parish, and he prays on your behalf. If you fail, you soon require assistance yourself; gain a Back Injury Condition.
14 02
Forsaken Lore
You notice a highly venomous spider crawling up your arm. You try to gently brush it away, but your fear threatens to break your calm (Will). If you fail, you move too clumsily, and the spider bites you; lose Sanity 1 Sanity and gain a Poisoned Condition.
15 02
Forsaken Lore
You discover a shrine with a natural spring that you do not remember from your maps (Lore-2). If you pass, you recall an old story about a well of life; gain 1 Elixir Artifact. If you fail, you don't notice native wildlife making off with your gear as you search your maps; discard 1 Trinket possession.
16 02
Forsaken Lore
Your food has gone bad and there's no place nearby to purchase more supplies. If you want to eat, you'll have to hunt for your meal (Observation-1). If you pass, the meal invigorates you; recover Health 2 Health. If you fail, you have to make due with the rancid food; gain a Poisoned Condition.
17 03
Mountains of Madness
A ruined cabin is overrun by moss, mold, and animal waste. You search quickly for abandoned treasures (Observation-1). If you pass, you find a book intact; gain 1 Old Journal Unique Asset. If you fail, the ceiling crumbles, showering you in black mold; gain an Infection Condition.
18 03
Mountains of Madness
The wind shifts direction briefly, and you catch the scent of something that's been tracking you. You look for a way to throw whatever it is off your trail (Observation). If you fail, it continues to pursue you; lose Sanity 1 Sanity and gain a Hunted Condition.
19 03
Mountains of Madness
The winds turn bitterly cold and a storm descends upon you before you can build a shelter. The ordeal pushes your endurance to the limit (Strength). If you fail, you collapse, and the elements take their toll; lose Health 1 Health and gain a Hypothermia Condition.
20 03
Mountains of Madness
You are terrified to see a nightgaunt descend from the night sky (Will). If you pass, you stay calm and it delivers a gift from Nodens; gain 1 random Magical Asset from the deck. If you fail, it abducts you; lose Sanity 1 Sanity and move to the nearest space containing a Gate.
21 04
Strange Remnants
Someone is lost out here. Local guides will not help unless you offer a bribe (Influence). If you pass, you find the missing person; gain 1 Character Unique Asset. If you fail, you fear that you are just as lost and just as abandoned; gain a Paranoia Condition.
22 04
Strange Remnants
You catch sight of something that has been tracking you and decide to cover your tracks and find a hiding place (Observation). If you fail, it finds you; a Monster ambushes you!
23 04
Strange Remnants
Stones are arranged in a pattern that leads you to a cave. Inside, you carefully try to avoid falling down pits (Observation). If you pass, you find a skeleton cradling an object; gain 1 Relic Unique Asset. If you fail, you trip; gain a Head Injury Condition.
24 04
Strange Remnants
At a ring of toadstools, you choose a gift to leave for the strange creatures that live here (Lore). If you pass, they visit you in your dreams; gain 1 Glamour Spell. If you fail, they do not like your gift; gain a Hallucinations Condition.
25 05
Under the Pyramids
Fetid vegetation hides a forgotten graveyard. You try to interpret the writing on the stones (Lore-1). If you pass, you find the stone that marks a treasure; gain 1 Relic Artifact. If you fail, there is an evil here that stays with you; gain a Haunted Condition.
26 05
Under the Pyramids
In the night, a creature made of living shadow attacks you! You struggle to throw it in the campfire before it can hurt you (Strength). If you fail, it leaves you bloodied and bruised; gain 1 Injury Condition unless you impair Strength.
27 05
Under the Pyramids
You hear shouting from inside a crypt and try to move the stone door (Strength-1). If you pass, you save an archaeologist as mist appears in the room's corners; gain the Halpin Chalmers Unique Asset. If you fail, you cannot save him; gain a Despair Condition.
28 05
Under the Pyramids
The farmers do not like strangers, but you try to earn their trust (Influence). If you pass, they share tales from generations ago; gain 1 Treasure Map Unique Asset and 1 Task Unique Asset. If you fail, the tales they tell you are nothing but lies that hinder your investigation; impair 1 Observation.
29 06
Signs of Carcosa
You search through a series of labyrinthine tunnels to find a legendary lost treasure (Observation-1). If you pass, you discover it within a subterranean chamber; gain 1 Artifact. If you fail, noxious gases in the cave damage your lungs; impair Strength.
30 06
Signs of Carcosa
You try to kick open the door of an abandoned shack (Strength). If you pass, the lock breaks and inside you find something useful; gain 1 random Item Asset from the deck. If you fail, the long night without shelter fills you with dread; impair Will.
31 06
Signs of Carcosa
A tall figure wearing a crown of antlers stands silhouetted against the moon.[2] It wants you to let its children enter your lands. You may gain a Promise of Power Condition. If you gain the Condition, spawn 1 Monster on each named City City space.
32 06
Signs of Carcosa
A hermit offers to guide you on a spiritual journey of fasting and meditation (Will). If you pass, you unlock new skills; gain 1 Talent Condition. If you fail, you cannot adhere to the old man's regimen, leaving you malnourished; impair Strength.
33 07
The Dreamlands
Nothing grows in this dusty, gray landscape, and the air makes you sick to your stomach (Strength-1). If you pass, you find a strange object in a crater; gain 1 Artifact. If you fail, you feel an unnatural change take hold within you as the corrupted air infects your body; gain a Cursed Condition.
34 07
The Dreamlands
A family of cannibals traps you in their ramshackle hut (Strength). If you pass, you break free and leave with an item that belonged to one of their previous victims; gain 1 random Magical Asset from the deck. If you fail, you hide for days waiting for a chance to escape; become Delayed.
35 07
The Dreamlands
Being away from the city offers you a chance to practice meditation techniques in peace and quiet. You find that calming your mind awakens things within you that you never knew you were capable of. You may spend Focus 1 Focus to improve 1 skill of your choice.
36 07
The Dreamlands
You find a mass grave and hear the voices of the dead in your head (Will). If you pass, they share what they know so that you might avoid a similar fate; gain 1 Talent Condition. If you fail, knowing the manner of their deaths is too much for you to bear; lose Sanity 1 Sanity.
37 08
Cities in Ruin
You search the ruins of a small village to discern what happened (Observation). If you pass, you find a journal that describes the disasters that befell the town; gain Clue 1 Clue and spawn 1 Clue. If you fail, the tragedy of whatever happened to the ill-fated town fills you with dread; lose Sanity 1 Sanity.
38 08
Cities in Ruin
A man fasting in the wild is confused by his visions. You try to help him understand what he sees (Lore). If you pass, his visions describe a quest that he was meant to pass on to you, gain 1 Task Unique Asset. If you fall, his words horrify you; lose Sanity 1 Sanity.
39 08
Cities in Ruin
An old hermit asks you to help out with some chores. It proves to be backbreaking work (Strength). If you pass, the old man teaches you important lessons in return; gain 1 Talent Condition. If you fail, the work proves too demanding; lose Health 1 Health.
40 08
Cities in Ruin
An unwary traveler was buried under a rockslide. You try to move the stones (Strength). If you pass, you find that though he did not survive, his possessions did; gain 1 Artifact. If you fail, you cause another rockslide; lose Health 2 Health and gain 1 Injury Condition.
41 09
Masks of Nyarlathotep
You discover an empty campsite and try to track down the missing campers (Observation). If you pass, you find a woman who kindly shares her knowledge and supplies; gain Clue 1 Clue and Resource 1 Resource. If you fail, the long search exhausts you; lose Health 1 Health.
42 09
Masks of Nyarlathotep
You examine totems of monstrous figures and try to interpret their purpose (Lore-1). If you pass, you determine they are watching over a buried treasure; gain 1 Artifact. If you fail, the carvings have a dark effect on you; gain a Corruption Condition.
43 09
Masks of Nyarlathotep
The local villagers tell you that a lost treasure is hidden within a cave. You explore the dark caverns in search of the legendary object (Observation). If you pass, you find it; gain 1 Relic Unique Asset. If you fail, you awaken a horror; a Monster ambushes you!
44 09
Masks of Nyarlathotep
Your intended route has been blocked by falling rocks. You try to dig your way through (Strength). If you pass, you uncover a rare object as you dig; gain 1 Relic Unique Asset. If you fail, you must take a longer path; you become Delayed.
45 09
Masks of Nyarlathotep
Some garbage was left here by a previous traveler. You search through the piles of refuse (Observation). If you pass, you find something useful; gain 1 random Item Asset from the deck. If you fail, you do not feel well after your fruitless search; lose Health 1 Health.
46 09
Masks of Nyarlathotep
Human traffickers hope to capture you alive (Strength). If you pass, you overpower them instead and learn their methods; gain 1 Talent Condition. If you fail, you get dragged off in chains; move to nearest City City space and gain a Detained Condition.
47 09
Masks of Nyarlathotep
The terrible isolation of this area is making it hard for you to sleep (Will). If you pass, a good night's rest leaves you feeling better than you ever have; improve 1 skill of your choice. If you fail, the insomnia leaves you on edge; lose Sanity 1 Sanity.
48 09
Masks of Nyarlathotep
A sinkhole has opened in the ground nearby, revealing the topmost corner of a tomb buried by some ancient civilization. Uncovering the rest of the tomb will require supplies. You may spend Resource 1 Resource to gain 1 Artifact.

Sea Sea Encounters[]

ID # Set Encounter
1
01Core
You find the floating detritus of some sunken ship and search for any survivors or salvageable objects (Observation). If you pass, you discover a floating trunk; gain 1 Artifact. If you fail, you waste hours without result; become Delayed.
2
01Core
Your ship becomes lost in a dense fog bank, terrifying the superstitious crew. When the mist finally clears, you've somehow traveled hundreds of miles. Move 1 space and lose Sanity 1 Sanity.
3
01Core
One of the sailors is singing an old sea shanty about a woman searching for her dead husband. The story seems familiar to you (Lore-1). If you pass, you recognize it as the story of Isis, and sailor teaches you the song; gain a Blessed Condition and recover Health 1 Health and Sanity 1 Sanity.
4
01Core
You discover a signal fire on a small island, but don't find any people. You search the beach for signs of life (Observation). If you pass, you spot a person hiding behind large stones; gain Clue 1 Clue and 1 random Ally Asset from the deck. If you fail, the mystery remains unsolved; gain a Paranoia Condition.
5
01Core
The captain tells you that you are passing over the site of a famous shipwreck. You can use this ship's deep-sea diving equipment to explore the wreckage. You may become Delayed to gain 1 Artifact.
6
01Core
The ship ahead of you seemed abandoned, but now you see that it is crewed entirely by ghostly figures. You try to discern what ship this had once been and what happened to it (Lore). If you pass, the spectral captain grants you aid; gain Clue 1 Clue or improve Will. If you fail, gain a Cursed Condition.
7
01Core
A sudden storm descends upon you and strong winds whip around your vessel. Huge waves toss your ship around like a toy, and you are thrown to the deck repeatedly. Lose Sanity 1 Sanity and gain a Back Injury Condition.
8
01Core
You find a terrified stowaway aboard the ship. You attempt to comfort him and coax him into telling you his story (Influence). If you pass, he tells you about horrifying beasts and unbelievable worlds; gain Clue 1 Clue.
9
01Core
The captain of the ship invites you to dine with him. You have the feeling that he's had some experience with unearthly creatures and try to convince him to share his story (Influence). If you pass, his tale includes highly-significant details; spawn Clue 1 Clue.
10
01Core
You're awakened in the night by gunfire. Deep ones have climbed aboard the ship and are trying to sabotage the engine. You do your best to help the crew fight them (Strength). If you fail, the engine is destroyed before you finish off the sea creatures, and you must wait to be rescued; become Delayed.
11
01Core
One of the sailors speaks in a strange, ancient dialect. You try to communicate with the man based on obscure languages you have studied (Lore). If you pass, the peculiar man teaches you a chant; gain 1 Spell. If you fail, he growls an unintelligible phrase; gain a Cursed Condition.
12
01Core
A large wave washes across the deck, and a prized possession slips from your fingers. You dive into the water, holding your breath as long as you can to recover the object before it sinks out of reach (Will). If you fail, discard 1 Item possession.
13 02
Forsaken Lore
The ship's cargo hold is taking on water. The crew asks for your help in repairing the hull (Strength). If you pass, you spot something useful among the crates; gain 1 random Item Asset from the deck. If you fail, the effort is too much for you; lose Health 2 Health.
14 02
Forsaken Lore
The crew knows a legend about gold coins lost in this area. The story reminds you of an obscure shipwreck you've study (Lore). If you pass, you find the treasure and split the profit; improve Influence. If you fail, the crew claims you owe them; discard 2 Item and Trinket possessions.
15 02
Forsaken Lore
During a flash of lightning in the night, you see an enormous creature silhouetted against the sky. The image chills you to the core (Will). If you fail, lose Sanity 1 Sanity and gain a Paranoia Condition.
16 02
Forsaken Lore
A school of dolphins has surrounded your ship, trying to keep you here. You may become Delayed to spend the night in this spot. If you become Delayed, the Elder God Nodens visits your dreams, and you wake with profound new insights; spawn Clue 2 Clues.
17 03
Mountains of Madness
Someone has sabotaged your ship's fuel and rations. If you hope to survive until rescue arrives, you'll have to search for food on a nearby island (Observation). If you fail, you are attacked by the wildlife on the island; lose Health 1 Health and gain a Leg Injury Condition.
18 03
Mountains of Madness
A sailor talks to you about a risky opportunity. If you can convince him you're up to the challenge, he'll share what he knows (Influence—1). If you pass, he gives you the details; gain 1 Task Unique Asset. If you fail, his distrust in your ability shakes your confidence; discard 1 Improvement token.
19 03
Mountains of Madness
In the middle of the night, you're horrified to see the ghost of a sailor who died in your cabin (Will). If you pass, the spirit shows you a loose board in the floor; gain 1 Old Journal Unique Asset. If you fail, you run from the room in terror; lose Sanity 2 Sanity.
20 03
Mountains of Madness
Several members of the crew have been quarantined, suffering from some unidentified affliction. For the duration of the trip you pay careful attention to avoid any risk of exposure (Observation). If you fail, you come down with the sickness yourself; lose Sanity 1 Sanity and gain 1 Illness Condition.
21 04
Strange Remnants
The captain keeps a locked trunk covered in arcane runes in his cabin. While he's distracted, you try to pry it open (Strength). If you pass, gain 1 Relic Unique Asset. If you fail, the captain catches you; move to the nearest City City space and gain a Detained Condition.
22 04
Strange Remnants
You capture an unnaturally strong stowaway. You question him about what he knows and the source of his strength (Influence) If you pass, gain Clue 1 Clue or improve Strength. If you fail, he breaks his bonds and attacks; gain a Head Injury Condition.
23 04
Strange Remnants
The crew plans to bury a dead sailor at sea in the morning. The man had arcane words tattooed all over his skin, and you spend the night studying them (Will). If you pass, gain 1 Glamour Spell. If you fail, he begins talking to you; lose Sanity 1 Sanity.
24 04
Strange Remnants
A sailor with a pale complexion and bulbous features holds up an odd item. His malformed hands can barely hold it, but he is willing to offer it to you as part of a bargain. You may gain an Agreement Condition to gain 1 Artifact.
25 05
Under the Pyramids
A passenger goes mad and tries to jump overboard with a large book. You try to pull him back (Strength). If you pass, he is clearly insane and begs you to take the book; gain 1 Tome Unique Asset. If you fail, his death disheartens you; gain a Despair Condition.
26 05
Under the Pyramids
Your ship's crew rescues a lost fishing trawler. You notice large misshapen fish on board (Observation-1). If you pass, you spot an odd object among them; gain 1 Relic Artifact. If you fail, their grotesque appearance disturbs you; impair Will.
27 05
Under the Pyramids
You find a man adrift on a lifeboat. Your captain suspects he was abandoned due to plague. You examine the survivor for any signs of sickness before allowing him on board (Observation). If you fail, his malady spreads; gain a Diseased Condition.
28 05
Under the Pyramids
A stranger falls overboard. You dive in, but the waves are overwhelming (Will). If you pass, you save a life and make a friend; gain 1 Character Unique Asset. If you fail, you get dragged out of the water, cold and wet; gain 1 Illness Condition.
29 06
Signs of Carcosa
You spend hours with the sailors, sharing stories and life lessons. Gain 1 Talent Condition. Most of their stories are tall tales. You try to discern the truth (Observation-1). If you pass, gain Clue 1 Clue. If you fail, you believe their lies; impair Lore.
30 06
Signs of Carcosa
The navigator describes his terrifying dreams. You try to interpret them (Lore-1). If you pass, you guide the ship to a lost treasure; gain 1 Magical Artifact. If you fail, you begin to experience his nightmares while you are awake; gain 1 Bane Condition.
31 06
Signs of Carcosa
Thugs interrogate you about a passenger who is in hiding (Will-1). If you pass, you say nothing and the intended victim joins you; gain 1 Character Unique Asset. If you fail, witnesses claim you aided the attackers; gain a Wanted Condition.
32 06
Signs of Carcosa
In the middle of the night, an enormous byakhee lands on deck. It has an offer from Carcosa. However, you know that such a bargain weakens the walls between worlds. You may spawn 1 Gate to gain a Promise of Power Condition.
33 07
The Dreamlands
You dream about sailing on a magnificent White Ship for a many lifetimes, mastering fantastic new abilities. Gain 1 Talent Condition. Eventually you realize that you must find a way to jolt yourself out of your dream, or you fear that you may never wake. Lose Sanity 2 Sanity unless you discard Focus 1 Focus.
34 07
The Dreamlands
You try to convince the first mate to help you steal a treasure from the hold (Influence-1). If you pass, he gives you his key; gain 1 Artifact. If you fail, he kicks you off at the next port and spreads word to the other ships of your dishonesty; move to the nearest City City space and discard all of your Ship Ticket Ship Tickets.
35 07
The Dreamlands
Fever has broken out among the passengers, and you begin to hallucinate (Will). If you pass, your visions prove useful once you recover; gain Clue 1 Clue. If you fail, your mind is never truly the same after the sickness passes; lose Sanity 2 Sanity unless you gain a Hallucinations Condition.
36 07
The Dreamlands
Some captives on a prison boat recruit you to help them escape (Strength-1). If you pass, one of the prisoners joins you; gain 1 Character Unique Asset. If you fail, the guards catch you and deliver a sound beating before you can free any prisoners; lose Health 1 Health and gain 1 Injury Condition.
37 08
Cities in Ruin
The captain has vanished, and you try to decode his encrypted journal (Lore). If you pass, you uncover his lifelong pursuit; gain 1 Task Unique Asset. If you fail, your frustrated efforts take a toll on your mind; gain 1 Madness Condition.
38 08
Cities in Ruin
During a storm, you hear a voice coming from a blue glow atop the mast. You brave the weather to stay on deck to listen (Will). If you pass, the voice teaches you to unlock your potential; gain 1 Talent Condition. If you fail, seasickness drives you below deck; lose Health 1 Health.
39 08
Cities in Ruin
Supplies are scarce due to rats in the hold. You forgo food so a fellow passenger can eat (Strength). If you pass, you earn a lifelong friend; gain 1 Character Unique Asset. If you fail, you give in to hunger as the other person starves; lose Sanity 2 Sanity.
40 08
Cities in Ruin
You signal to a naval craft and demand to speak to the captain (Influence). If you pass, he believes your story; gain 1 Agency Secrets Unique Asset. If you fail, he thinks you are dangerous; move to the nearest City City space and gain a Detained Condition.
41 09
Masks of Nyarlathotep
A team of divers has recovered an item from the ocean's floor but cannot identify it (Lore-1). If you pass, you recognize the ancient treasure; gain 1 Artifact. If you fail, deep ones come at night to attack the crew and retrieve it; lose Health 1 Health.
42 09
Masks of Nyarlathotep
You hear a member of the crew is looking for basic necessities to bring back to his family after some nightmarish event left his home in ruins. He will trade what he knows for supplies. You may spend Resource 1 Resource to gain Clue 1 Clue.
43 09
Masks of Nyarlathotep
You encourage a depressed passenger to seek adventure (Influence-1). If you pass, you make a friend; gain 1 Character Unique Asset. If you fail, you are accused of making threats; move to nearest City City space and gain a Detained Condition.
44 09
Masks of Nyarlathotep
A masked stranger joins you on the deck, and you strike up a conversation (Influence). If you pass, he tells you the news of his travels and offers you supplies; gain Clue 1 Clue and Resource 1 Resource. If you fail, he reveals his monstrous face; gain a Corruption Condition.
45 09
Masks of Nyarlathotep
You overhear two smugglers talking about stolen goods, and you try to find their illicit cargo (Observation). If you pass, you find a hidden panel; gain 1 Relic Unique Asset. If you fail, the smugglers intercept you; gain an Injury Condition.
46 09
Masks of Nyarlathotep
Several rare species of animals can be found on this unchartered island. You try to capture a large, ferocious beast (Strength). If you pass, you find a bloody journal in the creature's lair; gain Clue 1 Clue. If you fail, it mauls you; lose Health 1 Health.
47 09
Masks of Nyarlathotep
You learn that a gangster plans to kill a passenger over a debt. You confront the crook (Strength). If you pass, the passenger becomes a loyal friend; gain 1 random Ally Asset from the deck. If you fail, you are unable to stop him; lose Sanity 2 Sanity.
48 09
Masks of Nyarlathotep
A singing woman can be heard somewhere across the water. You try to interpret her strange words (Lore). If you pass, the lyrics lead you to a floating corpse and an odd item; gain 1 Relic Unique Asset. If you fail, the music haunts you; lose Sanity 1 Sanity.

References[]

  1. A character first appeared in the game Arkham Horror 2nd Ed.'s The King in Yellow expansion. 
  2. Possibly the King in Yellow. 
Advertisement